Set Dungeons = Non-Permanent Hardcore Death

Set Dungeons = Non-Permanent Hardcore Death


No dying!

No dying!

A Blizzcon attendee reports on a chat with a dev, in which he was told that players don’t actually die in the new Set Dungeons coming in Patch 2.4. Thus hardcore players can do them and fail without losing their character.

This can be seen in the Set Dungeon screenshot from the Patch 2.4 preview; note the objectives in the cropped view of the shot to the right. Not taking “fatal damage” is a requirement to complete the dungeon, along with killing every Elite with Impale and avoiding all Arcane damage. That’s just the ruleset for that particular DH Shadow’s Mantle set dungeon, but presumably all the other Set Dungeons have the same no death requirement.

Note that it’s not about dying, but taking “fatal damage,” thus all of the passives and items that provide resurrection after taking fatal damage won’t help you complete the challenge. Set Dungeons thus sound a bit like that one timed event in the crumbling tomb, where you die/fail if you don’t find the Treasure Room in time, but it’s not an actual death; you just appear back at the entrance having failed the event.

What do you guys think of that wrinkle? On one hand, dying in Hardcore is supposed to be permanent. On the other hand, everyone is Hardcore in a Set Dungeon, in terms of what must be dome to successfully complete the event, and Set Dungeons work differently than the normal game. They’re kind of mini-games, with different rule sets and they aren’t random but specifically designed in layout and monsters.

Presumably the Set Dungeons are balanced to be very difficult to complete within the time, while avoiding one damage type and using just one specific skill to kill Elites, etc. Thus there’s challenge enough in having to play a specific odd way, and players will probably need to try each one multiple times to do everything just right and earn the achievement.

Should Hardcore death be permanent in the Patch 2.4 Set Dungeons?

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Debate in comments, and click through for the full size Set Dungeon preview screenshot.

Set Dungeons = Non-Permanent Hardcore Death

DH Set Dungeon: Shadow's Mantle

DH Set Dungeon: Shadow’s Mantle

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  1. Bit weird that you can die since the rule is not to die/take fatal damage basicly.Guess its ok for specific minigame kind of games I suppose.-I'm more concerced about the fact that hardcore players have even more problems due to the new cube recipy. If you lose a hardcore character now you can lose like dozens of hours alone from the gear, let alone the time played with the character. It's getting a bit insane how badly you get punished for dieing in hardcore… wish Blizzard would bring updates without hurting HC players.

    • Kinda surprised to see you say that, since I've seen a lot of HC players complain(?) that HC isn't punishing enough anymore – superfast leveling, paragon, the cube keeping powers… I've often heard people say leveling L-gems is the only real death penalty – and that will be quicker in the new patch with enhanced rifts.

      • A lot of the people that say that are the few top % that rush and crush everything. Often also only play 1 or a few characters sometimes only of 1 class. Not a real representation of the playing community.Dieing and possiby losing like 16 lvl 40-50 legendary gems and all the gear is quiet punishing I'd say…

        • It definitely adds to the sting of HC death rather than detracting from it, as so many other recent additions have done.  Not sure how I feel about it just yet….

    • Well, it's Hardcore… But anyway, back to the topic at hand, I think it's more interesting that they're offering a single-death mini-game to Softcore. I think it's pretty cool, and these new Static Rifts look interesting.

  2. An important example is that the Firebird's Finery dungeon requires you to kill so many enemies with the resurrection meteor. So you'll deliberately be proccing your cheat death.

  3. I think this is actually Blizzards attempt of finally realizing the gameplay they've imagined, when talking about bringing the overall gameplay more towards zelda style asia-rpgs far prerelease. That would need an environment more tightly designed to tactical challenges, both on the character and on the zone played in. The objective screen may be an indicator against that assumption, though…Coming to the idea of turning a grounded, western style arpg series, being loved as such, into an asia-style console rpg in the first place, and on top of it putting it into a loose design primarily using mmo-based progressive curves, though … The designer, who came up with the idea, should still receive severe and ongoing punishment. … … Well, they've re-turned the game around [to a degree] quite nicely, since, I'd say.

  4. No!Bad Blizzard!Death is death!

  5. If i play HC i need to have some special mindset for not to die. I think these kind of mini gmaes could make me loose that focus and result in a death outisde of the mini game, very tricky mechanic for a HC player..

  6. I switched to HC because I did not like death being part of the game in GR and they put it back… Moreover if "fatal damage" means that procing the cheat death passive equals failure, I do not see why HC need this exception.

  7. I don’t agree with this myself, but i think there’s going to be some funny vids of tired/high HC streamers forgetting they are not in 1 of these rifts biting the dust.

  8. Die Sets Die! I hope this means that Sets in general will find their own world to live in. I would be happy if they spun this off into its own game with all the sets in D3 going with it.

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