All Blizzard needed to do to have a winner here was copy the traditional BR formula. Like here’s my idea for a BR mode that would of been better IMO:
- Pick Your Class(i.e. Warrior, Shaman, Priest, Rogue, Hunter, etc., etc…)
- Class Is Consigned To A Set Of Abilities
- Each Player Starts With Basic White Equipment
- Armor, Weapons, and Trinkets Can Be Found From Killing Mobs/Looting Chests/Other Players
- Armor Provides HP, Weapons Provide Damage, And Trinkets Provide Resilience
- Stat Increases Are Static Not Dynamic To Ensure Fair, Balanced Play, With A Cap At Max Quality(Obviously)(Example: White Quality Armor Will Always Only Ever Spawn With +10 Health, Blue +20, Purple +35, etc., etc…)
- Said Gear Only Ever Drops From Chests/Mobs As It’s Base Quality
- Gear Dropped From Players Can Be Whatever Rarity That Player Had Equipped
- Every 2 Levels, At A Level-Cap of 10, Gear Quality Upgrades(1-2 For White, 3-4 For Green, 5-6 For Blue, 7-8 For Purple 9-10 For Orange)
- Rare Chests And Tough Enemies(Elites, Mini-Bosses, etc., etc., And Blue Quality And Up Chests) Have A Chance To Drop Glyphs That Can Be Passively Applied To Your Abilities Just By Holding Them In Your Inventory
- Glyphs Provide Abilities Additional Functionality(i.e. Warbringer For Warrior Charge, Vigor For Rogues, etc., etc…)
- Players Can End The Match By Killing Each Other Until Only One Remains, Or By Banding Together To Defeat The World Boss
- No Group Functionality
- Rewards Based On Overall Final Standing As Well As Acquired Gear And Level/Gear Level
- Loot Spawns And Enemy Placements Are Randomized To Ensure Fairness Throughout(Example: No Hotdrop Meta)
- Decide From The Air The Optimal Place For Your Playstyle To Land