Predict 3.0, win a Mirror of Kalandra
I believe they will add a bag or some sort of container for your inventory to hold currency. This will encourage people to carry currency with them for use on strongboxes and items on the fly. I believe GGG mentioned wanting to push the vanilla playstyle a bit more and this seems like an elegant way to do that an improve UI.
As far as content goes I think there will be some kind of focus on the Labrynth, as I think in 3.0 it will be reworked/changed or eliminated. Maybe a special instance with Uber Uber Izaro or Perandus or something to that effect, with shards you get like for Shaper, Atziri, Council, etc. That's my thought. |
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" You've solved my cunning riddle! Characters who die in 3.0 are reborn as Jason Statham! Jason is of course fully voiced with different wry one-liners for killing each boss and new NPC dialogue to reflect that you are no longer a mere exile, but world-famous action movie star, Jason Statham. This solves the critical ARPG problem where no ARPGs have sufficient quantities of Jason Statham. Until now. Jason will be released alongside the new "Literally become Vin Diesel" Scion Ascendancy class so that you and your friends can re-enact the events of The Fast and the Furious 7 on your new high-performance Rhoa mounts.
3.0 sneak preview screenshot
![]() Seriously though, it's not a hint. I'm just checking out the guesses :) Gameplay & Level Design
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Trying to guess...
1- You will get some kind of 'resurrection' or 'erased memory' after finishing every difficulty, this will grant you a passive reset which is going to be great for beginners that messed up their characters. 2- After doing every difficult for the first time, you will be able to create a new character in the lattest difficult with a set of weapons/gems of your choice (based on your class) 3- Every item will show different stats according to your level so they will become more powerful as you are lvling up, at least up to a certain point where it is better to change and use a weapon that can get higher stats. 4- They will remove the "level", you can equip any item or gear as long as you meet the requeriments. You will get 'soul points' due to getting 'overflow experience' (endless lvling), then you can spend these 'soul points' when you create a new character, if you have enough you can take him directly to a certain difficulty or even maps. 5- You can choose the difficulty of the missions: the greater the danger, greater the reward. So there aren't technically 2 difficulties as you can progress based on your own skills/knowledge about the game. If you managed to finish everything in the hardest one, you can go directly to maps. If you keep doing everything in 'normal' you will be given the opportunity to try again the same quest in 'merciless' after certain level. In this way you aren't playing the same game two times again, you just can try a specific quest after certain level without getting through everything again. 6- They will add a foundry system (user generated content) so it is possible to create new maps, bosses, items, etc for a new end-game experience. A player will create a whole campaign based in different acts, then you can lvl up again up to merciless playing different acts after you are done with the main story. Maybe with a rating system or campaigns only approved by the community, something like that. I'll add more later. |
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" I can't believe they let you share a spoiler of this magnitude! *You call into the void. You hear a sound in the distance.*
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I think common problems is progression speed/dificulty, repetition and builds, so my guesses is:
First guess: Cruel will be removed, reducing the repetition. Game will change to two lv modes: normal: like now, main story, lvling and no resist/death penalties. challenge: area enviroment/lv power is tied with your character lv, dmg, life, global defenses and speed progression (equation/etc.), adapting to challenge you. Faster progression will scale the challenge to try prevent/slow progression (dynamic challenge vs speed meta). Penalties. My second guess is some net power/compatibility related to skill tree, ascendancy, str, int and dex, maybe itens too, trying balance generic and specializated builds, and reducing decharacterizations like archers tanking with magic better than other specializated classes, and this net power will be balanced with game progression. OR, this will be tied with challenge mode (first guess), and not character infos like life, global defenses, etc. My third guess is story will not be linear, only progressive, and quests will have modes, like normal, hard, etc. This will give rewards to progress in game and story, so you can progress doing quests the way you want, and developers can add more/new story without the linearity problem. So, more ways to do your story and to developers add and change the gameplay/story. My fourth guess is progression will be connected with currency, so you need pay some price to do some quests/challenges, etc., so this will sink currency and slow progression not by power, but by currency. I think this can be better connected with my third guess. This remember map system. My fifth guess is cruel will be removed and players can begin directly in merciless(challenge?) if have finished normal one time (valid for account). Normal mode progress/lv will be faster than now and next mode will be slower and harder than now, because players will have less damage, more global defenses, life and speed, but mobs will have more life and be faster, so battles will be longer, with more movement and management. Last edited by Apocalich#2082 on Feb 6, 2017, 11:12:29 PM
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(ノ◕ヮ◕)ノ*:・゚✧ (㇏(•̀ᵥᵥ•́)ノ) ✧*。:゚✧(◕‿◕✿)✧*。:゚✧ Last edited by serotonin89#6869 on May 30, 2021, 7:44:16 AM
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My guess would be some difficulty customization based on player preference. Like a Monster hp/dmg slider.
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For me the core problem with all arpgs, is their lack of meaningful multiplayer content.
So my guess(wish) is that they add something like a raid or guild-pvp, for which true cooperative play is needed and not just an option. Problem is how to to do those things well without actually becoming an mmo:P |
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problem: cant play with different leveled friends .. or friends in different quest progression as you
solution: when wanting to play with a friend, he is level 70 and you are level 20, so when you are fighting monsters, the monsters are the difficulty of level 70 for him, and level 20 for you .. or the removal of quest state requirements ill take mirror thanks "wacky" stuff: problem: lack of gameplay diversity. solution: monsters attack your hideout.. it becomes kinda like a tower defense game, sorta, you make like a castle ---- problem: vendors suck, selling to vendors is stupid solution: you can setup a store, like in your hideout, and periodically vendor npcs will buy from it ---- problem: you eventually have too much gear and wealth, that gaining more gear and wealth is worthless solution: there is "thieves" npcs that will enter your hideout and steal from your stash, maybe you can kill them and retrieve the items ---- Last edited by CaoMengde#7666 on Feb 7, 2017, 3:04:07 AM
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" oiled jason is sexy yo ![]() Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302 |
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