Theme: Traverse the abyss of darkness and despair, confronting the malevolent forces of the Diablo universe.
Bosses:
Boss 1: Astaroth, Guardian of Hatred Theme: The demon lieutenant guarding Mephisto’s essence.
Astaroth, a powerful demon and lieutenant to Mephisto, stands as the guardian of the hellfire barrier surrounding the Cathedral of Hatred. This barrier encapsulates Mephisto’s essence, slowly reforming after being released from the Black Soulstone following Malthael’s defeat. Astaroth’s mastery over hellfire grants him control over this fiery defense, making him an imposing obstacle that must be overcome.
Wing 2: Plague of Pestilence Theme: A realm tainted by pestilence and disease.
Ashava the Pestilent: An embodiment of decay and sickness, Ashava spreads vile plagues and unleashes poisonous assaults upon the raid, reflecting the theme of pestilence.
Avarice the Gold Cursed: Guarding cursed treasures, Avarice summons greed-driven minions and traps, testing the raiders’ integrity and resolve against the curse of gold.
The Wandering Death: An ethereal entity representing past regrets, The Wandering Death forces the raiders to confront their histories, reminiscent of introspection and mortality.
Wing 3: Chambers of Torment Theme: A twisted labyrinth of torment and anguish.
Andariel, the Maiden of Anguish: With venomous attacks and swift movements, Andariel subjects the raiders to physical and emotional torment, reflecting her title as the Maiden of Anguish.
Duriel, the Lord of Pain: Deeper within the labyrinth, Duriel inflicts excruciating suffering with icy attacks and unrelenting pursuit, mirroring his dominion over pain.
Wing 4: The Fallen Horadrim and Resurrection of Rathma Theme: The fall of a hero and the hope of revival.
Elias, the Fallen Horadrim: Once a revered Horadrim, Elias wields shadow magic and eldritch powers, echoing his tragic transformation into darkness.
Resurrection of Rathma: Friendly and in need of aid, Rathma seeks help to undo the aftermath of Inarius’ actions, reflecting the theme of revival and redemption.
Wing 5: Queen of Hatred Theme: The ultimate confrontation with the embodiment of hatred.
Lilith, Daughter of Hatred: The mastermind behind the chaos, Lilith employs dark magic and beguiling abilities to challenge the raiders, reflecting her embodiment of hatred.
As the raiding party progresses through these encounters, they must master unique mechanics, overcome environmental challenges, and strategize to conquer each boss. Effective teamwork, communication, and adaptability are paramount for prevailing in the Echoes of Darkness raid in the Diablo series.
I disagree more on a fundamental level that I don’t want to rely on other people to complete content in a Diablo game. Lost Ark has this mechanic and people will kick you out of groups because you aren’t geared properly or have the right build for your class, so you end up doing it solo instead.
I agree the game could use some more endgame content, but personally speaking, I would not like it in the form of co-op raids that require you to bring along 3 other people. Solo raids? No problem, let me do it solo.
It’s a good idea, don’t let the crazed people here tell you otherwise, for them it’s a “If I don’t want to do it, it shouldn’t be a thing” narcissistic thought process
That was basically the Tiassa nightmare quest and the campaign. How about if they want to go more in the direction of being an MMO make Hell the raid realm and putting 4 member raid in the lesser prime evils as separate wings for Azmodan, Belial, Andariel and Duriel each wing having a seven day lock out then have then the 3 primes as 8 member raids each with separate wings for Mephisto, Diablo and Baal.
Is it solo friendly? If not, hard pass. It’s already close enough to being World of Diablo as is. Raids requiring large groups pushes this completely out of ARPG into MMORPG.
If only they copied POE endgame maps properly. They had a whole fully designed, tried and true, tested and loved, endgame already made, and all they did was make it a repeatable levelling dungeon token with added frustration mechanics.
The team in charge of NM dungeons had no idea what made POE maps so fun, given how NM dungeons turned out.
Hard pass, forced group content as endgame would be the finale nail for me. If I wanted to play a mmo I would play a actual mmo, not this wierd pseudo multi player game.
Why is Ashava fire-themed instead of poison themed, though?
That aside, I don’t dislike the idea of a multi-part “megadungeon” (for D4 standards).
Though I don’t think they should re-use campaign and world bosses if they did something like this in the future; they should make something new that fits the content. But that’s just my opinion.
While I think this is a good direction to take an APRG, it starts becoming an MMO when you implement raids. I am all for it, but the bulk of the ARPG community is against this as they want to have a snoozefest solo grind type of game.
…As opposed to a snoozefest team grind kind of game?
I mean, WoW is the most successful MMO ever, and what I know of it seems like a very similar gameplay loop to ARPG’s:
kill things to gain XP and money and find things
XP lets you level to improve your skills, money lets you buy things that aren’t as good as the ones you find (but are reliably obtainable).
with your more powerful character, you can now move into higher difficulty areas, where the things you kill give more XP and money, and drop better things.
Repeat from 1, except you eventually get to max level, which is when the “real game” begins (which is pretty much the same thing, except XP doesn’t matter)