How would you redesign torment?
" This, soooooo much! May your maps be bountiful, exile
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Torment AI is unbelievably horrible. Watching them run away from a rare monster that is literally right next to them is annoying AF.
I think fixing what is broken (and they are quite clearly broken) should come before any more drastic changes. Fixes need to come before redesigns. Redesigning an utterly broken mechanic without first trying to repair it is just dumb. Wash your hands, Exile!
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i wouldn't do anything, it's always such a nice feeling to find possessed red beasts on a rippy maps bossroom :P
d:-D*
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Spirits posses players and give bonus iiq for a negative trait on the player stats.
A player can contain up to a maximum of 3 spirits. When a unique enemy comes within a screen of the player, all spirits leave him and enter that unique in order to kill the player. Big horrors for big rewards? Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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replace everything torment with legion.
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I would increase the radius in which they look for targets to possess and make them possessing a monster a MUCH higher priority than getting away from the player. Their normal speed would be lower, but their speed when moving towards a vessel remains the same as the current one or is slightly increased. Their life should go up a bit.
They also gain damage reduction while trying to possess a target. The act of possessing a target now takes longer, but they drop significantly better loot if killed during this period. The effects should be stronger and made more unique, similar to how beast mods or talisman effects work. Certain spirits that give special rewards when their vessel is killed should be much more dangerous, but also more rewarding, so that it becomes a meaningful decision whether to kill them during the possession or to kill the vessel afterwards. Spirits that don't offer special rewards when their vessel is killed take slightly less time to possess them. I make dumb builds, therefore I am.
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Bigger ghost & more scary, affecting larger area, change the whole game visual into scary ghost theme.
Ghost don't "posses" rare mob, but rather cast a chain towards it. |
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Change the spirits usually spawn near a rare to spirits always spawn near a rare, and make them less likely to run into corners, and then you're done.
Or just make them like Diablo's treasure goblins, you want to kill the spirit instead of getting it in a rare. Add a dash of harbinger where it spawns it's own monsters now and you've got something. Last edited by j33bus#3399 on Jul 19, 2019, 12:26:18 PM
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Make them rare, but more impactful. When you get three spirits possess a boss, without the boss dropping anything you would like to pick up, just feels real bad, stupid, unnecessary and clunky. If I remember correctly, tormented spirits were GGG's version of loot goblins, but there's nothing 'loot goblin" about them.
Bring me some coffee and I'll bring you a smile. Last edited by Phrazz#3529 on Jul 19, 2019, 5:12:38 PM
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I finally thought of how I'd like it. Make it rarer, and it's a map wide thing. There's tons of them, and they attack you while running away. They don't need to possess monsters, just passing them gives them the buff, and there's another stronger buff monsters get from being near them. They have more health and don't time out either, and can pass through doors. So with a lot of skill, annoyance, and tankiness, you can round all of them up on the boss for a crazy hard kill with really great drops.
Edit: That'd also incentivize single target skills. So you don't accidentally kill them before the boss, and get max drops. Need a new signature, cuz name change. I dunno though. I guess this seems fine. Yeah, this is good. Last edited by LV9999Majin#9565 on Jul 19, 2019, 5:24:45 PM
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