I really don't see the point in remaking Diablo 2 when 1.) Diablo 3 is already out and 2.) Diablo 1 is far more ripe for a remake. Diablo 3 is already kind of a remake of Diablo 2 anyways (first and second Acts are almost identical in theme and setting, Act 3 of D3 is like portions of Act 5 of D2, D3's Act 4 is a mirror opposite of D2's Act 4). A Diablo 1 remake could actually update how the game plays, what environments are used, and fix the story which has become a gargantuan mess at this point.
That said, I think if they were to consider making a Diablo 2 remake, it would be far more prudent to make it a full-priced Diablo 3 expandalone, maybe with a "new" old class reintroduced as well (probably Druid). This would reinvigorate the Diablo 3 playerbase, save time and money on development compared to making the entire thing from scratch, and maybe give Blizzard a good proof-of-concept to go ahead and remake Diablo 1 as well, probably also as an expandalone.
Of course, knowing Blizzard, it's entirely likely that there'll be nothing about Diablo at Blizzcon at all.
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Yes, may I help you?
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http://us.battle.net/d3/en/forum/topic/5912162711
Well, I'd like to preface this with a simple acknowledgement. Blizzard isn't going to listen to this. They have no reason to. Diablo 3 is already a wild success regardless of its actual quality or the quality Jay Wilson et al. believe Diablo 3 to have. This is just a sort of idea to throw out there into the ether for people that might be interested in actually solving a similar problem that might crop up in their own game or custom map or whatever. That said, let's look at what one Lylirra had to say about the problem of Nephalem Valor recently:
Well, it's 100% true that there's no "feeling" to the characters. They sure as hell don't give me a reason to reroll the same class, outside of a bank alt/achievement alt/hardcore version. However, Nephalem Valor hardly gives any sense of "specing" into a character. Moreover, Blizzard's response to "unbeatable" pack affix combinations is "deal with it":
Actually, it's a little more than "deal with it." Notice how Lylirra blatantly says that people should switch out skills for certain affixes? This actually ruins the entire point of Nephalem Valor. If you run into a pack that seems unbeatable or requires a different skill, then you're better off restarting the entire map.
So, I have a pretty simple solution to both these problems and I think I know a way one could implement this solution on an already existing system similar to Diablo 3 or in a project still being worked on from scratch.
First of all, I would get rid of losing Nephalem Valor for switching out skills. I would focus on making an optional "skill swap" system similar to Diablo 1 (where you could assign skills to be switched to your left or right mouse buttons after using an F key) or a system of alternate sets of action bars similar to World of Warcraft and other contemporary MMOs (some kind of cooldown for switching skills would still exist, I suppose). The point isn't that such systems as weapon swap, skill swap, or elective mode are "too confusing" for new players - being able to take advantage of such complex systems should simply be a mark of a good player. There's no need to dumb down a game so that players with better skill or talent can't exceed the capabilities of players unable to comprehend the idea of using a skill of a different class in a different numbered area.
Next, I would completely revamp the passive traits system as it is now and make it a sort of quasi-permanent investment. If I remember correctly, a number of people during the beta complimented the companions' skill system because of its sense of quasi-permanence (even though the skills could be swapped out very easily) and the requirement to choose one or the other. This is why I feel the passive traits system would be a good way for players to make their character their own. Instead of being able to switch out any skill or trait on the fly, I would require a trainer-type trait reset which clears a player's Nephalem Valor and, of course, costs a pretty heft amount of gold (maybe something like 400k, I don't know). Obviously, players would be given a free reset upon hitting level 60 and a notification when they try to add a passive.
This is where, I'm afraid, things have to diverge a bit. In an already released game, there's almost no chance for any kind of major overhaul of any system unless there are going to be people paying for said overhaul (via an expansion). Again, Blizzard would never do anything like I'm going to suggest here, but if I were to iterate on the current system, I would simply add another three passive trait slots (for levels 40, 50, and 60, obviously) and rebuff the monsters and Acts a bit. The sheer number of passives should be enough for players to feel like they can make a character "theirs" even if there are four or five "must-have" passives for their class to be able to survive Inferno.
If I were making a suggestion for a game that's still a work-in-progress, however, I would do something slightly different. I would still go with the "six passive traits" system, but I would make levels 10, 30, and 50's passive traits into "skill traits." These traits would affect skills exclusively in ways that Runes don't. For example, Inspiring Presence, a Barbarian passive trait that causes Shouts to regenerate health, would become a "skill trait." Other examples include Tactical Advantage (Demon Hunter), Chant of Resonance (Monk), Bad Medicine (Witch Doctor), and Prodigy (Wizard). Since this theoretical game would still be a work-in-progress, I would suggest that passive and skill traits be a lot more in number so that even should a series of optimal builds emerge, there would still be a number of different viable builds for players to mess around with. Additionally, I would probably make them more extreme than the examples I listed so that it actually feels like a player might want to mostly use the skills they specialize into through their traits. For example, instead of Shouts regenerating health, I would make a skill trait that turns Shouts into Auras that are deactivated when the skill is swapped out or another Shout is used. The things in the current passive system (regenerating life while Shouts are active, lol) would work better as item affixes so that some items are actually interesting as well.
tl;dr:
I wrote a bunch of words that noone will care about (especially not Blizzard). Also, make passive traits a more permanent type of specialization while removing the Nephalem Valor punishment for switching out skills.