New Difficulty Suggestion - "Real" .... Any thoughts or comments???0 Likes/2 Replies/52 ViewsOriginal poster Questar123 1 posts
I am still playing D2 and still enjoying it. I do have to say i'm tired of Bullet Sponges (AI that take hundreds of rounds to take down, as well players taking hundreds of hits. What would y'all think of a new Difficulty Level beyond Heroic and Legendary called Real Difficulty. Here it is...
> This gameplay will effect both players and AI enemies. The positioning on scaffolds, behind objects, in doorways, etc will become critical to survival.
> A single Head shot is a kill. This will make gameplay more strategic instead of always run and gun. It will also make snipers crazy helpful to the assault team from afar.
> Torsos can take a few shots thanks to armor but a few hits and you'll need to be revived. Same for AI
> Elite enemies can take more shots because of their crazy amount of armor but it won't take hundreds of rounds to take one down.
> No Specialty Weapons, Exotic Weapons, Exotic Armor or Green Armor in the load-out. The Sci Fi attributes the Exotics/Greens give would not be available in Real Difficulty.... only Yellow and lesser weapons.
> Minimal use of Skills (Turrets, Drones, Chem launchers, etc.) No endless health. No endless armor. Only med packs and time to revive. Only Explosives and Assault Skills available in Real load-out.
I'm sure there are a load of other ideas so please help and maybe ubisoft can give us a completely new immersive reality to experience.
Any Thoughts Ubisoft????
DutchLMB4ever 303 posts
@questar123 as a mode it would be nice:
The Real Life mode.
Like the Hardcore mode but different.
Some ideas out the top of my head.
1. You need to use weapons and gear of your level.
If you level up all your gear/guns are deconstructed.
(Just to keep the farming aspect in it (point 2.) )
Maybe put in a revolver that levels up with you.
2. All blueprints are unlocked.
this way you have to farm materials and craft stuff for a reason.
3. Skills don't do more damage per skill tier.
They get more mags/ammo,duration.
Example: Normal turret.
Skill tier 1. 1 magazine
Skill tier 2. Turret shoots further
Skill tier 3. 2 mags
Skill tier 4. Turret shoots faster
Skill tier 5. Skill haste
Skill tier 6. 3 Extended mags.
Overcharge. 1 extra mag (extended)
1 mag kills 3 reds, 2 purples or 1 gold.
1 extended mag kills 6 reds, 4 purples or 2 golds.
4. Skill cooldown starts after combat.
(Because then it's "safe" to reload the turret mags)
With a (normal mode) Skill tier 2 cooldown timer.
And (Normal) tier 3 cooldown if you are tier 5.
5. Gear atrributes or mods don't work.
- No skill haste,Armor on Kill,status effects, etc
- Crit chance/damage depends on headshots
6. Weapon mods.
No damage mods.
Only accuracy/stability/reload speed mods.
Mags: extended/rate of fire/reload speed.
7. Gear brands.
Double brandsets let's you have a bonus.
6 fenris: let's you 1 hit enemies with headshots.
6 badger: 1 hit big guys within 10-15 meters.
6 airaldi: 1 shot enemies in chest
6 wyvern: 1 hit destroy warhounds/mobile tanks with jammer pulse.
Or something like that.
Some things might be OP but I just wrote down the first things I thought.