WHAT DO YOU THINk? future feedback

:star2: Main Goals of the Changes:

  • Give each activity distinct identity, variety, and depth.
  • Increase replayability.
  • Reduce predictability and boredom caused by existing formulas.
  • Offer a better risk/reward balance β€” let the player decide how much they want to risk and what they want to gain.

:city_sunset: The Underworld (Kurast)

Current Strengths:

  • Tribute and drop-modification systems give players control over content.
  • Core mechanic is satisfying and well-balanced.

:bulb: Suggested Improvements:

:white_check_mark: Secrets of the Underworld
Chance to discover hidden paths or random events during runs.

:white_check_mark: Special Tributes β€” increased risk, no longer strictly time-based.
Introduce more unique tributes granting access to alternate zones:

  • More elite-heavy content or super-elite encounters with higher stakes.

:fire: Infernal Hordes

Current State:

  • Arena with rounds and modifier choices has potential, but:
    • Becomes repetitive after a few runs.
    • Lacks diversity β€” one path (e.g. Hellbron + damage mods) is clearly the most efficient.
    • Enemies feel β€œpaper-thin” β€” they don’t evoke tension or threat (with rare exceptions like Lords) and serve only as a means to open a chest.

:bulb: Suggested Improvements:

:white_check_mark: Expanded Modifier System
Introduce modifiers tailored to playstyle:

  • Boss Killer β€” bonuses vs. elites/bosses,
  • Trash Clear β€” AoE buffs, resource cost reductions,
  • Range / Melee β€” based on class or combat distance.
    e.g. elite events occur more in central zones; normal mobs avoid arena borders, etc.

:white_check_mark: Variable Victory Conditions
Every few rounds, a special randomized goal appears:

  • Kill X enemies within time limit,
  • Take no damage during the wave.
    :arrow_right: Effect: better rewards and more engaging combat.

:white_check_mark: Randomized Unpredictable Elements
Chance for spontaneous appearances like:

  • Goblin waves (similar to Underworld),
  • Trap chests,
  • Arena Events (e.g. meteor showers, boss ambush mid-wave).

:fire: HELLTIDE

Revitalize Helltide as an endgame activity by introducing:

  • a dynamic gameplay rhythm,
  • real-time escalating challenges,
  • a deeper systemic layer for advanced players,
  • meaningful risk in the open world.

Helltide is no longer just about β€œgrinding Cinders.” Now, the event unfolds in 3 phases , each lasting approximately 20 minutes :


Phase 1 – Scouting Grounds
Standard activity: monsters, Cinders, chests.
Goal: Collect Cinders, eliminate elites, scout key locations.


Phase 2 – Hellgate Assault
Three Hellgates spawn randomly – portals from which waves of enemies emerge, or which the player can enter, functioning similarly to Delirium from PoE.
Goal: Stop the invasion and defeat a miniboss.
Rewards: Bonus Cinders, crafting materials, and occasionally keys for special chests.


Phase 3 – Infernal Climax
Once all gates are closed, the Infernal General spawns – a unique Helltide boss
with distinct mechanics and loot, including a booster (like a brain) that empowers a selected Nightmare Dungeon sigil.
After the boss is slain, a final wave of demons attacks, followed by a 5-minute window to open premium chests (costing 500 Cinders).


New Currency:
Drops only from Helltide bosses (e.g., maiden, bug boss on hellttide, event bosses, Legion bosses active during Helltide).
Used to **craft upgraded β€œInfernal” Nightmare Dungeon sigils or exchanged at a special NPC for modifiers to Nightmare Dungeon like:

  • +10% demons
  • +1 elite per mob pack
    …and more.
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