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Regional FlagImprovements Almanac v2Source
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Nihilus
Target Source
#1 - 2012/11/13 04:48:00 PM
This is a continuation of the D3 Interactive Improvement Initiative
http://eu.battle.net/d3/en/forum/topic/5848165193

Please support the sister projects
http://eu.battle.net/d3/en/forum/topic/5723362876
http://eu.battle.net/d3/en/forum/topic/5724134919
http://eu.battle.net/d3/en/forum/topic/5847637766
and any thread that aims at improving the game you (wish you could) love.

Since the original post no longer fits the required format of maximum 10000 characters, I am forced to break it down into volumes.

The integer score next to each item in the list, represents the number of people encouraging that idea minus the number of those who oppose it.

Any input is welcome and encouraged and I will do my best to keep the list updated as new suggestions and votes flow in.

The ideas are posted in the order that they come up, not order of their relevance/score. Some scores of new ideas may be off by 1, depending on whether I agree with them or not.I'm trying to compile a list of relatively small additions and improvements to the game (things such as new acts and characters obviously do not qualify for patches, but rather for an expansion).

Public Games:
- introduction of MP system (+33)
- Introduction of public rooms that not only can specify MP lvl, but also can set minimum requirements such as paragon lvl, no AH players only, etc (+27)
- Each additional party member increases max number of NV stack by 1, hence a 4 ppl party can have up to 7 NV (+18)
- Each additional party member increases base Exp gain (+8)
- option to lessen or hide altogether the graphical effects from ally abilities (+22)
- Add in game-naming system for public games, like in D2 (+13)
- Open up the PK mode, like in D2. Allow players to create public games with PK option unchecked (and make PKing disabled by default), if they do not wish to deal with PKs (+13)
- Increase player limit to 8 or even 10 players (+12)
- Don't force players into a party (+8)
- Allow players to gain bonus exp if they are not grouped in a multiplayer game (like in D2) (+10)
- offer a list of public games available to join (like in d2) only more organized and searchable so you can actually select which game to join (+12)

Character:
- paragon levels provide a small increment to pickup radius, possibly 1 or 2 for every 10 levels gained (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=7#126 ) (+30)
- unlocking 10 levels grants a small extra benefit, along with the upgraded avatar (+26)
- increase base pickup radius to 1 or 2 (+33)
- add an influence of the paragon lvls of your other characters to the lvl60 character you're playing atm in order to encourage playing other classes. This can be in the form of pickup radius, increased exp/MF/GF rate (+24)
- button to automatically sort your items (+26)
- button to link your stash to your other characters while in-game for the purpose of comparing items (+23)
- besides a shared stash, add a private stash (+21)
- ability to buy moar stash tabs (+29)
- death is too lenient; experience penalties should be taken into consideration (+18)
- Each hero on an account benefits from GF & MF of the highest paragon level character on that account, but not the stat increase (+17)
- Since level ~77 is halfway to paragon journey 1-100, each PL from 75 grants twice the stat increase making the grind more rewarding. (6 primary stat, 4 vit etc.) (+20)
- every 10 paragon levels or so you gain a small amount of resistance to CC and reflect damage (+19)
- Players can now auto pick up tome of secrets, health potions and gems (+25)
- an equivalent/variant to D2's /nopickup mode where you can set an item quality level that will not be picked up when clicked unless a modifier key is held down at the same time (+13)
- Provide incentives for starting new characters. Hellforge, bonus items on first boss kills, imbue, socketing, etc, did wonders to give incentives for players to roll new characters (+13)
- ability to choose paragon leveling bonus (MP, pickup radius, etc) (+9)
- remove or increase paragon level cap (+8)
- add very small bonuses for reaching certain milestones above paragon 100 (+8)
- losing one point of vitality effectiveness (down from "35 hp per vitality" max. to "10 hp per vitality" min.) on forced respawn after death when Nephalem Valor is active. Can be avoided if a party member resurrects you on the point (+1)
- Some active skills with low damage output gets straight damage bonuses such as 30% weapon damage with +500 damage modifier , +45% weapon damage +200 damage modifier. So without any weapon player wouldn't feel so weak at normal difficulty as a higher level character (+3)
- Let main stats grant a secondary bonus to the characters; for example, Strength increasing movement speed and armor, Dexterity increasing block chance and dodge chance, Intelligence increasing resistances and reducing CC effects duration, Vitality increasing total health and grant small amount of life regeneration (+3)

Skills & Classes:
- general overhaul of skills and runes, thus encouraging build diversity (see http://us.battle.net/d3/en/forum/topic/7253855835 & http://eu.battle.net/d3/en/forum/topic/5847817976?page=6 ) (+13)
- make all classes viable and fun to play, in their own way (+12)
- Barbarian passive - Weapon Master - the bonus for Mighty Weapons needs to be redesigned (+14)
- Passives grant bonuses depending on attribute comparisons of the class you are playing. Some passives get "ranks" just like trait system to be unlocked within Paragon Levels. (see http://eu.battle.net/d3/en/forum/topic/5946304595 ) (+4)
- increase base attack speed of daibos to make them viable (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=7#133 ) (+2)

Monsters:
- reflect damage mobs have an aura, or are otherwise easily distinguishable and have a reduced spawning rate (+26)
- steeper damage curve, making MP10 foes provide the ultimate challenge/gear check for the absolute best players (+29)
- slightly leaner HP curve, making MP10 challenges less repetitive, time consuming and boring (+29)
- steeper progression of bonus EXP in order to encourage higher MP farming (+35)
- steeper progression of bonus MF/GF in order to encourage higher MP farming (+13)
- random boss encounters should provide a greater challenge and reward than any other conceivable random elite encounter (+30)
- a new monster power level where the packs have all the possible affixes at the same time (+16)
- more monster affixes (+26)
- bring back invulnerable minions, at least on the higher MP levels (+17)
- powerful uber minions for higher mp levels (+23)
- Monster population for each map is increased by 25% (including elite packs) (+22)
- random monster types on map (see http://eu.battle.net/d3/en/forum/topic/5848165193?page=5#85 ) (+19)
- Reflect Damage affix now has some sort of diminishing return, so that high DPS characters will still struggle hard but not punished this bad (+20)
- make every area as good for farming as Alkaizer areas (see http://us.battle.net/d3/en/forum/topic/7253855835 ) (+13)
- make the slower farming at high MP equally or even more rewarding than speed farming at low MP (+12)
- make longer farming sessions feel more rewarding than bursts of 10 minute runs (+12)
- increase NV cap (+9)
- don't despawn bosses if the selected quest is further than the boss (+13)
- give bosses a chance to make unique or extremely enticing drops (see http://us.battle.net/d3/en/forum/topic/7253855835 ) (+13)
- increase monster density by 10% for each MP Level (+6)
- add more randomized elite packs, that are not necessarily comprised of the same monster type (+5)
- Monster immunities return; normal mobs get single immunity; elites get single immunity from their normal counterparts also resistances and CC impunities regarding their affixes (arcane, frozen, molten, fast...) which scales with Monster Power level, bosses and act bosses get 2 immunity with several CC impunities (+4)

Vendors:
- give to the sellers outside town (those we meet sometimes) at least a slight chance of selling 63 lvl rare or why not legendary or set also (+23)
- introduction of gambling system (+12)
- warning when selling items that were recently equipped - maybe with some sign on the icon on the item (see http://eu.battle.net/d3/en/forum/topic/6161068271 ) (+2)

Events:
- add a gem mine event (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=1#10 ) (+19)
- adding at least one endless dungeon (+16)
- more endgame events like the uber bosses/hellfire ring challenge (+13)
- add a supreme uber encounter that grants a non-slot reward, akin to D2 charm (see http://us.battle.net/d3/en/forum/topic/7253855835?page=1 ) (+12)
- add areas with certain effects on player/monster attributes (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#88 ??) (+10)
- add temporary, shrine-like buffs as possible event or elite encounter rewards (+10)
- add dungeons with chance to spawn extra level(s) (+9)
- give metal doors an interesting purpose, like opening events or access to chests, bosses, etc (+9)
- add more random events/dungeons/bosses/challenges (+9)
- captivating quest rewards to be given at higher MP levels; e.g. static life bonuses, stat boosts, pickup radius, lifesteal, movement speed, +2 bonus to all attributes, etc (+4)

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Community
Target Source
#63 - 2012/11/29 09:09:00 AM
I unfortunately don't have any comments on the topic at this moment in time, but I wanted to blue-tag this thread as an acknowledgement of all the dedication and passion that has gone into creating it.

Thanks for the feedback, it is very constructive and easy to follow :-)