New Western Boss Zero Drop Rate

"
LimitedRooster wrote:
"
Rhys wrote:
-Giving him the drops of a normal (white) monster doesn't solve the problem of disappointment (and he would still drop nothing quite often).


Then give him the drop of four normal white monsters.

It's still crap. But it's something.

"
what we have to ask ourselves, is wether bosses like pindleskins, eldritch or shenk were gamebreaking in diablo 2.


No, not terribly. The game had lots of problems, but having accessible monsters that could drop things was the opposite of a problem.

If there higher rare monster and midboss density inside the dungeons and elsewhere (hellholes you can't maneuver in; so much nicer to fight things out in the sunshine amirite) it'd be a non issue. Remember the old days of Bloody Foothill runs?

Ah, The Ledge of Diablo 2...


i loved bloody foothill runs, they were the best!
R.I.P. my beloved P.o.E.
I have a suggestion, but the problem is with people who are more into efficiency than the story aspect.

The Unique has a garrison at the gate, the mechanism would indicate that a key is needed, one of the garrison members could surrender, or you could get information from the girl you save at the baleful gem quest, where they can tell you where an encampment of soldiers is located, and where the captain is.

He could actually be outside of the Western forest, maybe somewhere in the crossroads, and he would drop a green item which would be the key to opening the mechanism and the way in the ancient forest.

Since it is an optional quest, you could happen on the encampment while running through the crossroads (or other place), maybe at broken bridge. When inside the story it could make sense, if you went to Western forest, you would receive a quest to find a way to open the passage, much like the ancient tree. On saving the girl, and already having found the ancient device, she would point you to the location of the encampment.

On killing the captain while running you would receive the key, but would not know what to do with it.

Story-wise it fits with the game, it would also spread out a little and make the repeat farm discouraging, and it would add a little of a questing feel.

For races people might skip it, as they already do because of the difficult encounter the unique proposes, and if it is out of their way they can skip it as well.

I agree that killing an unique monster with no loot, kinda sucks.

I hope this reaches the devs, it might give you more work to put it in the game, but I think like this you get both your objectives.

No easy way to go back for the point. The way can only be opened with an item in the inventory. And the unique can have a meaning and make another area of the game a little more important. As for backtracking, we already need to do weavers and baleful gem, as well as bandits, just putting some other thing to do next to Kraytin doesn't sound bad.

My two cents.

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