The default, adventure, and apocalypse difficulties should be re-worked to be completely unique experiences.
Default should not have any enchanted mobs. It should be the simplest mode available, and anybody should be able to pick up a remote and beat the lower threat levels with ease. It should also never drop unique-grade items, making it mandatory to raise the difficulty to get these custom items.
Adventure introduces the concept of enchanted mobs. Players will have to keep an eye out for these dangerous foes and adjust their play style accordingly when encountering such adversaries. Unique drops are introduced in this difficulty, allowing for a steady flow of progression for this vast and complex item system.
Apocalypse levels should always have Night Mode enabled, implemented in the same fashion as picking up a raid captain banner to randomly activate it. This is a crucial feature that would differentiate apocalypse from adventure mode, and puts this severely underused mechanic to work. Unique item drop chances are doubled (give-or-take) compared to adventure mode, making apocalypse the ideal difficulty for farming end-game loot.
Differentiating the three difficulty tiers would significantly improve gameplay in my opinion. With these re-worked features, it’s no longer a mere numbers boost when upping the difficulty, and it adds a much-needed layer of depth to an already extremely short game. Not that shortness is a problem; it just needs to be executed effectively.
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