Yeah, I was considering making a concept that allowed you to select which act to load into, since Bonus bounties are no longer a thing... but I decided a Kadala fix would be more useful. In the perfect world both of these would be added.
Why? I've suggested this concept to several hardcore players, I know, and they all seemed to love the idea. I personally think it would be a great addition to the end game grind; as long as the drop rate is extremely low.
Assuming the second part was about removing headrig's gift?
Why, well I want the grind to be about finding certain items in general. Not about min-maxing (for as far as that applies to me)
Right now, you'll have the 6P set a few hours after you've hit 70 meaning you can faceroll TX. just an hour or so later you'll be hitting up T13 and it starts raining legs. But, pretty much everything will be garbage. especially when you've found the items you need/want.
Sure there are ancients and primals but what's the fun in that. They're the same items but a lil' better.
To me right now, I don't get thrilled when finding an item I need anymore. It's more or less a relief like, about goddamn time I found this or that.
Or even worse, when NOT finding something you want/need for a long time, you just get annoyed since it's still constantly raining legs. (and that's coming from someone who plays solo pretty much always)
Items used to be impossible to find. RoS was released and fixed this for the most part. However, it also introduced some very rare items for every class, SMK for WD, Fist of Az for Monk, Wand of Woh for Wiz, you get the idea. These items had a ~1% drop chance.
I played my WD for around 400 hrs before I ever found a single SMK. This was a problem. Blizzard''s solution? Ancient items. Players could now find every item in a reasonable amount of time, but you needed to put in time if you wanted an Ancient version of it.
The introduction of Kanai's Cube greatly reduced the RNG factor of getting an item Ancient. Power creep and the ability to do very high GRs at fast speeds reduced this even further.
Primals are Blizzard's answer for people who want/like to grind, like myself. Unfortunately they are very flawed and need some sort of fix.
Haedrig's Lost Hammer is my solution to this.
This combined with my bounty changes, should reduce the time & frustration of finding/re-rolling the items you're looking for.
Don't give up, if we are many and insist on these things, maybe there is a better chance to be heard in the end.
I also wrote a document about a future Diablo, how i wish it to be, and there i have some ideas similar to what you did, i posted the link in the diablo forums, if you want i can post it here also
Looks very nice. I'd probably redesign Leg.Gems upgrade menu, since it's a clusterfuck, but overall, most of the ideas are super boss. The Hammer thing is very cool indeed (Primal Ancients won't be obnoxious to get with 2 stats off).
The thing is, Blizzard probably had some ideas for QoL on their on (auto-loot materials and gems FFS), but for whatever reason decided to abandon D3 altogether. I don't think we'll see any of the updates at all going further. Necromancer was the last breath the game had.
Only QoL change i want is auto pick up of gems and crafting materials (makes no sense crafting materials aren't seems they don't take up inventory space like gold) Blizzard just being lazy.
Honestly those are changes that should have happened inside the first year of RoS. Blizzard doesn't care. Get rid of Peter Chung and this game might have a chance again...but he is the one that seems to decide on everything diablo.
I have to say, I really like this concept. And I'm surprised to see it here, where I would expect only crying about paragons. Let's hope devs will see this and implement at least some of those changes.
Just make the followers immortal so we aren't forced to use the immortal token and then can decide between the other 2 legendary tokens instead.
No idea if this is on PC since I'm on console, but for the love of Tyrael... Either allow us to directly create max level gems if we have enough lower level gems to cover it, or allow us to create more than one at a time. I'm currently working on augments and there is nothing even remotely fun about the time it takes to create the max level gems to feed it.