Over the past few months, I've seen quite a few threads with fan-made patch notes or other speculation / wishes for future patches on here so I decided to give it a go myself. As what I've been writing up has become more than a few lines, I thought it deserves its own thread, so here it is! Anything written in italics is my personal reasoning behind a certain change.
Mechanics Talisman The Talisman along with its charms has been reintroduced to the game. The Talisman can hold up to 6 different charms. Charms will alter skills in a similar fashion to certain pieces of class specific gear right now, with Legendary Charms having brand new effects, such as allowing a Wizard to cast a second Hydra. The Talisman is acquired when rescuing Karyna and gains an additional slot every 10 levels beginning at level 20. The Charms to fill the Talisman can drop as Rare or Legendary items from monsters beginning at level 15. Karyna gives the player one Charm for his/her character class along with the Talisman when she is rescued.
Skill altering affixes have been removed from all other pieces of non-Legendary gear. I am aware that this addition might rather fit and expansion than a patch, but one can dream, right?
Treasure Goblin's Realm Treasure Goblins which are slain just before they slip through their portal no longer drop loot. Instead, the portal remains opened and is available for the player to enter. On the other side, players will find two random elite packs guarding an enormous treasure. If both packs are slain before the treasure is opened, its chance to drop legendary items is increased to 5%. Slaying the Treasure Goblin at the right time will require a lot of practice and a bit of luck, so it's a little gamble since he might just get away without dropping anything or leaving the portal open. Also, both elite packs behind the portal are positioned closely together and consist of two completely random types of enemies.
Nephalem Valor Whenever a player defeats a major Quest boss such as the Skeleton King or Ghom or an Act boss while already having at least five stacks of Nephalem Valor he/she will gain an additional stack of the buff. These additional stacks will, however, not increase Experience gained or Magic/Gold Find. Instead, they increase the chance to find a Legendary item when defeating another major Quest or Act boss by 500% per stack over five. The intent behind this change is to promote diversity in farming routes. Right now, most bosses are left out because they are deemed a waste of time, with an additional chance to drop Legendary items though, they might again become worthwhile. The percentage is, of course, subject to balancing.
Monsters Resistances Various monsters now have resistances to certain elements of magic or even physical damage. These resistances are tied to the type of the monster as well as an Elite's or Minion's affixes, with a maximum of 50% resistance each, for a total maximum of 75%. For some monsters this resistance has come at a price as they have become weaker to other elements. This change should promote builds which use multiple schools of magic as well as differentiate the optimal farming routes between classes, builds and even weapons. Monster HP might need to be toned down on average if the resistances outweigh the weaknesses and the Life Steal mechanic might need to be reviewed to not lose effectiveness. Also, a new affix type which reduces the effect of enemy resistances seems plausible now.
Super Uniques All Super Unique Monsters (the ones with a unique name and subtitle) have been reworked. They are now stronger than the leader of a Unique Pack and will drop the same amount and quality of loot a regular Unique or Champion Pack does. They now also provide a stack of Nephalem Valor to players who slay them.
Elite Affixes Four new offensive elite affixes have been introduced, one for each of the following damage types: Arcane, Frost, Lightning and Poison. This change should not only provide more variety when fighting elite packs but also even the fields for usefulness of resistances for the player as fire damage is currently dealt by 3 different affixes while all other elemental damage types only have one affix to them. I did not specify the exact properties of the affixes as there have been multiple threads with ideas for new affixes before, some of which were much cooler than what I could come up with.
All elite affixes have been changed so that they might now be slightly randomized in their specifics: They can now appear in varying duration, range, damage, area of effect and/or frequency. Their overall strength should, however, remain fairly leveled: When a Plagued monster's pool has twice the size it may only deal half the damage or last half as long when compared to its current “basic” counterpart. These randomizations will also appear within a single elite pack, so while one champion might create Arcane Torrents which spin rather quickly but only deal little damage, another of the same pack might create ones with a rather short beam which last very long.
Items Affixes All elemental weapon damage affixes have been given an additional, passive effect to bring their actual damage on par with that of the physical damage (“black”) affix: Arcane: Might silence the enemy briefly and provide 1% resource generation for the player. Fire: Might deal damage in a small radius around the target. Frost: Slows the targets movement and attack speed. Holy: Deals additional damage to Undead enemies. Lightning: Might jump on to other targets and damage them as well. Will now also always roll with a minimum damage of 1 and a much higher maximum damage. Poison: Deals additional damage over time. The effects from these affixes and their specific damage will be calculated only from the amount of actual elemental damage that is dealt. So, if a weapon has 500 average physical damage and 250 Holy damage only the 250 Holy damage (or ⅓ of the entire damage) will gain the damage multiplier against Undead opponents. Of course, these elemental effects are just examples and you're welcome to improve or balance them. They will also have to be listed somewhere, preferably not on every item itself. Maybe have a codex entry appear as soon as you pick up or equip the first weapon with an elemental affix?
Sets All class sets now have an additional set bonus when all pieces are equipped. This set bonus consists of multiple partial bonuses, one for each set piece. These partial bonuses are rolled on each individual piece just like a random affix. The partial bonuses come into effect only when all set pieces are equipped. Possible partial set bonuses will always roll as an affix which is already present on the set piece itself, though they might have a different value. For example, the ring Natalya's Reflection which always has at least 84 Dexterity, 8% Attack Speed and 161 Life per Second (as well as 3 more random affixes) could roll 75 Dexterity, 4% Attack Speed or 250 Life per Second as its partial set bonus. Apparently, this change should make using an entire set much more viable than it is today and will also offer a wider range of choices for players.
Two additional level 60 sets per class have been added. One with 3 parts and another with 5-6 parts. Seriously, we need some more variation in end game items. Reworking old Legendaries is fine but only one set per class seems rather dull.
Crafting Blacksmith Players are now able to craft Rare weapons based on Common (white) weapons they find. These crafted weapons will use the Common weapons' basic stats as their own base, allowing players to create even more powerful weapons than right now as some Common weapons already have small increases in their damage or attack speed attributes.
Interface Players can now save up to 5 different skill and rune sets on their skill page to quickly change between the skills required for solo play, group play and brawling.
Players can now lock the gear they currently have equipped which disables swapping it with another piece via right clicking. To lock or unlock gear just press the little lock located on the inventory screen.
Public Games now have an additional “Full Act clear” option.
Auction House Players can now filter their Auction House searches by total weapon DPS, Attack Speed and Block Chance.
When searching for Legendary items by their name you are now able to filter for attributes which do not normally appear on the corresponding item slot but can roll on the specific Legendary item.
The “Recommended Items” section in the auction house has been improved and will now rate items based on their increase in total DPS, Health and Protection they will grant a player's character. The items shown will be sorted by how many percent they will increase the sum of these three characteristics, put in relation with the item's price. The player can now also select the item slot that he wants recommendations for as well as certain affixes he/she wants to focus on.
What do you think about these proposals? What would you want to put into a future patch? Please, refrain from discussing small balance issues and focus on the biggies. I knowingly left out things like an endless dungeon, an explorer mode or a ladder / no-AH system as they've been passed around enough already and Blizzard is certainly aware of the players' wishes in this regard.