(Oct 5 NZT) Two-hour Turbo Hardcore Test League

I must say I expected it to be much harder, considering I got to act2 with a really goofy build and a top 10 aswell without too much trouble.

The movement speed almost works in your favor sometimes and I think the attack/cast speed on the bosses was the only dangerous addition.

Well ofcourse it was much more dangerous than before but nothing you could not avoid.

Anyway my sword of success led me to victory
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Thats what I used during the whole race, got it in mudflats or something.

Had a lot of fun though
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NotThat wrote:

So what can I suggest you do? I do like the idea of an extra difficulty setting very much. And if you guys made a mode where everything deals x10 times the amount of damage I would play that and probably enjoy it more than I'd like to admit, but I'm a masochist like that. Here are some suggestions (some of these can be combined with the faster movement / attack / cast idea, or between themselves:

- The most obvious one is to further tweak the hp / speed / attack speed / damage of mobs. It does require a lot of tweaking if you want to keep things fairly balanced between the classes and builds.

- A league where there's a constant chaos damage over time would be hard to tweak right. How about a league where flasks drain of their charges over time?

- Ironman league, no shops, no flask refill in towns.

- A league with substantially reduced rarity find. The idea is that magical items would be as rare as rare items, and rare would be as rare as unique. Orb drop rates would be adjusted downwards accordingly. Alternatively, a league with no rare items at all, and players are forced to use magical items.

- A league with a completely randomized passive skill tree. Take the passive tree and randomize the position of the nodes (possibly shuffle keystone nodes between themselves). Release the passive tree 24 hours / X hours before league start to give players some time to pick a build. Rewards will have to based on class rank as certain classes may end up with better trees than others.

- Survival type league where players have to progress through increasingly difficult levels or waves, and the winners are those who progress the furthest before dying (tune the difficulty so that everyone will die, ultimately). Make it a party event and let players form parties before the event starts. It would be an hour - few hours at the longest. It can come in two formats; either players hold a position and wave after wave spawns and attacks the party, or alternatively it will be similar to maps with a portal at the end of each area leading to the next level area. It can be same area, similar to crematorium, or it can be different areas of the game.

- Have each area of the game spawn with a rare map mods on it. So that the terraces may have 40% pack size, monsters deal 27% more damage, 40% increased area, area is inhabited by Rhoas. Make it so that areas have 5-10 minutes delay before they can be refreshed.


Those are GREAT ideas! Really hope someone from GGG consider doing any of them.
English is not my first language.
Unfortunately I was unable to make it to this race :(, Looking forward to the next one on the 7th.
There are a thousand hacking at the branches of evil to one who is striking at the root - Thoreau, Henry David
Echoing what has already been said based on hitting lvl 20 with a party...

Mobs I could not tell a difference with past Terraces/Mud Flats. Feels like MS could be upped well past 60%. Turbo sounded chaotic, but it didn't feel that way.

The bosses on the other hand were really tough. Maybe the modifiers should apply to them less so, as I feel they were balanced for more difficulty compared to all non-boss encounters.
IGN @dime

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