Regardless of where they choose to take Mayhem mode, any system will probably require the following to be successful:
- “Balance”, preferably in favor of build variety, utilizing all the games systems and having smooth-ish progression between difficulty levels.
- Review and adjust or eliminate current modifiers that are not particularly fun, create scenarios that are impossible to win or cause undesirable performance degradation.
- Add new modifiers to taste or as required by the chosen system.
Personally, I would also like the “balance” to eliminate “■■■■-tier” uniques from the game. It’s just a sneaky manipulation of the loot tables that cheapens the experience of receiving a unique item.
I think it would also be neat if GBX could create new enemy costume/appearance for the different modifiers instead of giving them a swirly colored aura. There just aren’t enough colors with which to identify all the modifiers. The flip side to this is that it might be considerable work if they have to make new enemy models.
As for the overall Mayhem mechanics themselves, I think it could go in one of the following directions:
- We can choose to activate up to n modifiers.
- The modifiers are scored by how difficult they make the game.
- The aggregate difficulty of the combined modifiers is used to adjust the level of reward.
- Keep the difficulty slider that adjusts the overall difficulty and reward.
- Randomize the chance and type of modifier that badass enemies can spawn with.
- Adjust which modifier can appear and how often they show up according to difficulty slider.
- Add a raid-like area with a variety of challenges that do not disproportionately favor/disfavor any one build.
- Require each character to clear the raid at increasing levels of difficulty before being allowed to progress to the next difficulty.
- But avoid the overlevel-style requirement for item usage, so the player can choose for themselves if they wan to twink a character or not.
A and B would be mutually exclusive.
Not sure if A and C could work together.
B and C could be combined by removing the difficulty slider and keeping the randomized modifiers.