What If Lootboxes Let You Choose Your Reward? (And Other Crazy Ideas)
Hello GGG and community, I hope you're all doing well!
Just to be clear, this post was not written by ChatGPT—only translated by it. English is not my native language. Here are some suggestions I’ve come up with, and I hope you like them! 1. Microtransactions (Oh boy...) I'm not going to suggest something silly like "remove microtransactions." As a game designer myself, I understand how important they are to support the studio. However, I’ve talked to several players who feel the current loot box system is unfair, mainly because players feel they have no control over what they’ll receive. Here are two potential solutions that could make more casual players feel comfortable purchasing loot boxes: Solution 1: Instead of granting a single random reward, each loot box could let you choose between 3 random rewards you haven’t received yet. Solution 2: For every 5 loot boxes opened, you unlock the ability to choose a single reward from the full list of unowned items. I understand these solutions might seem like they could reduce the total number of loot boxes opened, on average. However, the upside is that more players might feel encouraged to open them at all. Since this would be a significant change and might feel unfair to those who already opened boxes in patch 0.2, it could be implemented as a test during patch 0.3 (which I hope introduces the Druid!). 2. Level 13 Spear Skills On paper, these two skills looked incredible. But in practice, I felt they didn’t live up to the expectations of being end-of-tree abilities. So, I’m suggesting changes for both of them. A shared change for both skills: The requirement to use them would be having 7 Frenzy Charges, and they always consume all of them when used. There are three passive nodes that allow players to reach 7 Frenzy Charges: Fervour, Frenetic, and Savagery. To support this system and keep the playstyle from becoming too slow, these nodes could also grant: “+5% chance that when you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges. This chance is doubled if a Unique enemy is present. This effect has a 60-second cooldown after successfully granting maximum Frenzy Charges.” 2.1 – Wind's Serpent Fury If this skill behaved a bit more like its counterpart (Spear of Solaris), where you point your spear upwards and a whirlwind of snakes descends from the sky, it could feel a lot more satisfying. Enemies could be knocked towards the center of the effect, setting them up for the high-damage shockwaves in the second part of the skill. Another option could be removing the shockwaves (as they might be too strong in large packs), and instead, once the snake storm passes, a giant serpent bursts out from the ground and bites all enemies in the area—kind of like the shark in Jaws, or the purple snake from the Chaotic Zealot in Act 3. 2.2 – Spear of Solaris Remove the Glory requirement and use the 7 Frenzy Charges instead, as described earlier. This skill could have better synergy with Whirlwind and Twisters from other abilities. Instead of simply creating a burning surface, it could generate a special terrain type called "Sacred Ichor", which applies all three elemental ailments. Any Twisters or Whirlwinds passing through Sacred Ichor would instantly be amplified to their final stage, becoming Sacred Twisters or Sacred Whirlwinds. Sacred Twisters: Can hit enemies every 0.33 seconds instead of 0.66 seconds. Gain 33.3% of damage as Lightning, 33.3% as Fire, and 33.3% as Cold damage. Last bumped19 апр. 2025 г., 13:10:01
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~~~~~~~ Wow, I really liked the ideas ~~~~~~~~
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nice idea.
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