maka, on 29 December 2012 - 06:48 PM, said:
What a load. Seriously. I never purchased a single piece of gear from the AH, and I don't "find upgrades all the time". Quite the opposite.
And the ones I DO find, are totally uninspired, and a simple case of 'bigger numbers': "oh, look, this chest has +20 vit and +15AR over my current one. It's technically an upgrade, I suppose..."
To be honest, the boring/uninspired items, the lack of 'horizontal upgrading', and the low-low rate of self-found upgrades are the reasons keeping me from playing this game. All other flaws (and there are many) don't even compare.
I find many upgrades myself. All necks and a lot of the rings for my Monk are self found. I found my Vile Wards and Zuni Boots. A Chantodo for 200+ mil that I use on my Wiz, an Inna's head and just many, many more. And I'm just P40. RNG? Maybe.
Also on the list, I support almost everything that Bagstone mentioned. Apart from postponing PvP that long (I'm not as selfish

) and maybe the cap on some stats as I don't really believe it would add that much stat diversity. When you cap CC, CH, IAS and the like people would again feel like they're "forced" into main stat or the sorts that isn't capped. Also on the definitive stats on crafts like movement speed for boots. Instead just make the movement speed attribute spawn on a few more items as a normal stat, increase the cap to 40% and make the affix roll up to 15. That way you can get to 30% with just 2 max roll items without capping yourself, yet having pretty ridiculous run speed.
Here's a list from myself, that I've made with things that specifically have not been mentioned yet:
1. Bring in the positive affixes on mobs idea from a while back. This was
brilliant.
Here's the main topic on the Bnet forums.
2. To improve crafting bring in items with ilvl63 that can roll up to 8 affixes and for a higher sum have the option to chose a definitive secondary stat on the item. Like pick up radius, health from orbs/pots, +experience/mf/gf. Have the same thing for class-specific items but with an added list of their specific class' skill list. Like +fury/skill damage/skill crit for barb items, etc.
3. Have a purple-named type goblin that guarantees a legendary drop.
4. Infinite dungeon is an old but still very relevant idea that hasn't been mentioned yet. The way I can see it work is there is no monster power level in it but as you progress mobs get +0.5% damage and +1% health per level. This way at the first few dozens of levels you'll be plowing through them but at level 100-250 you'll have to actually start working really hard to survive.
Also make it so you can swap skills and remove NV from the infinite dungeon. It's all about skill, survivability and ingenuity in order to progress.
As a reward each level will increase your magic find by 1-1.5% MF with slight increases of monster density. At the end of the day you'll have a big Diablo 1 remake that goes on and on getting more and more fun (or frustrating, depending on your mood).
There also needs to be some sort of diminisment so that at some point you feel it would be best if you restart the dungeon. This also means the dungeon doesn't reset itself until you decide to reset it. But there needs to be something that starts making it very bad for you besides the damage and health increase in monsters. I've not really given that much thought though.
(edit: just figured that deciding to stop could probably bring in some huge reward for you depending on which level you got to. The reward could be anything from guaranteed legendary items to tens of millions of gold, but at least you'll know that resetting the instance will make it much easier for you again but also bring in huge benefits)
To top it all off - every 10th level or so is a boss level, but as with everything it's completely random which boss it is, plus at very high levels start giving bosses more affixes.
5. Introduce much more affixes. I completely support the complainers when it comes to "itemization is bad", because there really isn't much to choose from. In WoW it's easy having 7-8 stats that dominate because every piece of gear is already predetermined to be way better than what you got last Tier. In a hack and slash game there needs to be a myriad of affixes in order to make the game interesting enough.
Some examples: affixes that reduce the armor/resist/damage of monsters; affixes that cast aoe debuffs with the previous mentioned effects; affixes with lots of different benefits/added effects for all pets/companions - apart from witch doctors others that can benefit from this are monk's mystic ally, wizard's familiar, demon hunter's animals and barb's ancients, while also lot of skills can be modified or added to introduce new companions to the classes without altering the modified skills too much; affixes recycled from D2 that add class skills to items, it would be awesome if demon hunters got frost nova for example (poor example ofc, combinations could be endless); affixes that have a chance on hit to silence enemies... etc.
I'll add some more later on.