Predict 3.0, win a Mirror of Kalandra
It will be this: If you have a character in mercyless that league, you can start another "blank" character in mercyless at lvl 50 or so.
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My prediction and the mechanic for 3.0 that will addresses a common problem of ARPGs in a unique fashion:
Randomly generated story and quests. This will make Act bosses random, all quests random and in fact Act tilesets themselves random. Example: Act 4 becomes an Act 1 tileset. The first quest generated is to find the 3 Busts and bring them to Hargan who is now an NPC in Act 1 town. The generated Act boss is Hillock on steroids. etc.. I hope my guess is right, irregardless of the mirror. I just want these changes. |
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I think its
1-PVP related 2-change to Skill system (Gems) 3-passive tree 4-Scale of difficulty on higher lvl such as (Cruel) 5-change how high end game mechanics work 6-introduce new game mechanics. 7-announcement of act 5 Hope i,m right XD i never had mirror in the game before :D |
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new mechanic? HUNT/GUESSING GAME IS OVER, AS OF THIS POST - there is no longer a need to guess, this is [SOLVED] and confirmed as such on reddit now: its been made very clear.
consider this soon to be released gem.... http://imgur.com/HDQmK18. notice two additional mechanics that have so far been lacking when killing and dying in arpgs... 1. arpgs wit their elemental damage and what not - watch fifth element (old movie (dont watch it)). fire + ice/water + lightning/thunder + earth + wind (chaos/poison are additional ways of dealing dmg in poe, courtesy of GGG). this new gem highlights stone damage - an element (thus technically a mechanic maybe) missing for now. GGG has also mentioned in about 15 places that im aware of, that theyll also be releasing 'gentle breeze' gem, when they release that stone dmg one. that covers the wind and earth elements so the elemental damages are now able to be checked off in full. this is less likely the answer (pertaining to d2 vs poe flasks and things of that nature, see the next point). oh, and bruising - that must be another bonus mechanic of sorts (chaos/poison) courtesy of ggg. 2. in arpgs, characters can die. the mechanics in play are potions/flasks/leech/regen, to stay alive. but what if thats not enough? well, i see in the stone damage gem there, they have a mechanic that says 'causes insurance deductibles on hit.' further above in the gems description, additional specifiers words such as unnecessary and recurring are used (though not sure how they'll come into play into the grand scheme of things yet (maybe they specified on that reddit post since ive been there - too lazy to check). there is debate that the 'gentle wind' gem has a description saying something along the lines of 'like leaves displaced throughout the lands' itll blow random, small amounts of currency around. now you can pick those up to help counter the -5fuse/second effect the player will experience should the damage be reflected. THE MAIN POINT HERE - INSURANCE. ill paste what ggg said in the post: "for far too long, players have relied on health restoration methods that are less than ideal, when it comes to creating particularly challenging arpg content. for example, arpgs often have final bosses that you fight at the very end of its story line. game creators and developers have often wanted to express the truely badd a** nature of these bosses, by making them extremely difficult. however, concerns about balance, as well as considerations towards the actual percentage of players that will be able to defeat these end game bosses generally result in the creators having to nerf what they TRUELY have in mind for the bosses' dangerous player killing capabilities. with the addition of INSURANCE mechanics the flasks, potions, leech and regen are no longer a necessity. life and health insurance will be factors now, that insure a player against dying and against poor health conditions such as bruises from rocks being tossed. the pre-existing methods will still be available to players should they wish to utilize them, but they're only real purpose now is to HELP keep you from dying (life insurance) or sustaining critical injuries (level 9 bruising). by HELPING prevent the death/injuries from occurring, they potentially help a player avoid the need to file a claim - mandatory outflows of currency, taken straight from the players' stash. if after filing a claim, the player can no longer afford their insurance due to the resulting spike in premiums, deductibles, etc, then all players who do incur a death, are sent into the standard league as though they died in hardcore. if it again occurs in the standard league, then that single character on the account will be sent to the 'void.' this removes the character and its items from existance. doing so will create an additional character slot in its place, so that the account owner can again create another character should they wish to do so (no need for one to acquire additional character slots for the account). this is a harsh consequence for death in standard league - much more detrimental than the current 10%/5% exp losses from dying in merciless and cruel, respectively.for this reason, the player may still choose to utilize the former life/health sustaining measures - flasks, regen, leech, etc. these, combined with the introduction of winds, blowing random, small amounts of currency around on the ground as though they were leaves, should help players stay away from their inability to keep up with deductible and premium payments required to maintain their policies. it is important to note that energy shield insurance is not going to be introduced. only life and health will exist. this aims to balance the consensus that energy shield is currently too over powered, when compared to life builds. the addition of insurance mechanics also removes the necessity to add life-based nodes to the tree, as well as mods to items. that is important because players would like to avoid changing the entire crafting system that has existed so far, by the introduction of more life mods and larger life gains (flat/percentage). we expect this will create incentive for players to consider life based builds more of a viable option now, when compared to that of energy shield.' NOW.... if you need more proof... a post on reddit mentioned a member of the staff's wife being excited about the concept, despite her lack of involvement in actually playing POE. Considering recent years' controversy related to many insurance related policies and concerns, it seems that telling a modern day wife about something/someone is now being insured when it otherwise might not have been would bring a certain degree of happiness to the wife. a wife is likely married, and often has offspring in that case. a wife would presumably then think 'well... i dont know much about the game, but i certainly know that im glad little junior is covered.... thats an enormous relief! so ok, yea! thats really awesome! INSURANCE FOR PLAYERS!!! THATS REALLY NEAT!" so there ya go ppl. ill try to stay online a bit more, so that i'll be less likely to miss the point of contact in which ill be receiving a mirror. thanks guys trolled Fox News in an interview... wound up famous. thx for the virility humans!
https://youtu.be/hkK-gI7xAP4 "...I'm one of the heroes." lol |
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I'm going to go with my previous prediction for a new league (one of these times it might be right)- all areas are open-world cutthroat PvP, with a bunch of NPC exiles that you can curry favour with.
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" He asked about 1 game changing mechanic Chris had mentioned on a podcast already. You just wrote up very general unspecific things everyone already knows they will add. |
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hi,
my expectations in few words.. 1, more physics, we can demolish bridges,walls etc . The enviromental affect our damage like lightning skills has greater effects in the water, we can burning trees and so on :) 2, The resist penetration.. if we go higher levels, de penetration has greater value for eg. when we finish normal act 5 at lvl 60 then we can start merciless act 1 with -60 res and if we level up to 61 than the res penetration goes to 61 too and so on up to 100:) so when we have a lvl100 char, it has -100% res:)) it would be cruel :DD 3 i dont think so we get an in game auction house..this is an arpg not a trading simulator :ss ps, sorry for my bad english it's not my native language. BR, Adam |
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Here is my prophecy for 3.0
Bladeflurry Nerf. Ngamahu's axe nerf. Molten strike nerf because it doesn't make any sense, which is why it makes so much sense. HOWA nerf. The scourge claw nerf. CWC nerf. Elemental hit nerf. But fret not, not all hope is lost as there are also buffs....Blade Vortex buff. |
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The following is my prediction:
Some kind of resistance/difficulty scaling mechanic due to removal of Cruel. This is a common problem for multi-difficulty ARPGs and it can be solved by having a dynamic res cap/penalty. Also: Unrelated to the mechanic thing: Act V starts in Lioneye's Watch. We get on a ship to Oriath by talking to the new dude who is standing there instead of Nesa. And the stairs appear only when you finish Act IV! (Although the stairs bit could be there from the get-go). Avert thy gaze, child! IGN: Shadowrope Standard Warrior Last edited by Ravenstrider#5435 on Feb 10, 2017, 6:45:00 AM
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Follower/mercenary with their own inventory that can hold junk for you, like Skyrim and Fallout.
The Masters could fit that role. While traveling with you maybe they gain xp but no longer appear in the wild. They'd only travel with you in the open world and maps. They'd not follow you to boss battles or the Labyrinth. It's similar to cruel difficulty removal because the words cruel, follower, mercenary, and inventory all have the letter e. Thanks in advance. |
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