Treasure Goblin Variations

Hello!

Just wanted to share my brainstorming for new types of treasure goblins.

  • Experience Goblin: Upon death, grants 25% increased experience gain for 1 hour

  • Golden Experience Goblin: Upon death, grants 50% increased experience gain for 1 - 2hours

  • Helltide Goblin: Upon death, drops x amount of cinder

  • Steel Goblin: Upon death, drops x amount of living steel

  • Cosmetic Goblin: Upon death, drops skins

  • Platinum Goblin: Upon death, drops x amount of platinum
    (I’m of the mindset, that a fully priced AAA game, with increased price tag, AND paid expansions, should NOT have the same business model, as a free to play game. This will be a way for you to throw us a bone on rare occasions. Plus, it will benefit you in the sense that, obtaining a ->FAIR<- amount of free platinum, will encourage us to purchase more to obtain what we actually want.)

  • Echo Goblin: Upon death, drops materials required to summon an uber boss

  • Dungeon Goblin: Upon death, summons a portal for a unique Nightmare 100 dungeon. Possibilities are endless. Make it worthwhile though.

  • Goblin of lilith (super rare): Upon death, server announcement calls for community participation. Heres a few ideas:

  1. Portals spawns outside of handful of towns. Causing an invasion event. If all portals are not saved, reward tier drops.
  2. Portals spawn around the world. Each portal must be entered by players, and inside the objective must be completed. After maybe 20 minutes, a unique world boss spawns. Depending on the amount of portals closed, reward tier is increased

To make this worldwhile, Im thinking the highest reward tier, must be so desireable that people WANT to participate, and not just settle for lower reward tiers. Low reward tiers could yield living steel or the likes. While the highest could have a chance to yield uber uniques.

I believe that failure is a part of life, and we dont always need to win. This goblin/event idea, builds upon that philosophy. If not enough players participate, too bad. Rewards could still be good enough on lower tiers so its not a complete waste of time.

These are the ideas I currently have. While I know the last one is a stretch that requires a ton of work, I think we should try and inspire the devs with our ideas. Maybe one of them sticks?

Thats all!

6 Likes

Nahh thats a D3 mechanic that can stay in D3

And a Trasher Goblin with a small chance to drop a skateboard mount :heart_eyes:

2 Likes

iuno, i never liked all those d3 goblins too much. infact i was glad to see they arent in d4 to be honest.

Generally id say they could spice up the loot from the goblins a little tho. I kill them, but i dont really ever feel like it was worth going off my main path

I like the standard goblin and I liked the treasure room of D3. Could it be that a treasure goblin had a chance to drop something? Maybe we could start there? And then, maybe, there could be a treasure room?

I personally enjoyed them. But to each our own

certain treasure gobos had the effect of like herding cats, I like them, but I wanted to nuke them.

I’m not really into those ideas. I like goblins dropping gold only, pretty much. I like the spirit of this one you had, though:

BUT, not a nightmare 100 dungeon. I’d rather it just be that the goblin rapidly decomposes and a pit opens up in his place with a stairwell down to a unique, random underground area of some sort. One that is at or about the same level you currently are. I.e., I’m at Level 49, so the thought of a Lvl 100 dungeon doesn’t sound inviting to me.

I can think of some cool areas it could take you to. From fantastical (dark forests, craggy mountaintops, lush islands, rainbow dreamworlds, etc.), to more standard dungeony, firey pit areas.

I’d also like to see a variety in what the treasure goblin actually looks like, sounds like, and how it runs. Different skins, different colors for him (or occasionally, her). Could just be slight variations, but something so it doesn’t seem like the same goblin every time.

I do enjoy the more challenging goblin in D4, but sometimes it’s rather ridiculous trying to kill it. I recommend a variety in the amount of hitpoints they have and the speed they run, so it doesn’t always feel like a slog-fest, traveling all across the map triggering six+ different mobs trying to catch and kill it. The measly 5 or 6 gold per run-drop could also see a significant bump.

1 Like

Get rid of the gobbo, and just have an invasion event. I like that idea. Right now though, it would be completed within 2 mins because of all the overpowered nonsense and shenanigans going on.

1 Like

I personally like the idea of better goblins. As it makes the open world potentially more rewarding. And yields more rare and interesting moments.

DON’T WORRY YOU CAN BUY IT SOON

I don’t think treasure goblin is a good idea, at all. It’s so lame, so childish, it doesn’t fit diablo world. Instead I rather would like more horrific creatures and ambiance.

That we can use in Dungeons!

Unique Goblin. Super Rare, but drops a guaranteed unique with a Duriel equivalent chance for an Uber. Gives me a reason to hop off my horse and kill one late game.

You meant Thrasher goblin right?

Bring back the blue ones, those were so satisfying.

Blasphemy! :face_with_peeking_eye::face_with_peeking_eye:. I even have the treasure goblin funko lol

1 Like

Loved killing them while leveling. New Aspects!

After… meh. Gold Goblin is always nice though.

I don’t mind them looking at ideas as long as it doesn’t get too crazy.

I’d settle for them just putting the boss mats back into the cycle that they took away when “treasure goblins” used to be all there was and always dropped boss mats.

Now that we’re not travelling to the bosses they should put in some more mats into the cycle for that as well.

Running out of boss mats when all there is to buy are dupes and prices are jacked up by RMT (with Blizz asleep at the wheel 98% of the time) has made this title of questionable worthiness to put any effort into.