The loot system in the game has never convinced me. Here you have what I have been thinking:
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Completely eliminate the end of map chests.
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Add an object drop to mini bosses, patrols and final bosses. Only 1 object for mini bosses and patrols, 2 for final bosses, this object will be more probability to be better depending on the difficulty.
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The books, dice, ranald and quick play bonus will add a luck multiplier to these objects, increasing the probabilities that they´re better.
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An additional bonus will be added to complete the map. Also the Deeds will add special bonus according to the difficulty of it.
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Cosmetics and illusions benefit from these bonuses and may appear from the veteran difficulty. In addition to being able to get them in events and achievements in any difficulty.
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Add a withdrawal option in different points of the map. For example, when we get to X point of each map, have the option to take a secondary/secret road that simply allows us to escape back to the castle. In this way we can enter and clean the area we want, or also escape if the thing gets complicated and not lose everything.
Now I put the practical example: the team enters a map, get a dice, kill a mini boss and a patrol, but during a horde all die less 1 hero, and he decides to run away by one of the ways of withdrawal. This hero have tome and grim.
With this they get x2 objects each, plus the bonus for the dice, the tome and the grim.
What do you think about the idea? (and sorry if I make a mistake in writing)