Shely says: Because the dungeons exist in the world and are D2R Items real, they're places. In the course of the endgame activities , more choice becomes available via the whispers about the Nightmare Dungeon is upgraded to the Paragon system which we've given you a the smallest glimpses of in the video. You can enhance the dungeons with these sigils to make them Nightmare Dungeons, and become more dangerous. Additional affixes are added to them , making the monsters more dangerous , or may even offer advantages.
You'll be able to choose from a range of sigils that have all sorts of affixes. This means that there's again players' choice as to what sigils to apply. If you're presented with a sigil that is for a dungeon that you don't consider appropriate for your type of character, simply don't bother with it and instead choose a different one.
Ferguson says: Nightmare dungeons represent our take on Rifts So in the case of Diablo there's likely to be an area in town that you simply go to it and open a portal, and it's off and you're waiting in the city to play repeatedly. There are now Nightmare Dungeons. This is equivalent to running on a Rift in a way, however, it's a feeling of home.
And so Joe has signatures, I have sigils and we're like "Okay is where do we would like to go? We must go somewhere right now" as well, "Okay, let's mount up, get on our horses, and go to go west." This is because that dungeon contains specific items we'd like to possess or the kind of equipment we'd like to acquire. That's why I like that experience of being in the dungeon and not just picking up some portals every time.
So , one of the most interesting items I saw was the system of strongholds. How does that impact the sense of place? Because it's like you're liberating areas, then how does that buy D2R Ladder Items influence the story you're telling?