Cloud_Walker said:There is a huge flaw with the Infinity Mode difficulty increasing realm-wide idea.
Don't forget eBay and other Diablo II online stores exist. Take me, for example, and some average "pkx/x" game player. Pk player with his store bought BotD and CtA and CoH sit down for a couple days and completes Infinity Mode, making it one bit harder for everyone on the realm, including myself. What does this do for me, someone who wears only what he finds? It makes the nearly impossible task of completing or even attempting Infinity Mode HARDER. Multiply this situation by a hundred and you have the state of the realms after a week. And after trying Infinity Mode just once, and getting killed instantly after stepping into Blood Moor because by then every fallen will be sextuple immune with level 99 Holy Shock and melee weapons with full screen length range, 90% of Battle.net will think it was all a huge waste of a difficulty. Crushed will be dreams of maybe someday finding or trading for good enough equipment to take a shot at attaining that highly sought "God" title.
Not to mention another would-be cause of this downturn: hacked items. Hacked items will inevitably be introduced on the realms, and when they are, this gives those players that have them a chance to get past another Infinity Mode or two. Then let's say Blizzard implements or continues Rust Storm. All hacked items go bye-bye, leaving NOBODY capable of beating Infinity Mode at its current difficulty.
Simple solution to all of this: make increasing difficulty of Infinity Mode player specific. How to tell when someone has completed it multiple times? Well, I think that after you complete Infinity Mode the first time, you should be instantly level 99, given all stat and skill points, however, you have to be level 95 or so to enter to begin with. After completing infinity mode the second time, you attain level 100. A third time, level 101, and so on...
I think you found the biggest flaw in the system there. The difficulty cannot increase forever. There is a very real "ceiling" that no-one can overcome.
That ceiling is the sextuple unbreakable immunity! Some of the immunities might become commonly unbreakable before.
It would probably go like this (I assume that people play in parties with multiple means of damage so if one character becomes powerless for a while the other might help out):
Unbreakable Fire, Lightning and Poison immunity is very common. Dual unbreakables happen ever so often. Triples are nasty, but they usually have an Achilles heel. Annoyances, but the well-rounded party prospers.
Unbreakable dual immunities are the rule rather than the exception. Physical immunities are VERY common. Everybody loves magic damage. A lot of groups are forced to ditch certain monsters. People still trudge on.
Non-physical immunes just doesn't exist anymore. Everybody loves Amp and Conviction. Leeching (mana and health that is) has become a dinosaur of the past. Sorceresses mewl pathetically as hordes of fire/lightning/cold unbreakables come barreling down on them. Meleers are mostly PMH/Open Wounds item builds.
Screenfuls of magic-immunes become common sights. Physical unbreakables are very common. Sorceresses are only good for the Enchant AR boost and occasionally as specialised tanks. Every single undead is poison unbreakable (and usually unbreakable nearly everything else). Clerics have a field day as specialist troubleshooters. Bonemancers find their job opportunities severely limited. You hear ever so often about that nasty sextuple unbreakable.
Sextuple unbreakables happen ever so often. Mostly they are random bosses and can be ditched, but they happen with unerring frequency among Baal's minions. The throne of destruction are usually handled by special task teams composed entirely by Maldar the Magnificent impersonators.
Sextuple unbreakables are now common and Diablo and Baal is close to join their ranks. There is only one viable build left: The Hammerdin! Infinity mode is now more or less dead.