I would love to see a way we could influence what mobs can do in our maps and their drop.
I’ve been struggling a lot this season getting the affixes or items with affixes I need so I could craft ideal gear for my build and this suggestion would provide a a new way to influence item affixes without watering down the RNG of getting gear or affixes.
New system - Once we get to end game we can start collecting mobs (normal, rare, doesn’t matter) and keep them in our own zoo
- Rare mobs in empowered monoliths drop a (insert name) piece of them based on the rare mods they have - different qualities based on corruption level
- We use these parts to equip mobs we have in our zoo, by doing so we get a chance to encounter these modified mobs in our maps
- Based on the parts we equip we get a higher chance of that mob dropping a certain affix shard or an item that has that affix - IE More health mobs → higher chance to have items or affix shards with health affixes, or fast mobs → items with speed or DoT duration etc
- Anti-cheese - mobs in zoo should be representative of all 6 factions(gods) and not of a specific mob or type of mobs, so if we have a void mob in our zoo then we get a chance to influence mobs that belong to orobyss(void)
- Influenced mobs will be different than the rest, from white to champions they will have differrent abilities - IE a white mob with companion tag - would be accompanied by a companion and we need to kill the companion first before we can kill the white mob, increased # of companions for champions // frost mob would be encased in a block of ice and we need to break it for it to be released, but it will shoot out frost arrows when hit and freeze you if you do not have cold resist capped etc
I would love to see this deterministic way of griding end game and on top of it, a new, fun and interesting system to interact.
I can expand more but it would make this post huge so for more details contact me.