[suggestion] make Rare Mob deaths impact mechanics, scaling them with each Rare killed!

The visuals for rare deaths are very satisfying and feel strong and impactfull. Why not extend this beyond just visuals? They could impact the rest of the map, with each death making things more interesting.

Right now the vfx escalates with each rare killed, so why not apply this to the map difficulty curve? Either through enrage, mob speed, or even scaling map modifiers with each rare kill. The rewards could be also distributed along this new curve giving less rewards at the start of the map and add them with each rare kill (for balance reasons league mechanics/bosses wont be affected):

currently mods/difficulty/rewards are distributed evenly, this idea will scale it to something along the lines (i.e. 10 rare mobs):

5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + 14 + 18
10 being the current base level

this post has nothing to do with buffing/nerfing just to distribute them differently, it would still average out to the same chances as they do now, again league mechanics/bosses wont be affected.

This would even make chasing the last few rare mobs more rewarding.

Bonus: this effect could relate to the corruption taint on the player, and could be washed off at the well making the map content easier but less rewarding if one chooses to do so, adding utility to the well.

Last bumped on Feb 4, 2025, 7:56:34 PM

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