113896-9-16-nexus-report-tldr

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Much of the upcoming stuff (inc. all the defile content) is on the PTR. The PTR thread has all the updates as well if you want to read through them.


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He said that they managed to get the terrain and item limit increase to work in internal testing, not the public test realm. We still got to wait a bit before that comes to us.


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See below. Thanks Brutz!


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I am going to buy the game three extra times just so I can upvote this more*. I was about to post a similar idea, but you got to it already. I'm reminded of games like Angband, only not so primitive. Huge variety of enemies,  infinitely variable terrain (especially in some of the variants). Make the major rewards take longer to achieve than in raiding (to compensate for being easier to organize) and a bit less powerful (see below), but make incremental increases in character power small but very frequent. To point to D3, lot drops hand over fist, and once you start end game gearing,  increases in power tend to be small incremental increases. The game is popular because rate of reward seems about right - there's gear, Paragon, legendary gems etc. All small changes,  but with a few set breakpoints that feel like bursts to keep you going for the next big increase. As far as differentiating raiding and small group gear, create an effect on any gear obtained through raiding "Stats on this item are increased x% when in instanced end-game raids", but otherwise have the same stats as other comparable gear from other tracks. That way, they're focused at excelling in a raid environment, but everyone has parity in the normal outdoors environment. Voila! Raiders feel special, everyone has content, everyone gets progression, it can still be all hardcore etc. And we all get to have fun in the manner of our own choosing. _____________
 * DISCLAIMER: no I'm not.


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