Post #8 Elevating the Experience with Bold New Ideas!
Here’s a more detailed recap of each idea from my previous posts:
Crafting Overhaul: I propose a complete revamp of the crafting system to give players more control. The new system would introduce affix runes, soul cores, and crafting orbs that allow us to modify specific affixes and items more predictably. Crafting would move away from reliance on RNG and offer more strategic depth, with players being able to enhance or corrupt their gear at different stages. This would add more customization and reward careful planning in crafting. Energy Shield Rework: Energy Shield has become the dominant defensive stat, overshadowing Armor and Evasion. I think it should be decoupled from Armor and Life, turning Energy Shield into its own separate item. This would allow players to mix and match defenses to suit their playstyle while making balancing easier for the developers. Energy Shield gear would have its own space in the inventory, providing greater flexibility in build design and defense choices. Character Corruption System: Imagine having the option to corrupt my own character, similar to item corruption. Through high-level content or challenges, I’d earn Corruption Points that I could use to sacrifice certain stats (like life or resistances) for powerful buffs or new abilities. The twist is that these choices would be permanent unless I use a rare resource to reset them. This would add a thrilling high-risk, high-reward layer to build optimization, where each decision could make or break my character’s progression. Unique Gear Rework: Unique items are often limited by their fixed stats. My idea is to shift the defining traits of Unique gear to implicit modifiers, allowing players to roll additional stats like life, resistances, or other desirable affixes. To balance this, Unique items would inherently increase the mana cost of skills, making players weigh the trade-off between powerful effects and resource management. This would make Unique items more flexible and suitable for different builds, opening up new possibilities for gear choices. Blood Horde Mode: I envision a new wave-based survival mode called Blood Horde Mode. In this mode, players would face waves of increasingly difficult enemies, with the challenge ramping up as they progress. As the arena gets more crowded, players must unlock new areas by defeating powerful bosses. These bosses drop Blood Keys to access new zones that provide more space and new traps, allowing for dynamic combat. Co-op would be key, with players needing to work together to survive. The further you go, the better the loot, and the tougher the enemies get. Shared Investment System: In co-op play, my idea is a system where all players contribute to the cost of maps or Ultimatums, pooling resources for a shared reward. When a map or challenge is completed, rewards are split among the group, but players who perform well get bonuses based on their contributions. The difficulty scales according to the combined investment of the group, meaning the higher the challenge, the better the loot. This would foster more cooperation and fairness in co-op play, ensuring that everyone feels rewarded for their efforts. For more in-depth details on these ideas, check out my previous posts! Let me know what you think. Last bumped on Jan 26, 2025, 11:45:51 AM
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