Feedback talk:User/Konig Des Todes/The Underworld

Nice ideas! --Boro 16:59, 2 April 2011 (UTC) But it also most prove challenging for those with only-Factions, only-Nightfall, or any combination of games. Merely having cross campaign builds doesn't make it innately too hard for only-Prophecies people either. It's because FoW and UW were designed for just Prophecies that they're so easy now (same with anything else in Prophecies though, due to how the idea behind balancing stuff has changed over the years) - and not changing that will just lead to people exploiting something which is theoretically the second and third most profitable non-farming areas (Ecto and Obsidian shards/Obsidian armor - first being DoA with armbraces and Tormented weapons), such areas shouldn't be "easy". In fact, I'd argue that UW and FoW, due to being accessible from all 3 campaigns, should be the hardest of all elite areas - simply because it could easily be entered with any kind of set up - whereas campaign-specific elite areas should (at least in NM) be designed solely for having that campaign (though that'll lead to easiness for Prophecies due to heroes - not Factions due to the 12 man party and only 7 heroes thing).
 * I would stay clear of cross campaign builds. At it's core Underworld has to be achievable with just Prophecies skills.  Come up with some interesting monster skills, or even introduce environmental effects like DoA.  Make the areas themselves hostile to the player to add a bit of spice.  Add a modified monster version of Muddy Terrain in the mix to specifically target speedclears (have it effect things like the consumables).  Linking environmental effects to quests: do a quest lose an effect, or gain one (who knows).  000.00.00.00  07:32, 7 May 2011 (UTC)
 * "At it's core Underworld has to be achievable with just Prophecies skills."
 * Regarding the Environmental effects suggestion - I'd like to keep something unique for each (group of) elite mission(s) - DoA, Deep, and Urgoz has environmental effects ahoy and I've suggested some for FoW in another suggestion (which probably still needs thought being put into it), so I'd like to avoid them for this one (and others) personally (then again, Deep/Urgoz also has the niche of massive mobs, which FoW and UW don't have, so perhaps if its managed). I'll ponder on it (liking the idea of adding/losing effects based on quests done though). -- Konig / talk 07:48, 7 May 2011 (UTC)