I've spent a lot of time playing Blizzard games but I've never bothered to post anything.
That being said, I feel like I have a few solid ideas and I'd like to hear what others think.
These things would enhance the gameplay experience as well as give an more overall "Diablo Experience"
1. Followers in multiplayer
This was something we were able to do in Diablo 2, and really enhanced the gameplay and customization. As players, we put a lot of work into the followers and they can say a lot about your playstyle. They don't usually do insane damage so I don't think this would break the difficulty, although anything is possible.
2. Gold for quest completion at max level (replace the useless xp reward)
This one is self explanatory. I also hope to see gold rewards in future pvp matches.
3. More dropped item models.
In Diablo 2 (and to a lesser extent in Diablo 1) you could often tell exactly what item dropped by looking at it on the ground and hearing it drop. Studded leather looked and
sounded differently than Plate mail. In d3 all dropped items of each armor class look and sound the same when they drop. It takes away from the excitement of the "loot pinata" feeling.
What do you guys think. What do you hope to see in the game in the future?
1) a way to make followers STFU
2) skill points - for levels 60 - 99 - adding skill points to skills will make us want to reroll characters
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NA servers - add me if ya want - ysoserious#1178. - i run a clan if anyone wants an invite. no requirements to join - as long as your nice and friendly your more than welcome
2. Gold for quest completion at max level (replace the useless xp reward)
This one is self explanatory. I also hope to see gold rewards in future pvp matches.
This is already live, have been that way all the time. But i think you mean. Add more gold. But you never get xp when you're at max lvl 60.
But i kinda agree on the other 2 options. Sadly adding companions ->woudlnt<- be the best at this moment. Considering you can get 8k+ damage on your follower and all the + affixes they give you would probably be too overpowered. Just imagine a scound with a xbow with slow affixes and the crit % boost. And a enchantres that charms and gives your team armor + IAS buffs.
But i kinda like the idea, but would need some hard nerfs if that would even come viable. Or just reduction when you use them in a groupe. (So the single player guys dont get affected by this.)
Regards Xpire.
Edit: Would instead of wouldnt. Would be kinda missleading.
Oh, you're probablly right about the gold thing. More gold to compensate for the xp loss makes better sense
One of the reasons that I believe either they need to further re-tune co-op or just allow us followers all the time is, simply put, when you join a co-op game the mobs get most notably a HP buff (I believe it's 115%, but I may be wrong on that). Meanwhile you lose 3% IAS + 15% armor, or 3% crit, or your hp/sec and resource regen aura.
Essentially your damage goes down, the mobs HPs more than double, and it's not like most classes are bringing tons of synergy to the table. Most notable barbs and monks bring some defensive synergy, but beyond that I don't think most people are thinking "man I need to group with a WD because he really amps up my damage if I stand in a rather small area for 20 seconds."
EDIT
Even if that means making the follower only buff themselves + you (instead of the whole group), that'd be fine by me. In fact, that'd work nicely to ensure that we're not stacking followers.
i liked your gold for pvp idea, i really think patch 1.1 will be a make or break patch for this game, a lot on blizz's shoulders for making a fun balanced pvp system
in addition i'd really like to see some sort of recognition, in pvp and in general, like the banner and an inspectable character of the realm's top pvp players, some sort of prestige or somthing, because right now, nobody really knows how hard you've worked on your character and how awsome u are but urself...
i wouldnt mind being able to have followers in multi as well. the thing that gets me is if its just you and one other player, why not fill those other two spots with your followers, (my follower does sh** for damage at 2k right now even at 8k its still not enough damage output to take down enemies health considering when each person that joins the monsters get a boost in health so i dont think they would need nerfing) if anything they would need a 1 to 2% boost in armor, damage or perhaps health as well to balance that out. just my thoughts of course
1. No cutscenes in inferno
2. Followers in multiplayer
3. NV for completing an event
4. Buffs to unused abilities for all classes to increase build diversity
5. More sound effects and item models for items that drop on the ground
6. Make white items useful for something except for throwing out of your bags
7. Allow AH to be sorted by buyout amount
8. Reward extra gold on inferno for quest / event completion
I agree with all of the feedback on the followers. They could potentially be op but I also think the idea of their buffs only effecting your character could work very well.
Why? Feel the need for them to be dead with friends?
5. More sound effects and item models for items that drop on the ground
Impossible in D3. Because each item molds itself to the class that picks it up; you can't make each piece of armor have 5 different looks to it on the ground. That's what would have to happen. No one is putting that much effort into something that is, at best, a menial issue.
3. NV for completing an event
Some events are so short and some are so long that it wouldn't be fair to reward NV for both of them. A dungeon crawling event is hardly the same as one where you kill an NPC outside someplace.
7. Allow AH to be sorted by buyout amount
You can?
8. Reward extra gold on inferno for quest / event completion
Why? The events, for the most part are gimmes. It's an incentive to farm easy content for quick coin.
2. Putting followers in the game likely took a lot of thought and development time. Limiting them to a single player experience in a multiplayer game seems silly to me. It is a step back from this games predecessor. The damage they can do is potentially very high, but in a multiplayer game with health mods on the enemies- it would not be very noticeable. I actually really enjoy gearing out my companion and picking their skills. I feel like it is an extension of my own character and character build.
5. You are correct- each item does mold itself to the class that picks it up. However, loot drops are now on an individual basis as well. It would not be difficult to determine the class of the player and then drop the corresponding model. The item models are already in the game. This may seem like a menial issue but I feel it would add a lot to give players a better sense of identification with their class (different armor models dropping on each class). It would also give a sense of progression. In the game now, if a helmet drops on inferno it looks like it's a level 2 blue helmet from normal mode until you pick it up.
The only issue I see with this is when a player drops an item on the ground- it becomes visible to everyone else. I'm not sure how to get around this. Perhaps the model could reflect the last player to physically hold the item. Maybe that isn't technologically possible, though.
3. Some events are very short, yes, but so are some elite encounters. Other events are very long and offer little to no reward for completing them and are skipped frequently. I don't think it's a good design for players to skip parts of the game that took a lot of development time because those parts offer little to no reward. Particularly in the case of events, which are random, and help give more replay-ability.
7. You're right on this one. I guess they fixed this without me noticing. There was a time where, for me at least, this particular sorting option was not working as intended- at all.
8. Rewarding extra gold for quest / event completion could be very rewarding and would give players a reason to do these things. Right now all that you can do end game is log in, hunt down some elites and maybe add a boss on top. If I do a butcher run and continue getting really bad drops (on inferno) but the reward was closer to say, 20k gold, it would give me incentive to keep playing even if the drops are terrible. It would put the emphasis back on the item hunt and away from the item grind, which is essentially farming items to get gold to get items.
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That being said, I feel like I have a few solid ideas and I'd like to hear what others think.
These things would enhance the gameplay experience as well as give an more overall "Diablo Experience"
1. Followers in multiplayer
This was something we were able to do in Diablo 2, and really enhanced the gameplay and customization. As players, we put a lot of work into the followers and they can say a lot about your playstyle. They don't usually do insane damage so I don't think this would break the difficulty, although anything is possible.
2. Gold for quest completion at max level (replace the useless xp reward)
This one is self explanatory. I also hope to see gold rewards in future pvp matches.
3. More dropped item models.
In Diablo 2 (and to a lesser extent in Diablo 1) you could often tell exactly what item dropped by looking at it on the ground and hearing it drop. Studded leather looked and
sounded differently than Plate mail. In d3 all dropped items of each armor class look and sound the same when they drop. It takes away from the excitement of the "loot pinata" feeling.
What do you guys think. What do you hope to see in the game in the future?
2) skill points - for levels 60 - 99 - adding skill points to skills will make us want to reroll characters
Remove cutscenes from inferno. We have seen and heard the story enough times to memorize it by the time we reach inferno.
Oh, you're probablly right about the gold thing. More gold to compensate for the xp loss makes better sense
Essentially your damage goes down, the mobs HPs more than double, and it's not like most classes are bringing tons of synergy to the table. Most notable barbs and monks bring some defensive synergy, but beyond that I don't think most people are thinking "man I need to group with a WD because he really amps up my damage if I stand in a rather small area for 20 seconds."
EDIT
Even if that means making the follower only buff themselves + you (instead of the whole group), that'd be fine by me. In fact, that'd work nicely to ensure that we're not stacking followers.
in addition i'd really like to see some sort of recognition, in pvp and in general, like the banner and an inspectable character of the realm's top pvp players, some sort of prestige or somthing, because right now, nobody really knows how hard you've worked on your character and how awsome u are but urself...
1. No cutscenes in inferno
2. Followers in multiplayer
3. NV for completing an event
4. Buffs to unused abilities for all classes to increase build diversity
5. More sound effects and item models for items that drop on the ground
6. Make white items useful for something except for throwing out of your bags
7. Allow AH to be sorted by buyout amount
8. Reward extra gold on inferno for quest / event completion
I agree with all of the feedback on the followers. They could potentially be op but I also think the idea of their buffs only effecting your character could work very well.
Impossible in D3. Because each item molds itself to the class that picks it up; you can't make each piece of armor have 5 different looks to it on the ground. That's what would have to happen. No one is putting that much effort into something that is, at best, a menial issue.
Some events are so short and some are so long that it wouldn't be fair to reward NV for both of them. A dungeon crawling event is hardly the same as one where you kill an NPC outside someplace.
You can?
Why? The events, for the most part are gimmes. It's an incentive to farm easy content for quick coin.
5. You are correct- each item does mold itself to the class that picks it up. However, loot drops are now on an individual basis as well. It would not be difficult to determine the class of the player and then drop the corresponding model. The item models are already in the game. This may seem like a menial issue but I feel it would add a lot to give players a better sense of identification with their class (different armor models dropping on each class). It would also give a sense of progression. In the game now, if a helmet drops on inferno it looks like it's a level 2 blue helmet from normal mode until you pick it up.
The only issue I see with this is when a player drops an item on the ground- it becomes visible to everyone else. I'm not sure how to get around this. Perhaps the model could reflect the last player to physically hold the item. Maybe that isn't technologically possible, though.
3. Some events are very short, yes, but so are some elite encounters. Other events are very long and offer little to no reward for completing them and are skipped frequently. I don't think it's a good design for players to skip parts of the game that took a lot of development time because those parts offer little to no reward. Particularly in the case of events, which are random, and help give more replay-ability.
7. You're right on this one. I guess they fixed this without me noticing. There was a time where, for me at least, this particular sorting option was not working as intended- at all.
8. Rewarding extra gold for quest / event completion could be very rewarding and would give players a reason to do these things. Right now all that you can do end game is log in, hunt down some elites and maybe add a boss on top. If I do a butcher run and continue getting really bad drops (on inferno) but the reward was closer to say, 20k gold, it would give me incentive to keep playing even if the drops are terrible. It would put the emphasis back on the item hunt and away from the item grind, which is essentially farming items to get gold to get items.