Similar to Map, but challenges are harder, can be boss battles, PvPvE (free for all) dungeons, a bonus level (for example murderous cow level), rare events (ancients, uber boss). There will of course be additional, random generated drops. Each challenge has one guaranteed drop of which the base type is shown on the map. Challenges can be dungeons with special modifiers, a mini boss fight, a bonus level (pigmy gold domain or crystal gem cavern etc.) or the final boss battle. You can exit and resume the map after each challenge, but failing a challenge destroys the map.
OBLIVION HOW TO LEVEL UP SERIES
Gives access to a series of random generated challenges where completing one allows you to chose between two or three other challenges and eventually you will have to defeat the final boss. Gives access to a random generated dungeon with special modifiers. Tier IV and Tier V will challenge even the best geared and most skilled players. The difficulty for these challenges is Tier I up to Tier V, where Tier I is already more difficult than hell difficulty. In hell keys, maps and skulls can drop which unlock even harder challenges. … because sooner or later you will understand what they mean and do anyway, especially if there is an additional, toggle-able tooltip that explains them, a feature which btw is already is in D4:ĭifficulties in Diablo IV could be normal, nightmare, hell.
OBLIVION HOW TO LEVEL UP FULL
… but affixes like Execute / Lethal Strike Threshhold / Culling Strike, Elite Damage, xxx against Enemies in/outside of Melee Range, Vulnerable / Low Health / Critical Health / Full Health, …Īnd even affixes like Spell Echo, Twin Strike (attack with both weapons at once while dual wielding), Multistrike (additional attack within the same time for no additional resource costs), etc - if they would be implemented into the game - were and would be perfectly fine… However, I agree that things like “while standing in damaging ground” (and also things like "gain xx% increased Damage/Movement Speed for 10 seconds after killing an Elite) should really be more like a Legendary Special Affix… … and you complain about Elite Damage Reduction and Execute? Come on…Īnd this is not an attack on you or so, I just don’t think that this is too valid feedback when you also say that PoE is okay while having much more complicated affixes. PoE has things like “Low Health” (which is below 50% max Health, previously 35% max Health iirc) and Culling Strike (kill enemies when they fall below a certain amount of health) and also “recently” (which refers to the last 4 seconds) and much more of these “Periphrases” and also Conditional Affixes, …
A big part of that is, that the affixes are transparent, easily understandable and comparable to other affixes. Whatever your feelings towards D2 oder PoE, I think most people agree that the general itemization is really good. …as it is optimizing & improving other, imo more important things. …which I personally also was hoping for in D3 Them being larger in the tooltip is the perfect middleground imo, … Sure, all items being 1x1 or 2x1 in the inventory may take away some of their “visceral feeling” as you call it, but imo a smaller size in the inventory is still worth all the benefits that come with them being smaller in the inventory. Items just taking 2x1 or 1x1 slots takes away all the frustration of inventory management (which takes away time from the combat and theory crafting) and having to return to town too often (which also wastes time). I think that having the item displayed in a much larger way in the tooltip, while it remaining smaller in the inventory is the perfect compromise.įor me, it feels just annoying when I have to manage my inventory due to items with different sizes and also to much more often return to town because of all the “large” items I picked up (eg for every 8 slot item like a polearm, I could have picked up four 2x1 items or eight 1x1 items etc). I think it is a really cool thing the way you show off the item art in the item tooltip but… it just falls a little bit short, because no matter if it’s a giant two-hander, armor oder just some gloves, they all use the same space and just dont achieve any kind of real… I feel that is a big thing to make items more visceral, and to just…“feel“ seem more. Inventory – I’ve seen a couple of threads concerning the tetris grid system and…well… I agree.