Once a player has obtained acceptable farming gear, all their skill slots, and their desired minions (all one-time purchases), we generally are left with nothing valuable to spend gems on.
Granted, getting all those things doesn't happen overnight, and the cost is still relatively high, but once it's accomplished, we're off to farming and saving.
I would like to see some character buffs (temporary, elixir-style items maybe, or stay active until its purpose is served, whatever) that aren't extremely expensive (to promote buying them) but would benefit us repeatedly, relatively substantially potentially indefinitely ly ly ly.
For example, an elixir for ## gems would cause the following effect(s) for XX minutes (pausing in menu, between levels, and while not playing):
You could make these elixir-style items drop from enemies (or bosses only) at a very low rate, ensuring the game doesn't go the way of "pay to win" while still giving us a never-ending reason to stay engaged and coughing up the dough. You could even set up rarity tiers like with items, allowing the appearance and low benefit ones drop more and the super beneficial ones drop as legendary. Possibly making them like current loot with one affix for regular, up to four for legendary would be REALLY cool and make for some crazy combinations, enhancing replay value. Also, there could be a negative component to reduce the godliness of some (increase exp gain while earning 0 gold per kill, or increase damage significantly but doubling cooldown time, etc.), increase rarity of huge buffs, but still keep it varied and interesting allowing for preferences. Maybe we could craft random ones from components dropped from enemies and disenchanted from legendaries and set items. That would give HUGE ongoing value for farming, but still promote spending to get a specific one quickly or more often.
Idk if something like any of this has been suggested, as there are many ways to describe it and tons of keywords or tags to search in the forums.
Currently, I believe we have just about enough stash space for our purposes, but adding in these items might require another tab or two available for purchase.
Granted, getting all those things doesn't happen overnight, and the cost is still relatively high, but once it's accomplished, we're off to farming and saving.
I would like to see some character buffs (temporary, elixir-style items maybe, or stay active until its purpose is served, whatever) that aren't extremely expensive (to promote buying them) but would benefit us repeatedly, relatively substantially potentially indefinitely ly ly ly.
For example, an elixir for ## gems would cause the following effect(s) for XX minutes (pausing in menu, between levels, and while not playing):
- The next 3 trial bosses we kill would drop up to 1-3 extra items
- Experience is doubled
- Items are dropped at the next highest tier
- All legendary items drop as sets, if applicable
- Enemies are resurrected upon death, providing a second chance at exp and loot
- Jewels are dropped one tier higher
- All mobs are renamed "Travis" so we can satiate our thirst for his blood! *cough* er...
- 20% chance for every mob killed to drop a loot box thing, or for a very short duration they all drop one or 1% chance on hit to drop one
- All experience gained on your character gets added to Rylocke's characters instead
- Permanently add one Champion level (or point without the level, giving us the benefit without promoting obsessing over when to use it). This could be rare and expensive
- Change your character's name, sex, or even appear as a monster for a bit
- Increase all character attributes by 10%, multiplicative after final calculations, including movement, exp gain, damage, health, crit, all of it.
- Double gold drops, or give chance of a gold shower on killing.
- All cooldowns are lowered by .1 second per hit or 1 second per crit, similar to current reduction but faster, or all cooldown times themselves are reduced by 5 seconds for the duration
- Next crafted item has a 50% chance to upgrade tier
- All reflected damage is doubled
- Increased chance on kill to drop gems (higher cost for this one)
- Make doubles of your minions who mimic all attacks, auras, and specials
- Chance when being swarmed with mobs to equip a red cap and build a wall to keep them away--you know, the important stuff
- Etc. let your imagination run free.
You could make these elixir-style items drop from enemies (or bosses only) at a very low rate, ensuring the game doesn't go the way of "pay to win" while still giving us a never-ending reason to stay engaged and coughing up the dough. You could even set up rarity tiers like with items, allowing the appearance and low benefit ones drop more and the super beneficial ones drop as legendary. Possibly making them like current loot with one affix for regular, up to four for legendary would be REALLY cool and make for some crazy combinations, enhancing replay value. Also, there could be a negative component to reduce the godliness of some (increase exp gain while earning 0 gold per kill, or increase damage significantly but doubling cooldown time, etc.), increase rarity of huge buffs, but still keep it varied and interesting allowing for preferences. Maybe we could craft random ones from components dropped from enemies and disenchanted from legendaries and set items. That would give HUGE ongoing value for farming, but still promote spending to get a specific one quickly or more often.
Idk if something like any of this has been suggested, as there are many ways to describe it and tons of keywords or tags to search in the forums.
Currently, I believe we have just about enough stash space for our purposes, but adding in these items might require another tab or two available for purchase.
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