My 3 wishes would be simple, as I am rather happy with the game right now.
1. Make lower level sets/uniques more readily available. Since they are not end game gear, who cares if they're more common than lvl60 uniques/sets.
2. Improved Hireling A.I. All I'm asking is for them not to 'stand in the poop' and die in 1.5 secs in Inferno, and for them not to shoot first at treasure goblins (or maybe mobs in general). I hate seeing a goblin, planning my attack route (to send him running away from possible mobs), then realizing my Enchantress is already lobbing magical bombs at him.
3. Allow Neph Valor to carry over from act to act. Nothing more disheartening than running through a1, killing everything, getting 5 stacks, killing the butcher, then appearing in a2 with nada. Come on! (although lore wise, the travel time from act to act may be more than 30 minutes? haha)
I think it's hard to argue against the first 2, hireling A.I. is pretty funny against desecrator/molten/firechains right now.
Some might say giving you a ton of legendaries/sets early on might create an expectative later when you're in Inferno/Hell, but then again, we're given tons of rares in Normal (first kills) and later on we don't get any (until we have NV, which is kind of annoying when you're playing Hell).
The 3rd one I personally wouldn't like. It's not that I don't want the extra loot that it would give, it's just that I like having a "look, you're good, go sell those items, check the AH, take a break" feel that comes when an Act run ends.
Agree on hirelings A.I. and also I'd like some tweaking about set/uniques lower levels (but this could be tricky)
As a third I'd like to reduce "teleporting" issues: it's really annoing to plan your attack, carry it on succesfully and then suddenly you find yourself somewhere back, usually in deep s..t!
Be nice if I could turn my companions "passive" like a pet in WoW, don't think Blizzard would really go for that though. The low lvl set/legendary thing I kind of agree with, it was a problem back in D2 as well, but the way MF works I think it's kind of awkward for them to do that without making high level legendaries/sets drop too frequently.
Personally my one wish would be to remove NV stack resetting altogether. Controversial I guess since it's against Blizzard's explicit design intent but I like swapping my abilities on the fly like I did pre-Inferno and I don't care if that means I don't have a fixed "build".
My 3 wishes would be simple, as I am rather happy with the game right now.
1. Make lower level sets/uniques more readily available. Since they are not end game gear, who cares if they're more common than lvl60 uniques/sets.
2. Improved Hireling A.I. All I'm asking is for them not to 'stand in the poop' and die in 1.5 secs in Inferno, and for them not to shoot first at treasure goblins (or maybe mobs in general). I hate seeing a goblin, planning my attack route (to send him running away from possible mobs), then realizing my Enchantress is already lobbing magical bombs at him.
3. Allow Neph Valor to carry over from act to act. Nothing more disheartening than running through a1, killing everything, getting 5 stacks, killing the butcher, then appearing in a2 with nada. Come on! (although lore wise, the travel time from act to act may be more than 30 minutes? haha)
That is all. How about you guys and gals?
I can't agree with the third point. The whole reason it's like it is now, is that farming easier elites to 5 stacks then going into a harder act already maxed out defeats the purpose of the stacks - to prove that you can kill the acts elites.
As far as 3 wishes go? Off the top of my head;
Scroll of companion was awesome. If it ruined gold pickup radius so much (which is arguably one of the most worthless stats still) then just change gold pickup radius to affect your scroll of companion.
Add more than just 4 arbitrary gems for sockets. Runes, jewels and the like would be awesome, that add distinct stats. Such as a jewel with + run speed and + block chance; Just let any stat (to a balanced point) roll on the jewel or rune. It would just make socketing far more fun than it is now.
Create a mode for inferno (so you can pick either) that let's you waypoint to any point in the game, and have every mob and boss up. I realize the implemented system now lets everything flow with the story and quests, but this option would make farming a lot more fun. You could even keep nephalem valor for each act separate with color coded buffs that only work and are only obtained by their respective acts. The whole point of this would be to log into inferno, maybe waypoint to act 3 to run around and kill some champs, and then if you want you can choose wherever you want to go. Maybe you want to farm all of act 3, but afterwords you feel like going to a couple of places in act 1. It's just that I feel opening up the whole game with an option to turn off questing (making every event monster and boss available, just disable questing) will make the game feel a lot more accessible.
1) Fix the damn DH Ferret bug and put them on passive mode so they stop aggro'in everything. Nothing pisses me off more than watching my ferret stand and stare at a pile of gold for 10 seconds.
2) 5 stacks neph valor offering guarantee rares from resplendent chests. Thos big yellow chests are just full of disappointments right now.
1) Ladders
2) Less rare items dropping, but much better chances of good stats on them. Basically The same odds of getting a good item, but less disappointments when IDing them.
3) More incentives for group play.
1) Agree with Bleu about the "non-story mode" setting for farming. Perhaps not enable that until you've cleared out the act first, I don't know. It would be nice though to have "farm mode." One of the things that I subtly dislike about D3 is that "story mode" is always on.
2) A little more "reward" for leveling up, a little less emphasis on gear. I still want gear to be a focal point of the game, I just want it slightly de-emphasized, just a tad. This goes hand-in-hand with...
3) A more intuitive difficulty curve in Inferno. Post-1.0.3 the jumps in difficulty between aren't insurmountable, but particularly the jump from Act 2 to Act 3 seems like a very big hurdle.
EDIT
4) I'm adding #4 because I think it would just be nice. More than 4 gems. Give me back my damned skulls!
Total itemization overhaul i.e. less random on affix rolling & more interesting affixes, such as ability on hit and class specific stats only on a single class useable item
Overhaul of gems i.e. don't add just a static boring stat add a complex system that allows to add other stats besides the main four.
"Actual" randomization of maps
I'd like a fourth option of a scaling % of deposit on AH items to help with inflation but its minor compared to the first three.
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
1.) Improve incentive for multi player games. This could be (reduce % health gained from new players joined down to 75% for all difficulties, increased magic find per player joined, etc.)
2.) Improve items (drop rate and quality). Reduce the item range for Inferno (Act 1: 55-63, Act 2: 57-63, Act 3: 59-63). Also reduce the item floor on affixes of high level items (62 and 63). I'm not sure what the current floor is but it's at least as low as 20 for a main stat (while the ceiling can be 300 on certain items). A floor of around 75 would be more acceptable.
3.) Increase drop rate of Legendaries.The rate is so low that some people that have played the game for 2 months STILL haven't found a single one. I think you should find 1 every few hours of play (which would require the droprate to improve).
I can't agree with the third point. The whole reason it's like it is now, is that farming easier elites to 5 stacks then going into a harder act already maxed out defeats the purpose of the stacks - to prove that you can kill the acts elites.
If that's the reason, why do they let you keep your stacks when you farm ponies in Act 1? I've never seen them state that's the reason before, why do you think that's the case?
Act 4 would actually be farmed from time to time if stacks carried over from act to act. I think it's a good idea personally.
1. Fix the IAS to the way it was before (quit making the game worse)
2. Gives us a reason to re-roll characters and have multiple characters of the same class (probably impossible since theres no skill tree)
3. Bring in some type of system like rune words to keep us busy OR change the level requirements to join public games. I know blizzard wanted to do something to stop people from rushing through acts but it's pretty annoying when im on a quest but can't join a public game with that quest because of the level i am
Total itemization overhaul i.e. less random on affix rolling & more interesting affixes, such as ability on hit and class specific stats only on a single class useable item
Overhaul of gems i.e. don't add just a static boring stat add a complex system that allows to add other stats besides the main four.
"Actual" randomization of maps
I'd like a fourth option of a scaling % of deposit on AH items to help with inflation but its minor compared to the first three.
+1 billion internetz to you.
That pretty much sums it up for me as well. Re-itemize. Lessen the gap on affix ranges, remove brain-dead affixes which are class specific and plopped onto gear which would never be used by that class.
1. Fix the IAS to the way it was before (quit making the game worse)
3. Bring in some type of system like rune words to keep us busy OR change the level requirements to join public games. I know blizzard wanted to do something to stop people from rushing through acts but it's pretty annoying when im on a quest but can't join a public game with that quest because of the level i am
remove brain-dead affixes which are class specific and plopped onto gear which would never be used by that class.
I have ALWAYS been annoyed when I get something like a bow with strength and +poison darts damage. I have a pretty high tolerance for the in-game itemization as I'm sure you know, but stuff like that still makes me wonder, specifically, why class-specific bonuses to spells are not limited to items the class would actually use. I mean, I guess a WD could use a bow, but that opens up another can of worms - WHY? I have never actually felt the desire to use a bow on my WD. Something about that seems inherently..... not right, yes?
Well even in D2 we got some really crappy useless items with weird affix combos. I think the difference is we got more loot though and it wasn't a big deal finding something not so crappy.
Id also go with:
1: The lower level items being more readily available and not so serious on how often they drop.
2: Just more loot drop in general. If you're going to give us the options of finding really terrible stuff like ilvl60 rings with only a "socket" affix I think we need more drops to compensate.
3: I'd like the AH to settle down so things actually become reasonably priced. When I have to farm for days upon days to be able to afford my next upgrade and it's 10 more dps, and 50 more hp, that's not worth it, and I'm not even farming all of Inferno comfortably. Still in act two sort of struggling. If I farm for a few days and use all of that gold to buy an item, it should be a significant upgrade.
remove brain-dead affixes which are class specific and plopped onto gear which would never be used by that class.
I have ALWAYS been annoyed when I get something like a bow with strength and +poison darts damage. I have a pretty high tolerance for the in-game itemization as I'm sure you know, but stuff like that still makes me wonder, specifically, why class-specific bonuses to spells are not limited to items the class would actually use. I mean, I guess a WD could use a bow, but that opens up another can of worms - WHY? I have never actually felt the desire to use a bow on my WD. Something about that seems inherently..... not right, yes?
I used a bow for Act 1 and 2 of Inferno as a WD. Back when a 2 handed 880 dps weapon was pretty sweet (a few days after release). It had a bunch of int too!
1. 50 1k DPS 1 handers with 900 LoH, crit, and a socket
2. 50 1400 DPS x-bows with 300 dex, crit, and a socket
3. 50 ammys and rings with maxed crit hit and crit damage with a maxed offensive stat, and maxed resist all
1. Make lower level sets/uniques more readily available. Since they are not end game gear, who cares if they're more common than lvl60 uniques/sets.
2. Improved Hireling A.I. All I'm asking is for them not to 'stand in the poop' and die in 1.5 secs in Inferno, and for them not to shoot first at treasure goblins (or maybe mobs in general). I hate seeing a goblin, planning my attack route (to send him running away from possible mobs), then realizing my Enchantress is already lobbing magical bombs at him.
3. Allow Neph Valor to carry over from act to act. Nothing more disheartening than running through a1, killing everything, getting 5 stacks, killing the butcher, then appearing in a2 with nada. Come on! (although lore wise, the travel time from act to act may be more than 30 minutes? haha)
That is all. How about you guys and gals?
Some might say giving you a ton of legendaries/sets early on might create an expectative later when you're in Inferno/Hell, but then again, we're given tons of rares in Normal (first kills) and later on we don't get any (until we have NV, which is kind of annoying when you're playing Hell).
The 3rd one I personally wouldn't like. It's not that I don't want the extra loot that it would give, it's just that I like having a "look, you're good, go sell those items, check the AH, take a break" feel that comes when an Act run ends.
As a third I'd like to reduce "teleporting" issues: it's really annoing to plan your attack, carry it on succesfully and then suddenly you find yourself somewhere back, usually in deep s..t!
Personally my one wish would be to remove NV stack resetting altogether. Controversial I guess since it's against Blizzard's explicit design intent but I like swapping my abilities on the fly like I did pre-Inferno and I don't care if that means I don't have a fixed "build".
I can't agree with the third point. The whole reason it's like it is now, is that farming easier elites to 5 stacks then going into a harder act already maxed out defeats the purpose of the stacks - to prove that you can kill the acts elites.
As far as 3 wishes go? Off the top of my head;
Scroll of companion was awesome. If it ruined gold pickup radius so much (which is arguably one of the most worthless stats still) then just change gold pickup radius to affect your scroll of companion.
Add more than just 4 arbitrary gems for sockets. Runes, jewels and the like would be awesome, that add distinct stats. Such as a jewel with + run speed and + block chance; Just let any stat (to a balanced point) roll on the jewel or rune. It would just make socketing far more fun than it is now.
Create a mode for inferno (so you can pick either) that let's you waypoint to any point in the game, and have every mob and boss up. I realize the implemented system now lets everything flow with the story and quests, but this option would make farming a lot more fun. You could even keep nephalem valor for each act separate with color coded buffs that only work and are only obtained by their respective acts. The whole point of this would be to log into inferno, maybe waypoint to act 3 to run around and kill some champs, and then if you want you can choose wherever you want to go. Maybe you want to farm all of act 3, but afterwords you feel like going to a couple of places in act 1. It's just that I feel opening up the whole game with an option to turn off questing (making every event monster and boss available, just disable questing) will make the game feel a lot more accessible.
2) 5 stacks neph valor offering guarantee rares from resplendent chests. Thos big yellow chests are just full of disappointments right now.
3) endless dungeon!
2) Less rare items dropping, but much better chances of good stats on them. Basically The same odds of getting a good item, but less disappointments when IDing them.
3) More incentives for group play.
1. Infinite dungeons/other fun little things.
2. Actually being able to find upgrades without using the AH.
3. Better follower AI. I would be happy with just them waiting for me to attack something before they attack it.
2) A little more "reward" for leveling up, a little less emphasis on gear. I still want gear to be a focal point of the game, I just want it slightly de-emphasized, just a tad. This goes hand-in-hand with...
3) A more intuitive difficulty curve in Inferno. Post-1.0.3 the jumps in difficulty between aren't insurmountable, but particularly the jump from Act 2 to Act 3 seems like a very big hurdle.
EDIT
4) I'm adding #4 because I think it would just be nice. More than 4 gems. Give me back my damned skulls!
Overhaul of gems i.e. don't add just a static boring stat add a complex system that allows to add other stats besides the main four.
"Actual" randomization of maps
I'd like a fourth option of a scaling % of deposit on AH items to help with inflation but its minor compared to the first three.
1.) Improve incentive for multi player games. This could be (reduce % health gained from new players joined down to 75% for all difficulties, increased magic find per player joined, etc.)
2.) Improve items (drop rate and quality). Reduce the item range for Inferno (Act 1: 55-63, Act 2: 57-63, Act 3: 59-63). Also reduce the item floor on affixes of high level items (62 and 63). I'm not sure what the current floor is but it's at least as low as 20 for a main stat (while the ceiling can be 300 on certain items). A floor of around 75 would be more acceptable.
3.) Increase drop rate of Legendaries.The rate is so low that some people that have played the game for 2 months STILL haven't found a single one. I think you should find 1 every few hours of play (which would require the droprate to improve).
If that's the reason, why do they let you keep your stacks when you farm ponies in Act 1? I've never seen them state that's the reason before, why do you think that's the case?
Act 4 would actually be farmed from time to time if stacks carried over from act to act. I think it's a good idea personally.
2. Gives us a reason to re-roll characters and have multiple characters of the same class (probably impossible since theres no skill tree)
3. Bring in some type of system like rune words to keep us busy OR change the level requirements to join public games. I know blizzard wanted to do something to stop people from rushing through acts but it's pretty annoying when im on a quest but can't join a public game with that quest because of the level i am
little stuff.
+1 billion internetz to you.
That pretty much sums it up for me as well. Re-itemize. Lessen the gap on affix ranges, remove brain-dead affixes which are class specific and plopped onto gear which would never be used by that class.
And this.
I have ALWAYS been annoyed when I get something like a bow with strength and +poison darts damage. I have a pretty high tolerance for the in-game itemization as I'm sure you know, but stuff like that still makes me wonder, specifically, why class-specific bonuses to spells are not limited to items the class would actually use. I mean, I guess a WD could use a bow, but that opens up another can of worms - WHY? I have never actually felt the desire to use a bow on my WD. Something about that seems inherently..... not right, yes?
Id also go with:
1: The lower level items being more readily available and not so serious on how often they drop.
2: Just more loot drop in general. If you're going to give us the options of finding really terrible stuff like ilvl60 rings with only a "socket" affix I think we need more drops to compensate.
3: I'd like the AH to settle down so things actually become reasonably priced. When I have to farm for days upon days to be able to afford my next upgrade and it's 10 more dps, and 50 more hp, that's not worth it, and I'm not even farming all of Inferno comfortably. Still in act two sort of struggling. If I farm for a few days and use all of that gold to buy an item, it should be a significant upgrade.
I used a bow for Act 1 and 2 of Inferno as a WD. Back when a 2 handed 880 dps weapon was pretty sweet (a few days after release). It had a bunch of int too!
2. 50 1400 DPS x-bows with 300 dex, crit, and a socket
3. 50 ammys and rings with maxed crit hit and crit damage with a maxed offensive stat, and maxed resist all
Sell them on RMAH and quit.
2 - cheaper crafting costs
3 - random outdoor maps