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Dear Community, I wanted to pose a question for you: what would you like to see for a Diablo 3 end-game? What does end-game mean to you? Please feel free to list some suggestions and please put some thought into it - I'm looking forward to your creative responses :D
As for me, I have a few ideas:
1) Difficulty needs reworked. Higher difficulties should be more than higher monster stats. Perhaps the density could be swapped up, monsters have more abilities or affixes (or even entirely new "harder" affixes like super horde or homing missiles - like the ones the bees fire but faster), monsters react, move, and/or attack faster, their abilities have more AoE or have more shots to dodge. You could even make champion groups have 4 instead of 3 guys. You could make the Fallen Shaman smart-res stronger minions and be able to res each other again. These are just a few ideas, but essentially I want it to feel "harder" more than just a gear requirement. It will extend the end-game by a lot if the harder modes are actually "harder" - otherwise, once you get to the top gear, you have essentially "beat the game" since the highest tier difficulties will feel exactly like the lower tier. They won't be hard anymore or require any more skill.
2) Ladder. This extends the end-game by so much. Especially if you add...
3) Seasonal content increases (can be mixed in with Ladder). I know we aren't paying a monthly for D3 like with WoW, but I think when you look at most games they have DLC or increases in content that are available significantly faster than once every two years. If you want to save the end-game, there needs to be more coming in faster. It doesn't have to be anything more than just new stuff for the top people to do, that way the ceiling is always raised so things never get stagnant.
4) More build diversity. Right now Blizz is going in a fantastic direction with Loot 2.0 legendaries. However, I would love it if you could weave in stats with builds. For example, have frost wizards spells benefit the most from stacking attack speed, while fire wizards would want to stack crit the most, while arcane wizards would benefit the most from, say, cooldown reduction and resource regen. Demon Hunters could have certain skills that are outlined in a way that high attack speed would make OP, like, say if you made Rapid Fire for example have a lower crit cap or not benefit from +crit damage but make it's base attack way higher, then it would do more damage if you dual wielded with rubied weapons and stacked attack speed more than crit chance or crit damage, or certain passives would benefit exponentially if you had a higher pickup radius.
This would tie in items with builds so much more and give us some focus for Enchanting and gems, that it would essentially solve the huge hole that not having skill levels creates. In other words, suddenly we could make our entire build better in various ways so that if we want a pet-based Witch Doctor, we could not only swap our talents to be that, or have legendaries to farm, but we could have some sort of focus for gear apart from trifecta or something. I just feel this would expand the item game by a lot.
5) PvP - at some point hopefully before june or something I hope we have some news on this. PvP is what will give this game the legs it needs; it gives people the motivation to hunt for items other than just "having items." Right now D3 devs have said tons of times, D3 is about loot and killing demons. That's great and all but if you think about most games, people still have something to work towards other than just saying "I look cool." Now that everything is BoA, it just gives so much more need for having PvP. We need to have ways to show off our skill and builds, we need to pit them against other people. It drives the PvE end-game SO much and adds so so many more builds. People will consider completely different skills than they ever considered otherwise, which means way more gameplay and way more new ways to play your hero. I fully believe Blizzard is the best gaming company in the world and that they are fully capable of putting out a perfectly good PvP mode for D3.
6) Expanded bounties - more types and more depth like secondary or bonus objectives. Escorts or Rescues, Camps (not just single target but an entire camp of Fallen or Khazra), Defending locations or villagers, or searching for a running target that will run away from you around the zone (like a treasure goblin that doesn't portal away). Some extra bonus objectives would be like, if you killed the moving bounty in less than a minute of entering the zone, or a higher bonus for how many villagers you were able to escort to safety, etc. This would just make bounties a bit more tasty, just an opinion of mine - they're basically like dailies from WoW, except dailies from WoW have more steps sometimes and a lot more stuff and they add more of them every few months to the game. There is no reason why bounties can't be expanded just a little, especially since we're supposed to run them all the time.
7) Death penalty or Survival incentive - this puts so much more weight in the game and your gear and decisions. It rewards skill. I feel like it's just a small part of the whole package of helping to make end-game feel meaningful.
8) Randomize the previous acts - Act 5 being randomized, it FEELS like Diablo 3. Especially the Blood Marsh, it's so reminiscent of the Canyon of the Magi from D2 (is that the right place?) - with the various marked dungeons but only one of them is the right one. Freaking fantastic. Now just make all the acts randomized! This will make it feel new every time instead of stale. I feel like I'm going to mostly only want to play Act 5 cause it'll be the only one that feels like D3, where I get into a zone and I have no idea where to go so I just have to kill stuff until I find it :D
9) A level/map editor so players could create their own custom maps or arenas for players to play together with their friends/clans. THAT WOULD BE SERIOUSLY AWESOME. It would put the power of D3 into the creativity of the players. This would give people soooooo much to do. Even if you had to limit it in ways like that you don't gain any xp or loot while playing custom maps, it would still be really fun to try out custom made all-inclusive zones and stuff (all based on the current tile sets/doodads/monsters/etc.) Or even go so far as to let players have an editor as epic as starcraft so that they could even script their own events and stuff into the custom game. WHAT!? that would just be so cool.
10) Epic World Events - A unique über boss randomly drops into your game, the skies turn red, hell bursts from the ground and huge waves of demons or zombies or skeletons start flowing forth. It automatically notifies your friends/clan members, and it's the kind of the thing that the reward is worth the effort. Your friends will be like HELLS YEAH! and quit their own game to join yours to help you fight your way through the huge waves of demons to the über boss. Something that is similar to the opening cinematic (is that the one?) that you see literally thousands of demons, multiple siege breakers (absolutely would be great to fight a few siege breakers simultaneously) and then an über boss or like one of Azmodan's generals at the end. This entire event is triggered when you enter a new zone or something. It would just be really nice to see some more epic events, to feel like you're actually in the middle of the apocalypse, that you're actually saving the world from Hell itself. This is the level of epicness that Diablo demands.
11) Dungeons - Big large awesome ones. Multiple floors, randomization, minibosses, end bosses... but entirely optional and on the side. It would be a welcome addition to options of things to do in the end-game. Instead of helping out your town's faction by running all over the act doing bounties and saving the day, you could opt to grab a friend or three and tackle a dungeon. You could either make them random chances like the caves and stuff where maybe you have to run the bounties before you randomly find one, or they're in a guaranteed location each time. However, these are different from Caves or Vaults because they have multiple floors, full of traps and maybe some puzzles, maybe a labyrinth level with a minotaur that you don't wanna run into (suggested in my OP), and generally just a fun thing to do. Or maybe you could even work it into the bounty system so that it's also an optional bounty for only the bravest of warriors that rewards equal to doing 5 bounties and you have the choice between running bounties or doing clearing the dangerous dungeon - both make the town safer. Sounds flipping sweet to me. Lots of other people suggested this. It's absolutely something that would make D3 awesome. Essentially mini-instances but something that should still take roughly 30 minutes to clear. But they can't just be straight run-through from entrance to exit. You have to do things to unlock the exit or to open a door or to bridge an abyss or to empty a pit of quicksand or w/e. The tombs of the khans in the dalghur oasis are GREAT examples of the kind of thing I'm talking about, but make them four times as big and four times as awesome (and certainly four times as challenging). Lots of traps to avoid, rooms where you have to walk on the stones in the right order or you'll die, rooms where you trigger events like jar of souls where just waves of Mummified Priests come and try to stop you from stealing the Pharaoh's treasure horde, an entire floor that is entirely pitch black except for a glowing orb by the entrance that only one hero can carry with them. But the final room will have like 6 resplendent chests or something. I mean, whatever is balanced, but this is like, you know, Diablo needs this.
That's all I can think of right now. These all kind of work together to create an entire idea of something that has exponentially more to do and reason to do it.
EDIT: Have been adding more as I come up with more ideas.
Edited by Godric#1954 on 12/10/2013 9:14 AM PST
I don't care about PvP but other people do, so it certainly needs to be added. However, PvP needs to be its own world where class changes are only specific to PvP portions or the game. If you start nerfing my WD to balance PvP disparity, I'm done with the game. I can't stand it when game play that I don't participate in effects what I do in-game.
I would also like to see ladders as well.
I'd like more unlockables. Blizzard has expressed an interest in doing "targeted legendaries" in the past. I'd love to see legendary plans fill this role. Create special dungeons that are long and have a random chance of spawning with a big, bad brute lurking at the end. Make the dungeon boss specific to the legendary recipe they drop. So a fire based recipe means fighting a monster that does lots of fire dmg, so on. Killing it gives a certain crafting plan. The current gem system is very generic and could be blown wide open with new cut designs that give gems all new effects. Maybe the plans for these cuts could come through a targeted legendary plan system.
More ability based difficulty. Scaling numbers does not change the game play experience. I want more elite density, larger elite groups, and elites with more affixes.
More access to skills. It kills me that we're restricted to 6 skills. Give me more freedom. Allow me to be creative with my skills. I think balance should come from resource management, not from blatant skill restriction. Give me more abilities to use in combat.
I'd love to see some time trial dungeons added. Add some complexity to them so that it's not just a DPS race. If you die, you lose. Start over. Use the environment to keep things interesting. Design these dungeons, don't make them random, and then give visual rewards for those who complete them. Gives us banners that beam light or burn or have poison/fog clouds hanging from them. Unlock the CE wings item slot for all players and create a whole slew of visual-only reward items that let us show off some of the things we've done.
I think a sort of invasion-style game would be great for Diablo 3. Portals that are opening up, pouring monsters out. Act 4 gave the scripted illusion of this happening in heaven. Make it happen for real on Earth.
Keep giving me things to find. It doesn't have to be epic loot. One of the biggest hooks for me in Everquest 2 were the shiny collectables that could be found. The damned things drove me OCD crazy. I had to have them all, it didn't matter. I would spend hours and hours looking for them.
And finally, give me a difficulty that I can't clear. Give me a reason to keep wanting more gear. Let me never be more powerful than what exists in the game. As soon as a player reaches a point where they're farming more gear so that they can farm more gear, the game is over. Make difficulty the priority, not glowing items that won't mean anything without a challenge.
PvP arena - 1v1, 2v2, 3v3, 4v4, ranked?.
Mega Team Dungeons - 6-8 player, large dungeon crawl.
Endless Dungeons - Endless dungeon, go till you die.
Boss Gauntlets - Gauntlet of bosses.
PvP Duels/Bouts - Prize fighting.
Team Kill Challenges/Races - 1v1- 4v4, first team to clear a dungeon and boss wins.
Flood - 1-4 player, waves of enemies that get larger as you progress.
Edited by DevilsHand#1300 on 12/3/2013 5:09 PM PST
A lot of great responses so far!
It would be nice to have some other dungeons that were more than just caves with 2 levels - that had like some sort of scripted things going on inside. Like the cellars they're adding in Act 5, but BIG and unique (to an extent, some amount of randomization would be great) - Hell, they could achieve this by just adding events and scripted things or whatever to Neph Rifts too, that'd work.
For example, make a level in a randomized dungeon require 4 different switches you have to throw to unlock the door to the next deeper level - but each switch you throw spawns a random mini boss fight or something. Then the next level is a labyrinth complete with a minotaur like guy running around that you just do NOT want to run into. Haha, there are just so many fun things to add! Like, really, why not? There's no reason not to, D3 is the PERFECT place to do such things.
This is a good idea. There are a lot of random in-world events that could really be expanded upon. Like in Act 2, the blood cellar... it's just the guy inside. Most people skip it. You could totally transform that into a workable and enjoyable event. Something that people hope appears on the map, not something that people skip every time.
A lot of the side events feel very, very small. Revisiting all of them, giving them side story and depth, could really work to add more interest in the open world, something that would really benefit Adventure Mode.
They tried to expand on the events a lot in Act 5 - which they did, but a lot of them still feel small or insignificant. Like there's one where you defend a Necromancer from 3 waves of skeletons, except that the first two waves only have like 3 skeletons each (who we all know die in 1 hit). It's kind of a cool idea except that it is beginner level.
What we really could use are Dynamic Events that scale with the difficulty you're on. Almost all of the current ones easily belong in Normal mode, while we could easily amp up the excitement and danger (and loot) in higher difficulties. Again - not just stronger monsters, but more diversity. I hate the way the current difficulties just scale the freaking hp and dmg, that is such a weak definition of difficulty compared to what D3 is capable of.
I would seriously kill to have larger and more difficult cellars with unique fights and situations and unique rewards too (like maybe even unique shrines you earn at the end, so that instead of loot you are rewarded with something that changes your gameplay for a duration).
Edited by Godric#1954 on 12/3/2013 8:43 PM PST
This might sound a little simplistic but I would be happy with some more long term goals with appropriate rewards attached. I recently spent something like 8 hours looking for "Dataminer" for an achievement. It was a little obsessive but the point is that clearly spelled out goals can really draw out the completionist in us and add replayability.
Something like an in game monster museum would be cool. Kill X monster 1000x to unlock its interactive 3d portrait with accompanying background info. Once a portrait is unlocked a player could do an additional 5% damage to monsters of that type.
Add more item collecting achievements with real rewards. An example would be "Collect these 6 sets to unlock the 7th set" which would have some unique attributes.
As far as gameplay/game modes I would like to see pvp with some custom game modes that we've seen in SC and WC. I am looking forward to Nef Rifts and Bounties.
A great awesome challenge, some pinnacle boss or event that a new character of mine can fight, beat, and I can say truly this build is finished. Then lots of endgame modes to try out my new finished build, such as PvP modes, timed gauntlets, survival modes, etc. Think about all the roles that you could make a character good at, then think of the endgame mode that could help fill that niche. There you go.
Endgame – IMO for a Definition, The End-game refers to the part of the game where level advancement is no longer the goal and other activities take centre stage. Well sadly, we are still lacking in the other area activities.
So far we have, Improving on existing gear, which = boring after a while - new more powerful additions to weapons and armour can help, but it's just basically the same old cycle - This is what they have done in ROS and it sucks giant donkey balls. It's a toothless approach that lacks any kind of real depth.
They are introducing Guilds, to what end I don't know, but I guess Building ones Reputation with different factions in the game would in some way be part of an endgame. If Reputation could add something meaningful (God knows what) this could have the potential to be fun.
PvP combat and/or increasing PvP rank through "honour grinding". - Sadly we have a crappy brawling system and no real thought has gone into this. Blizzard has said that they do think about this every day, but I personally call total bull on that theory. Yes I really do call bull and stand by it – it’s been over a year now – not good enough.
Exploration - bounties - this could be part of an endgame but really for D3 the maps are just way too small and there aren't enough side missions or anything. Could this be developed upon yes most definitely. I think this is where the modding community would come in really handy – new areas to explore could be made all the time.
Something like Unique monster hunting could be fun – something with depth though such as teaming up with the blacksmith so he can forge new weps and armour – you both get something out of it – perhaps Clans or Guilds can be in charge of crafting certain items. This would have to be well thought out first and again meaningful - They can't just be everyday useless crap items and getting them has to be hard, like really hard with some real strategy involved.
Strategy you say, what strategy? - Well I’d say something like only being able to kill these uniques as a team, having this unique monster hunting impossible to do solo, having really brutal affixes that a team would come across in an encounter - this could then have potential to improve on the socialization aspect of the game. How? Well it has the potential to make Guilds a good thing to get into, so that you can find people to play with. You'd get a sense of belonging and accomplishment that comes as part of a team is more fulfilling.
Doing these monster hunts could improve your ranking somehow - give you points so that you can join more elite guilds. It would be easy to keep adding new unique monsters - IMO it would be more fun to do this with teams of 8 people - think about the class synergies and theory crafting that could take place. I think this could be a solution to the lack of depth the game currently has.
I would love to have some sort of tower to climb, with say 100 levels - each level requires slightly different strategies for a team - perhaps the completion of the level can be a boss room - maybe some of these bosses can be unique monsters - the higher you go in the tower the more brutal they become. They should be really hard to beat and require a lot of thought - one might be a poison monster so you need poison immunity. A level to clear might be a room of fire, so you need to have fire immunity on your gear. Basically so that you have to mix it up during the different levels, you can't just get past with one type of gear and build set up - I should be done in a way that can really show off all the different type of builds and gear that the game has to offer.
There could be fun bonuses that make it competitive in the team you form itself, such as - last strike kill grants a bonus item to a player - any many other ideas could be done here.
Grinding Achievements are another thing they have - but they are pretty meaningless - ohhh a crappy banner - ohh another achievement that gives me absolutely nothing -perhaps if they added a remake of D1 and D2, that could be unlocked by completing all achievements, would be a way to spark player interest.
They could introduce tournaments - most exp gained over 1hr - with prizes given out to the winners - hell, even something like a key ring would be kewl prize - perhaps for something special, one of the new t-shirts that were designed could be offered. Getting something more meaningful than a new piece of gear. This would be great PR and marketing for Blizzard.
The tournaments could centre around quite a few things - PVP, Nehalem challenges (that's if we do get them) and all sorts of things - quickest paragon level on a ladder reset etc.
A good gold sink would be to pay an entry fee (with in-game gold that is) for tournaments - the better the prize the higher the cost - this would really get me invested in play - imagine something valuable up for grabs - I’d take a day off work, lol.
I would love to see tournaments that aren't just for people with good gear.
Something like a nude run - no gear on your toon - How long can you survive in a highly dense monster area on the highest game difficulty? Best time wins something - it would be kick !@#.
They could advertise tournaments on the website, put up some kewl prizes - maybe even have prizes for up to 10 places - to encourage participation - you know, I may not win but I might have a chance at placing.
Planet #6460 - Diablo III Barbarian Class MVP
"My name is - insert_battletag_here -, king of kings
Look on my works, ye Mighty, and despair!"
I really like everyone's ideas! Great posts, I agree.
Starbird has a thread "The Reward for being Good should be more content, not gear" in which he suggests that end-game needs to have two separate focuses that are not combined like they currently are. In other words, there are gear-seeking players and difficulty-seeking players. He says that the highest difficulty should have legitimately DIFFICULT (but possible) things, like Uber bosses and stuff, that require actual skill to beat - however, they shouldn't reward unique or stronger gear because it would simply become BiS and disqualify all lower gear. Then also, all the guys who want the best gear would feel forced to do this most difficult stuff.
So then what would the incentive be to run the highest difficulty or uber bosses or super dungeons or w/e? My suggestion is that instead of rewarding unique stronger loot (big No-no), these super difficult areas need to reward vanity bragging rights stuff. They should give the player things to show off how badass they are. Some examples would be unique banners/achievements, cool looking player stuff like maybe some unique transmog sets (so that you could make your gear have a new epic look to it that you only can get through skill), skins for your zombie dogs, pets, ancients, followers, fetishes, etc. or various other "bragging rights" vanity stuff.
Call of Duty has a great example with the Prestige System. Essentially, all the weapons and perks are accessible for everyone from the beginning. When you reach the max level, you have the ability to "prestige" which resets your level back to 1 and you lose all your perks or guns or w/e (every game is a little bit different but that's basically how it works). However, the reason to do it other than replayability for having your level reset (similar to ladder) is that it gives you unique banners and nametags as well as a unique level portrait. It is 100% about vanity and bragging rights. However, it is so much incentive that it extends the end-game by SO much.
I really feel like Starbird's idea (with my suggestion for having vanity as incentive) is perfect and would make D3 feel a LOT more meaningful. It would have something for everyone. Right now, D3 is combining the two (casual and hardcore) into one... when it first came out, the casual players (majority) freaked out over how difficult Inferno was, so it got nerfed and dumbed down - which made the hardcore skilled badass players really upset since they didn't have anywhere to really show off.
So my suggestion is to add in content that is unique and difficult... hard situations that require good reaction speed and skill (but not in a way that creates only one or two viable builds) or maybe require teamwork to achieve, like a double boss where one is fire and poison immune and the other is holy and cold immune, which would then require players to coordinate their elemental abilities/weapons in order to defeat. That sounds fun :)
I wanted to add what End-Game means to me.. I already explained it a bit in my suggestions, but I didn't set out the theory behind it.
For starters, End-game is what you do when the main level grind / campaign is over. If you break it down, it would be options or modes or focuses or just straight out things to do with your hero, but equally as important is that there needs to be a reason to want to do those things.
If you just have things to do with no real reason or drive or incentive or motivation then it gets stale and boring and dissatisfying pretty quickly. Currently, the end-game of diablo 3 is focused around hunting for loot to gear your hero to be better at hunting for loot. They're adding two modes - neph rifts and bounties. Cool. I like them. But watching streams, and maybe it's cause I'm just not playing it myself, but it seems to get old pretty quickly. For something that you're expected to just run over and over and over again, there is very little content. So adding modes like they did, I see how that extends it. However, the reason for doing it is still very weak. Right now D3 really lacks a lot of motivating gameplay. There just isn't much depth to it. Yes, they added a lot of new loot with new build potential but in the end, all it is is a pointless grind since there're not really many ways to prove your build or show off your creativity in-game. At least, that's my opinion.
D3 needs competition between players, in the form of PvP or PvE challenges. It needs ways to compare yourself to others. It needs more vanity rewards based solely on skill, and it needs more bragging rights. It needs more goals for heroes, especially ones that require coordinating your gameplay with others (for example, having several enemies which each have a different element immunity encourages you to coordinate with your team on which enemies you should focus on and which your teammates should focus on).
That's where my original post's suggestions come in: Things to do and reasons to do them.
Edited by Godric#1954 on 12/6/2013 12:00 PM PST
I go into this in quite a bit of depth here, but what I really want to see is the focus shifted from 'hardest difficulty drops the best loot' to 'hardest difficulty has other cool rewards'.
I'd love to see an unlockable zone with a few levels, using existing art assets but different mechanics and extreme difficulty intended for only the most geared and most skilled players. This zone would not grant any bonus gear, but would give achievements, skins, forum avatars and things like this.
Call this zone Apocalypse.
Give it some Uber style boss fights. Give it ultra hard events. Give it minefields, big swinging blades and a constant danger of horrible death.
The problem with making the hardest content also the be-all and end-all best place to farm loot is that you are trying to cater towards Gear Focused and Challenge Focused players at the same time, which results in a nasty little loop of the former getting frustrated and asking for nerfs and the latter getting frustrated and asking for harder content.
In terms of what I like personally?
No really, Belial. Awesome boss, visually and mechanically. Tests attention, pattern and tell memorization and positioning more than gear. If every boss in this game had been this epic and well made, I would probably have been a lot more forgiving of other aspects.
Oh yes, and Ladder. Periodic resets, some sort of race and perhaps some new legendaries, sets and a new boss or two gives people a reason to come back and see the game with new eyes time and time again.
Edited by Starbird#1360 on 12/5/2013 5:58 PM PST
1) Endless dungeon that becomes harder and harder. Nephalem Rift doesn't fill that gap because
-> Levels don't get "harder" --- well, it can get harder, but it's all RNG
-> No real reason to push deeper and reach your limits
-> Rift Guardian varies from weak gimmick Mallet Lord to near broken gimmick guardian.
-> We need levels to get "harder and harder" and we need something at the end of the dungeon.
2) Defend the "queen" (well, there's no queen, but that gives you an idea). You got to hold the position for as long as possible. Take the Act 3 event as an example --- Monsters attack a camp and you must defend it. Now, make it something challenging --- NPCs can die and you must protect them for as long as possible.
3) PvEvP --- Take the Campaign map from Warcraft 3. Arthas vs Mal'Ganis. Both sides much reach X points to win. You kill monsters and players.
4) Uber Belial? (There's also the "last boos" that is in the Beta. It's a cool fight. How about an Uber "that boss"?)
5) We need things to try our new "broken" gear on. We want to see how much we've improved. "End-game" is something we should be grinding for. Those "End-game", in general, should (ideally) never be finished (except for Uber Belial).
1) RACES! Having races similar to path of exile and rewards built up over a season is huge!
2) Ladders. I really don't know why this hasn't been implemented yet, as it was the driving factor to keep players coming back to diablo 2 for years.
3)PvP. I can dream haha
Oh girl, you just put in on the line. First off respect for even indulging into this subject (which is pretty much the Achilles feet in this D3 universe). Well since the devs clearly stated they have troubles balancing pvp properly (meaning we wont get to see it untill the 2nd expansion, maybe 3rd ? ) why not make a PvEvP mode where two teams will compete who will clear an area faster, or who will hunt most treasure goblins or who will survive longest against never ending onslaught of monsters. Is that so hard to do ? I promise you, this is the fire D3 needs, where people will be pitted agaiinst each other in one way or another, which will bring both the compteteive strive and the incentive to gear...
i.e. Take a certain event and introduce it to the both teams in their own private game/environment.
- Goblins Gun down !
Both teams are plunged into an area (each in their own) filled with monsters and treasure goblins. In this event items drop as they would in any other environment but they cannot be picked up. The first team that slays 5 treasure goblins gets teleported in town along with all the items that dropped in the area being spawned in town for them to loot them. The event finishes for the losing team and they get nothing.
- Survive the onslaught !
Both teams are thrown in a small open field area where hordes of monsters spawn endlessly. Monsters drop loot with significantly lower drop rates and grow harder and larger in number over time (this is to encourage players to focus on surviving and efficient team coop rather loot). After the first team dies, the event is paused for the 2nd team and all monsters are slayed on the screen, after 10 secs (giving enough time for wining team to revive fallen teammates or heal up) uber Boss spawns accompanied with one or two elite packs which after defeat drop large amounts of gold, and has higher chance of leg/set drop as well as awarding descent amount of exp.
- Defend the Caravan !
A caravan spawns on a location on the map which needs to be escorted from A to B. Here you can encourage people using defensive and healing abilites as players wont be able to simply bash through monsters and stop the aoe dmg affecting the caravan such as arcane posion enchanted and frozen orbs. Thus healing mantras and other cc abilities will be brought to shine as pure dps builds wont work here.
Oh, i am sure there are a lot more people with even cooler ideas than mine, but then again all this has been said a million times by now and i feel frustrated even talking about it, knowing that nothing of this shall ever even make it to the blizzards "drawing board" which i think is something that only exist here on the forums...
Edited by SnowCatcher#2371 on 12/5/2013 6:13 PM PST
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