New endgame idea(S)

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notforkeeps
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-Introduction-

As an idea for expanding the lore and endgame story of the Labyrinth, I brainstormed the following idea(s). The premise is as follows: Following the incursion of our hero into the Labyrinth, the entity controlling the forces within the Labyrinth orders a full scale retreat, collapsing the Labyrinth behind them. In their haste however, they leave behind artifacts that will allow access to their native realm….

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-Greater Riftstone-
Inscribable
This Riftstone seems to have been carved in a specific pattern, like a mystic spell, sparkling on the surface of the stone. There surely is a way to access the power of these mysterious symbols.


-Greater Riftstones are intended to be the extension of the “Dimensional Labyrinth” Uber level.
-Greater Riftstones exist in the same form as the old Riftstones, except they have an implicit mod (Inscribable) which makes them even more powerful than their Lesser counterpart.
-Inscribable Riftstones have no Tier modifiers. They can gain them by being Inscribed
-To Inscribe a Riftstone, you must use a little known tool, which can only be found in the Collapsed Labyrinth. This Artifact is called the Riftglobe.

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- Riftglobe -Inscribe a Greater Riftstone to open a portal to a mysterious plane

You must also find Glyphs, also in the Collapsed Labyrinth
Each Greater Riftstone can be inscribed with up to 4 Glyphs. Once a Stone is inscribed it cannot be inscribed again, so have patience and find as many glyphs as possible before Inscribing the Riftstone with them

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-Arcane Glyphs-This runic symbol bristles with arcane power.

-Each Glyph rolls 1 “positive” modifier and 1 “negative” modifier. “Negatives” affect and enhance monster abilities, and “positives” enhance the map area with higher and better loot chances.
-In the Greater Rifts, you will have a chance to find yet another type of Riftstone, the Unique Riftstone.


-Unique Riftstone-
Inscribable
The markings on this stone are unlike any you have ever encountered
before. What sorcery lies beneath its glowing surface?


-These riftstones are inscribable. In addition, they contain three implicit area modifiers. When opened, they will lead you towards the farthest reaches of the Nether Realm. There you will encounter a host of unimaginable creatures, who carry the secrets to their world with them, defeat them, and you may gain invaluable knowledge, that you can use to your advantage.



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-Curse of Tristram-
-Unique Riftstone-
Inscribable
-Monsters are cursed
- Monster Reanimate as Fallen Dead
-Monsters deal 50% Physical damage as Fire

“Whence spawned the hellish evil, now will ensure your destruction”


Aiden, the Dark Wanderer
Casts Abyss Summon
Attacks with AOE Poisonous Cloud
Charge attack
Cursed
30% chance to drop Tristram’s Blood Chalice


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Tristram’s Blood ChaliceThe cursed lifeblood of the doomed inhabitants of Tristram swirls endlessly within


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-Lords of Time-
-Unique Riftstone-
Inscribable
Rift contains Chronofield Totems
Monsters have 45% increased speeds
Monster revive after 60 seconds

“No great genius ever existed, untouched by madness”

Efysmus, Master of Time
Casts Teleport
Casts Winter Fury
Summons Timebenders
30% chance to drop The Sands of Time


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The Sands of TimeRestless granules pulsating with the very fabric of our reality

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-Darkfyre Laboratory-
-Unique Riftstone-
Inscribable
Monsters pierce 100% Poison Resists
Rift reduces Life Regen effects by 33%
Monster deal 100% Physical damage as Poison
Monster deals 100% Physical damage as Fire

Contagion – minions and party members are poisoned when you are poisoned
“Where the poison wind blows, comes the deadly plague”


Urubyad, Grand Alchemist
Casts Exploding Potion Nova
Cast Choking Gas Potion
Casts Sacred Armor Flask
Casts Lifeblood
30% chance to drop Eldritch Ampoule


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Eldritch AmpouleHellish fumes issue from within the bowels of this deadly container

-Combining the three Artifacts will yield a Cryptic Key

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Cryptic Key
Dimensional Artifact
“The gaping maw of the Howling Nether opens only for those who cannot be devoured”
Right click to open a portal to the Nether Realm
Beware the road ahead



Ideas for Glyph modifiers
Map contains Chronofield Totems
Map contains Venomcloud Totems
Map contains Shockfield Totems
Map contains Darkfyre Totems
Monsters cannot be slowed more than 25%
Monsters have Stone Skin
Monsters deal % Physical Damage as (element)
Monsters gain +% max Life
Monsters have % increased speeds
Monsters reduce curse length by %
Monster reduce poison duration by %
Monsters have +% (elemental) resistances
Monsters absorb +% of (elemental) damage
Sovereigns/Champions/Heroes have +% Deadly Strike
Sovereigns/Champions/Heroes have +% increased speeds
Sovereigns/Champions/Heroes have +% increased Life
Ranged monsters fire # additional projectiles
Monsters/Sovereigns/Champions/Heroes cannot be stunned
Sovereigns/Champions/Heroes have chance to Freeze target
Sovereigns/Champions/Heroes have chance to Stun target
Sovereigns/Champions/Heroes have have Knockback
Monsters have % Avoid
Monsters have % increased (elemental/physical) damage
Map reduces healing capabilities by %
Monsters have Thunderfury/Amazing Grace/Mega Impact/ Area of Effect
Map is Cursed - Lower Resists/Amplify Damage/Derepify/Weaken
Monsters pierce % of elemental resists
Map reduces Max Resistances by %


+% Magic Find
+% Gold Find
+% increased drop rate for Sacreds/Rares/Uniques/Sets


I welcome all questions, and constructive opinions. I am not posting this as a joke, I genuinely feel this would be a good continuation of the story. I especially would like to know if any part of this idea is viable from a coding perspective.

The Nether Realm will be expanded upon in a later post.
Edited by notforkeeps 3 years.
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Crash
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idk what i read, this has more colors than a chucknoris guide
Istaryu
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Yeah, lets give enemies deadly strike, who doesnt love random oneshots? :)
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Jampula
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Neat stuff. But how much more content this mod needs insteat of balance issues?
Most people can't even complete current end-game ubers.
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notforkeeps
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Istaryu wrote:Yeah, lets give enemies deadly strike, who doesnt love random oneshots? :)


Obviously there are balancing concerns, the modifiers were just ideas
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notforkeeps
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Jampula wrote:Neat stuff. But how much more content this mod needs insteat of balance issues?
Most people can't even complete current end-game ubers.


I agree somewhat that the labyrinth is a bit overtuned. I think this might give the late endgame a chance to be a bit more compelling, and it gives devs a chance to rebalance in a fairer way.
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Anonymous:
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Sounds like PoE with extra steps.
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AzureGladiator
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Interesting ideas, but I gotta agree with Jampula. The Labyrinth is already designed for only the most skilled and powerful players. It actually brings me joy to know that there is content in the mod that only a handful have ever completed. While many may see it as too punishing, I think it has to be. If it were toned down then there wouldn't be that ultimate goal of joining the elite club of "labyrinth conquerors".

Having more content after the labyrinth (without adjusting its punishing attitude) would just be time spent for the enjoyment of very few players, not to mention widening the trade gold wealth divide. I'd rather have item and skill rebalances, and a shared 10-page stash first :mrgreen:
Marrt
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I have to agree with others. Labyrinth is already hard enough for most of the players. In my opinion this is the way it should be - accessible only by good players. You must decide for yourself if you want to gather equipment to go there, but it is worth it in my opinion. If you don't want it, then it's your own problem. The hardness must therefore not be reduced, but also not increased.

HOWEVER, there are lots of issues with this labyrinth, mainly the balancing. I'd propose to have less but significant tiers, rather than 10 totally easy, 2 medium and 3 really hard ones. It's more of a time-consuming experience than a hard challenge (talking about tier 1-10) . And having in mind the dimensional key at the end keeps its price high till the very end, why do we need more content and more rewards - we have an endgame already.

So to me, labyrinths need balance and level rework, but is good as it is. Rewards from the mini bosses should be buffed. But we absolutely don't need more annoying mechanics like +100% deadly strike.
yaksa
Stone Warrior
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I commend the efforts you put in and maybe in the future the devs can work on these ideas :D