I am assuming that, given the stated purpose of Inferno, that characters would start Inferno with the ability to go anywhere in the game. Quests marked complete, waypoints activated. Otherwise you are forced to play straight through (again), which may eliminate 'runs', but isn't really just an open playground.
I'm almost certain you would ahve to play through again, the fact that you can get the same items from any monster means you dont have to if you dont want to, but to say you beat inferno would set you aside from those who just farm the first act
Yeah, pretty sure it's just the same as starting the game over at any other difficulty. Act 1, Quest 1. The difference is that the Risen probably tear open portals to Hell and summon armies of the dead as their basic, spammable attack.
Also I bet there will be many achievements to get in Inferno difficulty, being killing Inferno Diablo the last one.
It's interesting you say that @roger because if inferno is designed to counteract 'runs' then by having Diablo as lvl 70 for example (10 levels above you) then naturally he would drop better gear, reinforcing runs. But being that every creature before him will be level 60 those 'runs' will be very slow walks.
I guess a way to avoid this would be to make Diablo level 60 or 61/62ish but that would be a little lame. Alternativley act bosses could be removed, as well as there non-randomised areas, and spawned at higher levels at random throughout the world... that could be cool? Then every erea would be a farming dungeon with a 1% chance to spawn an act boss and 5% chance to spawn a major boss and 20% chance to spawn minor boss and 100% to spawn mob boss....random figures of course... thinking out loud... thoughts?
They've said that Inferno will be all level 61 monsters. They didn't say anything specific about bosses but I'd assume its the same. Obviously certain bosses/monsters/affixes will have mechanics that are harder than others, but the idea seems to be that despite that, everything is around the same difficulty and warrants the same level drops.
They've said that Inferno will be all level 61 monsters. They didn't say anything specific about bosses but I'd assume its the same. Obviously certain bosses/monsters/affixes will have mechanics that are harder than others, but the idea seems to be that despite that, everything is around the same difficulty and warrants the same level drops.
Then brace yourself now from the amount QQ we will see when ppl can't even get out of Tristram...( I look forward to this challenge)
They are designing bosses so that killing normal monster for loot will be just as rewarding as bosses runs. The boss will surely have better drops, but the rate you kill normal monsters is much higher (also with the possibility of dying), so they are aiming for a balance between them.
Pretty sure you will have to run the whole thing again.
Why?
Why can't inferno just start with all acts/waypoints unlocked?
Also has Blizzard ever said anything at ALL on the topic, that gives you so much assurance?
We can probably assume that there will be vanity things unlocked by completing inferno (achievements or w/e else they come up with). Thus being able to just take a waypoint to the next achievement would make that a bit too easy.
The fact that after every difficulty you reset when you enter the next makes Swiftee's assumption quite valid.
I believe you have to run through the whole thing again, otherwise people might be skipping developed content (such as new mini-boss'/boss' behaviours in fights - and new mobs throughout the game).
I hope it works like that and I'll be glad if it does.
We can probably assume that there will be vanity things unlocked by completing inferno (achievements or w/e else they come up with). Thus being able to just take a waypoint to the next achievement would make that a bit too easy.
Try "one achievement for each major boss" killed? And each of them is much more challenging than the stock mobs in all acts, so you don't need to make Act 1 boss a pushover to let baddies/undergeared guys try out Act2. Or the achivement could ramp up based on the number of different bosses you killed. You could make an achievement for completely clearing zones of mobs. There could be achivements for each unique random event that you complete. You still have to do it all, in fact much more than simply running through the storyline, but the order is up to you. Guild Wars did this quite thoroughly with it's Hard Mode, and achivements are the *only* real endgame there with the low progression caps. You need this kind of stuff to have an actual achivement system, which Diablo 2's "congrats you killed the final boss" does not constitute.
Inferno doesn't scale like every other difficulty. Act 1 is supposed to be roughly on par with act 4. We can't automatically conclude everything works the same way.
Alternativley act bosses could be removed, as well as there non-randomised areas, and spawned at higher levels at random throughout the world... that could be cool? Then every erea would be a farming dungeon with a 1% chance to spawn an act boss and 5% chance to spawn a major boss and 20% chance to spawn minor boss and 100% to spawn mob boss....random figures of course... thinking out loud... thoughts?
I think something along this line of thought would be perfect in stopping runs. However, some might argue that removing the act bosses or having them only spawn some times is ruining the game.
Wouldn't it be much more interesting to play it from the start of Act 1 to the end of Act 4 to experience just how challenging the difficulty is rather than having access to all of it from the start? It just doesn't make sense.
It would be like finishing normal then having access to all waypoints in nightmare. Utterly pointless that is. Defeats the whole purpose of having a super-challenging difficulty.
You've done nothing to substantiate your point, except use a pointless analogy because Nightmare is progressive and Inferno is not. Skipping your lvl 30 past all the gradual progression to the end of nightmare to get pounded by bosses is the only thing that makes it stupid.
The incentive, besides item hunting, is completionist-type achivements. Title bars that don't fill up until you've gotten through every single nook and cranny of Inferno difficulty, not merely bought a few top items and rushed to the end. The advantage of free waypoints is now you can pick the order to tackle the game in, you can jump right in with your friends at whatever zone they want to play, and Blizzard can do things like make all of the act bosses absolutely ridiculous and require much gradual gearing up to defeat.
Inferno is "endgame." In D2 this is where you would start doing item runs in Hell. Inferno is just supposed to spread those items over larger space, and they can also add completionist-type achievements as well if they want. The whole point of "endgame" is trying not to be something you just "beat" again.
It would be like finishing normal then having access to all waypoints in nightmare. Utterly pointless that is. Defeats the whole purpose of having a super-challenging difficulty.
I was thinking it would work like this: you play through Normal, Nightmare, and Hell, increasing in difficulty as you go. At Hell Act IV (or last), you get to the highest level of difficulty.
Without Inferno, you could go to Hell Act I, but the drops would be worse. You're forced to keep playing Hell Act IV (or last), since it is the highest difficulty. Instead, here is Inferno, the whole game boosted up to that final difficulty (plus a notch).
It wouldn't necessarily have to be a whole new play-through. More like: completing Hell would be completing the most difficult content. Inferno then simply bumps the rest of the content up to that difficulty, so you can keep playing any part of the game all you want... but you've 'beat the game' once you complete Hell. Inferno just adds replayability.
Probably, though, since Inferno will be more difficult than Hell, plus the addition of Inferno-only items and runes, it will end up needing a whole new play-through.
Why does people think that inferno will be same gameplay through acts like norm night and hell , hasnt blizz stated that it will be endless randomized dungeon ? Imagine you enter in the depths of inferno with 3 friends and its molten fire blazing dungeon you fight through all the way , everything is AI randomized all the time as you progress deeper and deeper the new encounters shows up stronger faster and smarter and so on until you die because no one have survived in inferno. I would love to see that ,imagine you just started inferno and encountered a pack of pretty strong skellys and golden Boss type skelly accompany them, witch is stronger then other minions obviously you slay him get his loot and as you progress deeper in the inferno you will eventually going to fight like a PACK of BOSS skellys and so on till it gets harder and harder eventually unbeatable also add allot of traps cursed chests lava eruptions from beneath the ground spikes screams souls death etc.
Quite the opposite... It has been clearly stated that Inferno will be the same acts as Normal, Nightmare, and Hell, and not an endless dungeon.
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Has anyone seen any info on this? (edit spelling)
It's interesting you say that @roger because if inferno is designed to counteract 'runs' then by having Diablo as lvl 70 for example (10 levels above you) then naturally he would drop better gear, reinforcing runs. But being that every creature before him will be level 60 those 'runs' will be very slow walks.
I guess a way to avoid this would be to make Diablo level 60 or 61/62ish but that would be a little lame. Alternativley act bosses could be removed, as well as there non-randomised areas, and spawned at higher levels at random throughout the world... that could be cool? Then every erea would be a farming dungeon with a 1% chance to spawn an act boss and 5% chance to spawn a major boss and 20% chance to spawn minor boss and 100% to spawn mob boss....random figures of course... thinking out loud... thoughts?
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At least as a hardcore player.
Why?
Why can't inferno just start with all acts/waypoints unlocked?
Also has Blizzard ever said anything at ALL on the topic, that gives you so much assurance?
We can probably assume that there will be vanity things unlocked by completing inferno (achievements or w/e else they come up with). Thus being able to just take a waypoint to the next achievement would make that a bit too easy.
The fact that after every difficulty you reset when you enter the next makes Swiftee's assumption quite valid.
I hope it works like that and I'll be glad if it does.
Try "one achievement for each major boss" killed? And each of them is much more challenging than the stock mobs in all acts, so you don't need to make Act 1 boss a pushover to let baddies/undergeared guys try out Act2. Or the achivement could ramp up based on the number of different bosses you killed. You could make an achievement for completely clearing zones of mobs. There could be achivements for each unique random event that you complete. You still have to do it all, in fact much more than simply running through the storyline, but the order is up to you. Guild Wars did this quite thoroughly with it's Hard Mode, and achivements are the *only* real endgame there with the low progression caps. You need this kind of stuff to have an actual achivement system, which Diablo 2's "congrats you killed the final boss" does not constitute.
Inferno doesn't scale like every other difficulty. Act 1 is supposed to be roughly on par with act 4. We can't automatically conclude everything works the same way.
I think something along this line of thought would be perfect in stopping runs. However, some might argue that removing the act bosses or having them only spawn some times is ruining the game.
You've done nothing to substantiate your point, except use a pointless analogy because Nightmare is progressive and Inferno is not. Skipping your lvl 30 past all the gradual progression to the end of nightmare to get pounded by bosses is the only thing that makes it stupid.
The incentive, besides item hunting, is completionist-type achivements. Title bars that don't fill up until you've gotten through every single nook and cranny of Inferno difficulty, not merely bought a few top items and rushed to the end. The advantage of free waypoints is now you can pick the order to tackle the game in, you can jump right in with your friends at whatever zone they want to play, and Blizzard can do things like make all of the act bosses absolutely ridiculous and require much gradual gearing up to defeat.
Inferno is "endgame." In D2 this is where you would start doing item runs in Hell. Inferno is just supposed to spread those items over larger space, and they can also add completionist-type achievements as well if they want. The whole point of "endgame" is trying not to be something you just "beat" again.
I would prefer that Infernal is actually Hell but only Side Quests are available.
I was thinking it would work like this: you play through Normal, Nightmare, and Hell, increasing in difficulty as you go. At Hell Act IV (or last), you get to the highest level of difficulty.
Without Inferno, you could go to Hell Act I, but the drops would be worse. You're forced to keep playing Hell Act IV (or last), since it is the highest difficulty. Instead, here is Inferno, the whole game boosted up to that final difficulty (plus a notch).
It wouldn't necessarily have to be a whole new play-through. More like: completing Hell would be completing the most difficult content. Inferno then simply bumps the rest of the content up to that difficulty, so you can keep playing any part of the game all you want... but you've 'beat the game' once you complete Hell. Inferno just adds replayability.
Probably, though, since Inferno will be more difficult than Hell, plus the addition of Inferno-only items and runes, it will end up needing a whole new play-through.
Quite the opposite... It has been clearly stated that Inferno will be the same acts as Normal, Nightmare, and Hell, and not an endless dungeon.