Propose a simple (and hopefully not too hard to code, but that depends on how the game is set up) adjustment to difficulty scaling so it serves a useful purpose. First adjust the basic effects as follows:
- Hard: in addition to its existing effects:
- applies scary monster (skull scaling) to all sub-40 mobs.
- adjust scaling of basic legendaries (so level 40 is goes from 400k hp to 2m).
- all legendary rank foes drop 2 Until (PC level 34-) or 1 SCR (PC level 35+)
- Very Hard: in addition to its existing effects:
- Sets all all sub-40 mobs to level 40.
- adjust scaling of basic legendaries (so level 40 is goes from 400k hp to 2m).
- all legendary rank foes drop 2 SCR
- Elite: in addition to its existing effects:
- Sets all all sub-40 mobs to level 40.
- adjust scaling of basic legendaries (so level 40 is goes from 400k hp to 2m).
- all legendary rank foes drop 3 SCR
Next, do a round of boss revisions, which add new mechanics and new rewards at higher difficulty. Again, don't bother with anything but adjusting the bosses.
Comments
I'd like to see +1,+2,+3,+4 team member mob count scaling for solo/(team?) play also.
And playing by myself since Aug 2009
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Yes, exploring the UI of a new game is a common behavior.
My super cool CC build and how to use it.
They should add proper tool tips to help new players out with that.
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