Hello! as the title suggests, i have a few ideas for some quality of life changes/improvements
1: make legendaires mass salvage-able. it'd be pretty easy. just have it ask 2 times if your sure you want to salvage all of them.
2: be able to select a "pool" of items you would like to roll for from Kadala. make it cost like 250-500 blood shards per roll or something, but never have anything be guarenteed.
3: make bounties more attractive. yea, i know they just gave us more bounites, but still. if your not in bounties grinding out a RoRG or rift keys, theres not much to make us go back to them. they could make them more attractive by giving a small chance to open up some new form of rift(NOT a goblin-dropped rift like the Pony/Unicorn/Teddy bear rifts). it could have mobs that drop mostly rift keys(regular and Grfit). it could also be able to let you re-roll all primary stats on one legendary/set item of your choice.
1) This is not going to work. While it might look as a good option in the end game, many people keep things like nemesis, homing pads in their inventory. Adding that button would give a lot of complaints. It's not like you have that many legendaries you can't do it 1-by-1.
2) Since everyone goes for the same items (well, most people go for the top build), the "pool" you are talking about would be the same for everyone. They will also have to lower the chance to get a legendary from your pool, else there is no reason having "hard to get" items in the game. The system suggested would either make gambling better than playing (and then they can just sell everything from vendors in the end, no more drop rng), or decrease your amount of crafting materials, as you only get 1 item (250 shards) instead of 10 (25 shards as it is now). This is not a QoL improvement, but would more fit in a "i'm not getting my furnace" whining like topic
3) I do hate bounties myself, so I prefer to do them as little as possible. However, they are "attractive": one of the best rings (rorg, now focus/restraint is often better), some of the best shoulders (DH don't need specific shoulders, go with skeleton king shoulders often), act3 dagger for monk speedfarming, in the past helltrapper, gloves were used for archon mage, boots to walk through everything on support chars, ... They also provide you the keys you need. There are the special goblins (whimsydale AND the vault). They even give a lot of achievements, if you are looking for a reason to do them Again, this doesn't sound like QoL. You want to make them more "attractive" by giving you better items ("free" reroll of the primary stats on your items, apart from the mystic reroll. also why only primary? monks need secondary res, really selfish to limit it to primaries), or giving more keys so you don't have to go in anymore. Then I demand 10x droprate in story mode, cause that isn't giving anything at all. And make all drop ancient by default!
As for a QoL suggestion for bounties (and uber key farming): Show an arrow on the map where we have to go, remove 2 level dungeon bounties (or add a waypoint in at least lvl 1), ... Many bounties now feel like a few minutes hide-and-seek, with 5 seconds of killing mobs. If bounties would be more action filled and less MMO-like travelling, I think many people wouldn't mind them.
I t6 and greater rift in slightly different gear and spec, so a duel spec if you will or fast wardrobe change would be great
This is a nice idea. While you talk about slightly different gear, someone with (for example) support WD for groups and poison dart WD for solo, would have a big benefit from this. Or, as I am currently doing, testing out the new sets. Now I have to "break" my current build, actually remember what exact items/skills I was using (full stash, similar items with different rolls), to try a new build.
But, this will have to be implemented with care. Hardcore. When you die, what will happen to your "2nd item set"? Gone as well, put in stash? When can you swap? While currently (outside grifts) it takes 30sec for another skill to get active, but gear is instant. In HC, you could go more glass cannon with a full survivability 2nd set, quickly changing when in danger. And they better make sure you can't (like in the past: leave game, change items/skills in other game, join game again) swap the builds during a Grift.
Just because so many additional potential exploits, I don't know if I really want it or not But if working correctly, maybe 1 of the best QoL changes I heard.
Oh, and that would solve a lot of stash space issues as well. Being able to equip 2 full sets on each char, reduces the amount of space needed. Being able to play 2 specs on 1 chars, reduces the amount of chars needed, giving more mule slots
Make all items craftable, to allow players to try builds without needing to farm and gamble endlessly for items they may never get through RNG. The drawback however would be that these crafted items have half max rolls of found items. People can then try them and create builds, but to be really strong will need to find the actual items.
Give people the option of doing trials, or trading 10 rift framents for a key at their highest completed level. Puts more focus onto bounties again, and gives people a choice how they get their grift keys.
I agree with the idea that rifts and grifts in solo play close faster. Also, deaths in grifts in solo play should just take away the time penalty, instead of having to wait that whole time. Keep the mechanics the same in multiplayer.
Make ancient items salvageable into 2 souls as they're rarer.
Thats all I can think of for now
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello! as the title suggests, i have a few ideas for some quality of life changes/improvements
1: make legendaires mass salvage-able. it'd be pretty easy. just have it ask 2 times if your sure you want to salvage all of them.
2: be able to select a "pool" of items you would like to roll for from Kadala. make it cost like 250-500 blood shards per roll or something, but never have anything be guarenteed.
3: make bounties more attractive. yea, i know they just gave us more bounites, but still. if your not in bounties grinding out a RoRG or rift keys, theres not much to make us go back to them. they could make them more attractive by giving a small chance to open up some new form of rift(NOT a goblin-dropped rift like the Pony/Unicorn/Teddy bear rifts). it could have mobs that drop mostly rift keys(regular and Grfit). it could also be able to let you re-roll all primary stats on one legendary/set item of your choice.
anyone else have some QoL suggestions?
1) This is not going to work. While it might look as a good option in the end game, many people keep things like nemesis, homing pads in their inventory. Adding that button would give a lot of complaints. It's not like you have that many legendaries you can't do it 1-by-1.
2) Since everyone goes for the same items (well, most people go for the top build), the "pool" you are talking about would be the same for everyone. They will also have to lower the chance to get a legendary from your pool, else there is no reason having "hard to get" items in the game. The system suggested would either make gambling better than playing (and then they can just sell everything from vendors in the end, no more drop rng), or decrease your amount of crafting materials, as you only get 1 item (250 shards) instead of 10 (25 shards as it is now). This is not a QoL improvement, but would more fit in a "i'm not getting my furnace" whining like topic
3) I do hate bounties myself, so I prefer to do them as little as possible. However, they are "attractive": one of the best rings (rorg, now focus/restraint is often better), some of the best shoulders (DH don't need specific shoulders, go with skeleton king shoulders often), act3 dagger for monk speedfarming, in the past helltrapper, gloves were used for archon mage, boots to walk through everything on support chars, ... They also provide you the keys you need. There are the special goblins (whimsydale AND the vault). They even give a lot of achievements, if you are looking for a reason to do them Again, this doesn't sound like QoL. You want to make them more "attractive" by giving you better items ("free" reroll of the primary stats on your items, apart from the mystic reroll. also why only primary? monks need secondary res, really selfish to limit it to primaries), or giving more keys so you don't have to go in anymore. Then I demand 10x droprate in story mode, cause that isn't giving anything at all. And make all drop ancient by default!
As for a QoL suggestion for bounties (and uber key farming): Show an arrow on the map where we have to go, remove 2 level dungeon bounties (or add a waypoint in at least lvl 1), ... Many bounties now feel like a few minutes hide-and-seek, with 5 seconds of killing mobs. If bounties would be more action filled and less MMO-like travelling, I think many people wouldn't mind them.
I t6 and greater rift in slightly different gear and spec, so a duel spec if you will or fast wardrobe change would be great
This is a nice idea. While you talk about slightly different gear, someone with (for example) support WD for groups and poison dart WD for solo, would have a big benefit from this. Or, as I am currently doing, testing out the new sets. Now I have to "break" my current build, actually remember what exact items/skills I was using (full stash, similar items with different rolls), to try a new build.
But, this will have to be implemented with care. Hardcore. When you die, what will happen to your "2nd item set"? Gone as well, put in stash? When can you swap? While currently (outside grifts) it takes 30sec for another skill to get active, but gear is instant. In HC, you could go more glass cannon with a full survivability 2nd set, quickly changing when in danger. And they better make sure you can't (like in the past: leave game, change items/skills in other game, join game again) swap the builds during a Grift.
Just because so many additional potential exploits, I don't know if I really want it or not But if working correctly, maybe 1 of the best QoL changes I heard.
Oh, and that would solve a lot of stash space issues as well. Being able to equip 2 full sets on each char, reduces the amount of space needed. Being able to play 2 specs on 1 chars, reduces the amount of chars needed, giving more mule slots
Make all items craftable, to allow players to try builds without needing to farm and gamble endlessly for items they may never get through RNG. The drawback however would be that these crafted items have half max rolls of found items. People can then try them and create builds, but to be really strong will need to find the actual items.
Give people the option of doing trials, or trading 10 rift framents for a key at their highest completed level. Puts more focus onto bounties again, and gives people a choice how they get their grift keys.
I agree with the idea that rifts and grifts in solo play close faster. Also, deaths in grifts in solo play should just take away the time penalty, instead of having to wait that whole time. Keep the mechanics the same in multiplayer.
Make ancient items salvageable into 2 souls as they're rarer.
Thats all I can think of for now