Post by minandreas on Nov 5, 2015 12:59:30 GMT -5
Hello Iron Men and Wo-Mens...?
LazyPeon on youtube got me interested in the Iron Man Challenge. The idea of a permadeath mode that will put the challenge back in to the game is very appealing to me. I love hardcore characters in D3. However, where I am turned off by the IMC is the complete suspension of character progression. If I'm playing an RPG I still want to be able to enjoy the classic highs of an RPG. Specializing and building the character. Growing a profession. Finding loot! So I am developing my own challenge for myself. Totally not knocking the IMC, to each their own on this sort of thing after all. It's a personal challenge.
So the differences in this challenge I am setting for myself are thusfar:
Which are straight forward enough. But loot is where it gets really complicated. The goal is to allow for excitement over loot again, while still being very limiting. I've listed some ideas I've had thusfar:
LazyPeon on youtube got me interested in the Iron Man Challenge. The idea of a permadeath mode that will put the challenge back in to the game is very appealing to me. I love hardcore characters in D3. However, where I am turned off by the IMC is the complete suspension of character progression. If I'm playing an RPG I still want to be able to enjoy the classic highs of an RPG. Specializing and building the character. Growing a profession. Finding loot! So I am developing my own challenge for myself. Totally not knocking the IMC, to each their own on this sort of thing after all. It's a personal challenge.
So the differences in this challenge I am setting for myself are thusfar:
- Professions are allowed
- Profession created consumables are allowed, but only self-made. Profession choices cannot be undone.
- You can spec and get talents, but these choices can't be undone.
Which are straight forward enough. But loot is where it gets really complicated. The goal is to allow for excitement over loot again, while still being very limiting. I've listed some ideas I've had thusfar:
- Level Deficit: Setting a particular value of level lower all gear must be. For example, I can only equip gear once I have out-leveled the requirement for it by 20. So if an item says equippable at level 10, I'd have to be level 30 to wear it. The problem with this idea is that it doesn't really pull off the goal that well. It will still be hard to be excited about loot, because in general when it drops, it will still be far out of reach before I can really wear it. But it still has some value. I could still look forward to new gear each level, I'd just be storing an armory of gear in my bank.
- Select Slots: You can only wear non-white gear in specific slots. Perhaps I could go super old school minimalistic RPG mode and say you only have a slot for a weapon, chest piece, legs, a ring, and an amulet. That's it. All other slots must remain empty/white gear. This allows the return of excitement for finding loot in the immediate. But means it happens far less frequently. One will commonly get pieces they cannot be excited about, because they simply can't ever use it.
- Max Slots: This is probably the happiest medium in terms of results, but is also the most convoluted. Imagine a character with some strange curse that prevents them from wearing too many magical items at once. A number is set, say 5, and you can wear any magic equipment you want regardless of slot on the body, but you can only ever have 5 of such pieces on at any given time. All other slots must remain white items or empty. This lets you enjoy the thrill of finding loot in the immediate, regardless of the type of item, and gives you full freedom to enjoy comparing loot and picking what is most optimal for you. The rule just doesn't feel particularly concrete.
I guess I'm just looking to get some feedback and alternative ideas on this. If you like one of the ideas I gave, what values sound right to you? 5 items allowed? 6 items? How big a level gap?