Was going to be silly and add âEnemies open a portal to the Rainbow Unicorn Levelâ but then I stopped and wonderedâŚ
Why cant modifiers on Echos be positive for the player?
Whats to stop it having a random additional modifier that benefits the player in some way added to the negative / difficulty increased ones? Something to motivate taking negative modifiers that you wouldnt normally take due to them being particularly hardâŚ
Things like:
Rares have a higher chance of dropping Set items
All Chests/Breakables found contain Uniques.
Killing rares with one shot drops Set items
Killing more than 5 enemies in 1 second drops additional health potionsâŚ
One thing I really loved from Sacred 1 was the split modifier, mobs had a % chance to split into 2 mobs with their hp shared between the two (so if the original mob had 100 hp then the two resultant mobs would have 50 each).
Plus there was a modifier in Vermintide 2 where on death every mob would split into 2 of the next tier down. It would work a bit differently there since youâd have a champ mob that splits into 2 elites, each of which would split into 2 heavies which would each split into 2 normal mobs, so if you werenât careful you could easily find yourself overwhelmed by a lot of smaller mobs that would tear you apart. Not quite sure how that could be transferred across to LE. It is kinda similar to the current fractured/reinforcement modifier. Though the resultant mobs could be 1 quality lower, so if the starting mob is yellow the spawned mobs would be blue and when they doe the resultant mobs are white.