I cant really make a list of 10 short suggestions, since imo every single thing you can change, will have effects on other areas of the game. So it is more like groups of suggestions.
1. More significant death penalty in SC
Mostly by losing of NV stacks on death (see 2)
Goal: To make people care more about avoiding deaths and building/gearing a character for staying alive and not just DPS.
2. NV redesign
- NV lasts through sessions and acts
- NV stacks to something like 100 - offers maybe twice the MF/GF/XP bonus as it does now when capped
- Also, each stack gives 1% chance for an end boss to drop a legendary item (as in 100% when capped). Completing a quest similarly drops a lvl 63 rare item
- NV resets on death AND when you reset your current quest progression
- Mobs, chests etc. wont spawn anymore after you killed them in an area - until you reset your quests (a bit like TL2)
=> Goals:
a) Rewards players for playing through the full game, and doing quests, instead of farming small areas repeatedly. You would always need to reset the NV stack eventually, just your choice how much of the game you play thorugh before resetting.
b ) Adds a more severe death penalty
c) No punishment for playing short sessions since NV isnt lost anymore
3. Itemization
a) Add more stat types. Especially focus on adding more stats that benefit some builds but not others, to add more variation and differentiation between the gear different specs want.
Such as bonusses for melee attacks or ranged attacks, bonuses for different dmg types, different types of +skill stats (for categories rather than individual skills, such as primary attacks, CC-skills, defensive skills, summons, etc. The bonuses could be taken from the pre-release Rune ranks)
Goal: There should be items that a specific Barb spec and a specific WD spec would both want for example. There should be items which were awesome for a specific barb spec, while nearly useless for another Barb spec.
Adding more useful stat types would in itself probably also allow for higher chances of potentially good items dropping.
The above would however decrease the likelyhood of a dropped item being good for the specific build you use right now. On the other hand it might bring back the concept from Diablo 2, of speccing and gearing around awesome gear you find.
b ) Balance current stats better. The IAS nerf was good! More balancing like this.
c) Fix str, dex, int. It only serves to divide items between classes. Items should much rather be divided between specs than classes. A total redesign would likely be needed.
Possible solutions: Make str, dex and int buff different weapons (str for "big weapons", dex for fast 1handers, int for staves, wands etc, essentially forcing people to build their gear around the specific weapon types they have chosen to use. Since weapon types doesnt really matter in D3 it would be an abrtitray choice of course, but nonetheless a choice that would help seperate out items into their own "niche" (PS. in such a scenario, staves should ever only be able to spawn with Int on them etc.)
Or simply to a total makeover, remove all three stats, and make one stat which adds more % dmg, and two others with add dmg and other bonuses in other ways (like the old D3 pre-release system, or what is seen in TL2 for example).
4. More end game variation
Stuff like:
a) Endless Dungeons
b ) Horde mode (endless waves of stronger and stronger enemies)
c) More stuff like Ubers - Such as bosses scaling 5% HP and DMG each time you kill them (and better drop-% of course), until you decide to reset the counter
5) Improved gear progression mechanics
a) Add 1 random affix to items (for a reasonable gold cost) - Possible to remove the affix again, but for a VERY high gold cost (like 100 million gold) if you really want to try again.
b ) More gem types - maybe even allow the players to add 1 stat from an item over to a "blank" gem, in exchange for destroying the item (more gear sinks, hooray). Some restrictions on the amount of such gems in gear would be needed of course.
+ the ability to add sockets to more items
c) MUCH better crafting: Different quality types of crafting materials from gear - what if the game could somwhat judge how good a leghendary item was (based on the stats it had rolled), and gave better crafting materials based on this? Would be yet another gear sink, as it would suddenly be interesting to dismantle even decent items.
Crafted items would then become better (higher chances of high stat rolls) if higher quality materials were used. For those who played SWG back in the days, you know what I'm talking about!
6) Skill balance + redesigns. Yes it is still desperately needed. For every single skill/rune, it should be possible to answer "How and why would this skill be used instead of other skills?" All skills should do something that makes them worthwhile, even if it is VERY niche, compared to the other choices.
This can never become perfect, but surely it can be better than it is now.
7) Ladders
Note: Ladders are NOT server resets. I will never understand why people (especially Blizzards CMs) always connect these two, just because they were connected in D2.
By ladders I simply mean the stuff you can find on Diabloprogress etc. Just in the battle-net interface, and with a lot more information.
For example: Fastest kills on boss X, fastest full clear of an act, in relation to Idea 4; Highest progress in Endless dungeons, Horde mode, and Boss Scaling. And whatever else could be tracked. Some fun stuff as well.
1) Needs better Itemization - not just having a huge variety of legendaries in every slot that encourages tons of different builds, but base items, magic items, etc. should have a purpose in the game. We need more socketables as well, and we have to fix the overpowered perfect emeralds in relation to everything else.
2) Needs a worthwhile Crafting system that incentivizes item destruction at the same time. These items should offer something different than the drop items to encourage people to pursue it.
3) Items need bind-on-equip for rares and up if blizzards wants to have an Auction House. You can't have your cake and eat it too.
4) Needs to improve drop rates, or they need to not create garbage items for garbage sake.
5) Needs additional game modes, from ladders to modes where the auction house does not exist.
6) Needs a good PVP system, but any PVP at all would be nice. Let the players figure out how they want to use it.
7) Needs proper gold sinks, like enchanting, socketing, buffs, item augmentation, etc. Remove 15% tax from AH.
8) While unlikely to happen, the skill/rune systems needs to feel personal, such as having skill points or having it locked in some way.
9) Cut the length of the journey to paragon 100 by 1/2 or 2/3. It's too grindy and boring, and it doesn't encourage alts, which was a huge part of Diablo 2. I had at least 20 characters in d2. I don't even like paragon levels, but I dunno how they plan to gut them out of the game now. I preferred the traditional 1-100 leveling systems. Besides, you shouldn't have to play 500+ hours just to be "efficient" at farming. In D2, all you needed was a tal set and you were good to go. Stop it with this pointless grind.
10) Give us something to do other than farming. If you're asking players to spend 1500 hours to max out their gear, at least give them a way to enjoy it. There's nothing to do. And besides, 1500 hours is crazy and too grindy. It should be 150-300 hours max. We need to encourage players to max out more than 1 character.
11) Wizards need faster farming capabilities. We need buffs to mirror images, teleport, etc. Less emphasis must be placed on Critical Mass. Let's make the wizard actually play like a freaking wizard for god's sake. If you're having trouble, play a sorc from D2 and just copy that.
9) Cut the length of the journey to paragon 100 by 1/2 or 2/3. It's too grindy and boring, and it doesn't encourage alts, which was a huge part of Diablo 2. I had at least 20 characters in d2. I don't even like paragon levels, but I dunno how they plan to gut them out of the game now. I preferred the traditional 1-100 leveling systems. Besides, you shouldn't have to play 500+ hours just to be "efficient" at farming. In D2, all you needed was a tal set and you were good to go. Stop it with this pointless grind.
They should just make Paragon lvl account-wide (still seperate for SC and HC). Then it would also, imo, feel more reasonable to keep the current lenght of the grind.
One of the goals was to phase out MF gear. That will only work if pretty much everyone gets Paragon lvls over time. Which wont happen if people have to start over on every new character.
P.S. Getting a Tal set in D2 wasnt exactly instant. For most players things took a fair amount of time in D2 as well, nostalgia really seems to skew the perception of how fast gear was acquired back then tbh. Sure, some people were much faster because they ended up with years of experience in the game, but that is hardly comparable to D3 yet. Lets not forget how amazingly boring the most effective item farming was in D2 either
10) Give us something to do other than farming. If you're asking players to spend 1500 hours to max out their gear, at least give them a way to enjoy it.
"Maxing out" shouldnt nessecarily be something you can ever achieve imo. Beside, playing one character, also let you improve your other characters through the gear you find.
Strongly agree about the farming though. Blizzard kept saying that they wanted the most fun ways to play also be the most effective ways. They havent really delivered here at all - unless people find short and repetitive farming sessions fun.
Imo a NV redesign (e.g. my own list -> rewarding full playthroughs) and new end game modes should both become the most effective ways to farm, as they would offer the most diverse content the game has to offer, rather than people finding one small area that is most effective to run over and over.
10. Elite/Champion mobs can no longer roll more than 1 CC affix. 9. Remove Reflect affix entirely. 8. Allow NV stacks to persist after quitting the game. 7. Remove all stat caps! 6. Make purple (unique) mobs worthwhile. 5. Make chests matter. 4. Make bosses much more difficult and more RANDOM. 3. Give us perks for playing with others! 2. Make Drop Rates more predictable. 1. Auto-generated worlds need to be FAR more randomly generated
10 - no. I like it as it is, feels more challenging.
9 - yep, it's an assle but I'd wait for some fixes/balancing before removing it
8 - as stated above, it would be fine if it persisted for a couple of minutes, no more.
7 - mmm...tricky one, I'd like more freedom or to be able to allocate stat points but some limit is needed to balance things.
6 - Totally agree, they should be at least a notch above elites, both in terms of challenge and loot.
5 - agree
4 - yes, like adding one or two random affixes to the usual skills. (balance could prove tricky)
3 - ehrm...please don't give them ideas, they will make them in silly ideas, I like SP and don't want to be forced to play social.
2 - this is a whole topic which should be discussed elsewhere, I like randomness yet I feel the current system is not a good choice.
1 - need to e far far far far far more randommly generated
10) Set a minimum damage value for iLvl 63 weapons - nothing more discouraging than finding an iLvl 63 2-hander with 400 dps. I would suggest 800 dps for 1-handers and 1200 dps for 2-handers.
9) Endless dungeons - I love this idea! But start again on level 1 if you die, and the monsters have 3% more HP and 1% more damage on levels 1-100. Make level 1 equivalent to Inferno MP3. After level 100, add 1% HP and 0.25% damage. Dungeon persists between sessions. Every 10 levels would have a random boss, with one additional affix from previous boss (to max of 10 affixes). All other levels would have a random mini boss protecting the portal to the next level, with one additional affix every 10 levels (to max of 10 affixes). Portals to the next levels would not appear until the boss is defeated, so there could be no skipping bosses (even mini bosses).
8) More coherent affixes on rare items - 3 "base" stats (1 main stat, 1 of (str, dex, int, vit), 1 of (all res, CHC, CHD, IAS, socket(s)), plus 0-3 "additional" affixes chosen from ((all res, CHC, CHD, IAS, socket(s), all other affixes)). No more items with 3 main stats! But every item would have at least a main stat and one "good" affix. This would cut down on the number of rare items that are useless to everyone. Allow no more than 6 total affixes on rares - only legendaries could have 7 or more total affixes.
7) 50% cap on CHC, 500% cap on CHD, 50% cap on IAS, 1000 cap on All Res. Lower item caps on each of these, but allow all of them to appear on every item type. Makes it hard to cap all of them, but not impossible.
6) Remove MF and GF from items. Make NV stack to 10, with 10% increase on MF and GF each stack. Stacks reset when killed or changing difficulty (Normal -> NM, for example, or quest reset), but persist through sessions, act changes, and skill changes. Paragon levels still add 3% each level, so maximum MF is 400% + MP bonus. Farmers could keep 10 stacks indefinitely on the same MP as long as they don't die, but could only kill each boss once without losing stacks.
5) Add a rolling "legendary drop percentage" that increases 1% for every elite pack killed that resets when a legendary drops and on death or log out. So you are guaranteed a legendary drop after 100 elite packs as long as you don't die or log out.
4) Allow the blacksmith to "replace" one additional affix on a rare item for a very high price (say, 1 million gold + 10 brimstones). This would remove one of (all res, CHC, CHD, IAS, socket, other affixes) and replace it with one of (all res, CHC, CDH, IAS, socket, other affixes) at random. It would be possible to get the same affix with a higher or lower value than the original. There would also be a very small chance (say 1%) of the affix being removed completely, and an even smaller chance of the item being destroyed. "Base" affixes would not be affected.
3) Allow the blacksmith to add one affix to rare items that have less than 3 of (all res, CHC, CHD, IAS, socket) for a very high price (1 million gold + 10 brimstones). The new affix will be chosen randomly from affixes not yet on the item. So 4 affix items could be turned into 5 affix items. This would not allow changing the three "base" affixes. The only way to get the pattern for this would be to complete an "epic" quest - see #1, below. There would be a very small chance of no affix being added, and an even smaller chance of the item being destroyed.
2) Allow the jewelcrafter to create gems with one additional affix (all res, CHC, CHD, IAS) in addition to stats already on gems. So you can craft an Emerald with +54 Strength and +2% CHC, for example. This would cost a great deal and require legendary patterns that are account-bound (so can't be sold on AH or traded). There would be a very small chance of the gem being destroyed in the process. The "extra" stat would apply no matter where the gem is equipped.
1) Add "epic" quest lines that would have legendary rewards that are account-bound - legendary patterns or items at random. These should be at least as hard as the Hellfire Ring to complete.
Oh - and a few more -
13) Remove white and gray items from Nightmare difficulty and above.
12) Items that are bought off the RMAH become account-bound, so can't be traded or resold. The GAH would be unaffected. Even better, only allow gold to bought/sold on the RMAH - everything else must be bought/sold on GAH. Remove the 15% tariff from the GAH - what's the point of it? The 10 item limit already discourages AH abuse.
12a) Remove the 10 item limit from the GAH :-)
11) Allow a chance for max durability to be lost on items that would require a very large sum of money and a legendary pattern for the blacksmith to restore. For example, an item with 40 max durability would have a 0.1% chance of dropping to 39 max durability whenever durability is lost. Once an item gets to 0 maximum durability, it loses all properties and becomes a gray item that is irreparable, even by the blacksmith. This would make "ignores durability loss" a much more valuable affix!
10. Elite/Champion mobs can no longer roll more than 1 CC affix. These include: 9. Remove Reflect affix entirely. 8. Allow NV stacks to persist after quitting the game. 7. Remove all stat caps! 6. Make purple (unique) mobs worthwhile. 5. Make chests matter. 4. Make bosses much more difficult and more RANDOM. 3. Give us perks for playing with others! 2. Make Drop Rates more predictable. 1. Auto-generated worlds need to be FAR more randomly generated.
10. No, that would only mean even more Molten. Like that didn't spawn on 9 out of 10 packs already.
9. No, for the same reason, though a fix is necessary. The current version is ridiculous. Maybe tackle it via Life Steal adjustments, like lowering that 80% reduction or allowing the affix to also roll on jewelry like it used to, though that would seriously overload these slots. Good old dual leech times
8.From act to act, yes. And after crashing out of a game, yes. It should still drop on a willingful quit of the current game, otherwise people could farm keys in about 5% of the time it takes now, roughly guessing.
7. Depends, movespeed has to have a cap, the game wouldn't be playable beyond a certain point. The MF and GF cap don't really make sense.
6. Sure, already had some ideas about that.
5. Resplendants do matter, I don't care about the others and wouldn't want to be forced to open them all.
4. Well, play at a higher MP or play self-found. Encounters that would push characters, who wear items worth a used car, to their limits wouldn't be reasonable. edit for clarification: The design time on that wouldn't be justified. Such challenges emerging automatically from modes like an infinite dungeon would be fine.
3. Even more? Compare the acquisition of a Hellfire Ring solo to that in a group of 4.
2. Why? So you can log out b/c nothing's gonna drop for the next 2 hours anyway? Or do you just want more loot resulting in an even higher inflation?
1. Does it really matter?
However, thanks for the thread, I've seen various nice ideas in this and will make a short list of my own, mainly taking the ideas from others.
1. More PvE Content (like endless dungeon or horde mode or just improving the rare mob encounters or whatever)
2. Fix Crafting. I already had some ideas about it. I think, the gold cost on current recipes should be entirely removed (that's for new players, veterans won't notice a difference). And then there could be new recipes of higher quality and with either predetermined stats or the ability to choose maybe 2 out of 6 affixes (still in a range like picking the 71-80 all resist affix). Though they have to be careful about that. Could do more bad than good.
3. I really like the self-found ladder idea. Would need extra char slots for that though.
4. Develop seperate key icons for the three keys, can't be that hard.
5. Make acts 1, 2 and 4 as efficient als act 3.
6. Award paragon lvls account wide (at lvl60 ofc)
7. Add more item slots to followers.
8. Build the pickup radius idea into more skills. Really like that on the WD.
9. Bring Shields and 2h back as viable options.
10. Let us dye legendary and set items. Looking at you, Inna pants!
1. More significant death penalty in SC
Mostly by losing of NV stacks on death (see 2)
Goal: To make people care more about avoiding deaths and building/gearing a character for staying alive and not just DPS.
2. NV redesign
- NV lasts through sessions and acts
- NV stacks to something like 100 - offers maybe twice the MF/GF/XP bonus as it does now when capped
- Also, each stack gives 1% chance for an end boss to drop a legendary item (as in 100% when capped). Completing a quest similarly drops a lvl 63 rare item
- NV resets on death AND when you reset your current quest progression
- Mobs, chests etc. wont spawn anymore after you killed them in an area - until you reset your quests (a bit like TL2)
=> Goals:
a) Rewards players for playing through the full game, and doing quests, instead of farming small areas repeatedly. You would always need to reset the NV stack eventually, just your choice how much of the game you play thorugh before resetting.
b ) Adds a more severe death penalty
c) No punishment for playing short sessions since NV isnt lost anymore
3. Itemization
a) Add more stat types. Especially focus on adding more stats that benefit some builds but not others, to add more variation and differentiation between the gear different specs want.
Such as bonusses for melee attacks or ranged attacks, bonuses for different dmg types, different types of +skill stats (for categories rather than individual skills, such as primary attacks, CC-skills, defensive skills, summons, etc. The bonuses could be taken from the pre-release Rune ranks)
Goal: There should be items that a specific Barb spec and a specific WD spec would both want for example. There should be items which were awesome for a specific barb spec, while nearly useless for another Barb spec.
Adding more useful stat types would in itself probably also allow for higher chances of potentially good items dropping.
The above would however decrease the likelyhood of a dropped item being good for the specific build you use right now. On the other hand it might bring back the concept from Diablo 2, of speccing and gearing around awesome gear you find.
b ) Balance current stats better. The IAS nerf was good! More balancing like this.
c) Fix str, dex, int. It only serves to divide items between classes. Items should much rather be divided between specs than classes. A total redesign would likely be needed.
Possible solutions: Make str, dex and int buff different weapons (str for "big weapons", dex for fast 1handers, int for staves, wands etc, essentially forcing people to build their gear around the specific weapon types they have chosen to use. Since weapon types doesnt really matter in D3 it would be an abrtitray choice of course, but nonetheless a choice that would help seperate out items into their own "niche" (PS. in such a scenario, staves should ever only be able to spawn with Int on them etc.)
Or simply to a total makeover, remove all three stats, and make one stat which adds more % dmg, and two others with add dmg and other bonuses in other ways (like the old D3 pre-release system, or what is seen in TL2 for example).
4. More end game variation
Stuff like:
a) Endless Dungeons
b ) Horde mode (endless waves of stronger and stronger enemies)
c) More stuff like Ubers - Such as bosses scaling 5% HP and DMG each time you kill them (and better drop-% of course), until you decide to reset the counter
5) Improved gear progression mechanics
a) Add 1 random affix to items (for a reasonable gold cost) - Possible to remove the affix again, but for a VERY high gold cost (like 100 million gold) if you really want to try again.
b ) More gem types - maybe even allow the players to add 1 stat from an item over to a "blank" gem, in exchange for destroying the item (more gear sinks, hooray). Some restrictions on the amount of such gems in gear would be needed of course.
+ the ability to add sockets to more items
c) MUCH better crafting: Different quality types of crafting materials from gear - what if the game could somwhat judge how good a leghendary item was (based on the stats it had rolled), and gave better crafting materials based on this? Would be yet another gear sink, as it would suddenly be interesting to dismantle even decent items.
Crafted items would then become better (higher chances of high stat rolls) if higher quality materials were used. For those who played SWG back in the days, you know what I'm talking about!
6) Skill balance + redesigns. Yes it is still desperately needed. For every single skill/rune, it should be possible to answer "How and why would this skill be used instead of other skills?" All skills should do something that makes them worthwhile, even if it is VERY niche, compared to the other choices.
This can never become perfect, but surely it can be better than it is now.
7) Ladders
Note: Ladders are NOT server resets. I will never understand why people (especially Blizzards CMs) always connect these two, just because they were connected in D2.
By ladders I simply mean the stuff you can find on Diabloprogress etc. Just in the battle-net interface, and with a lot more information.
For example: Fastest kills on boss X, fastest full clear of an act, in relation to Idea 4; Highest progress in Endless dungeons, Horde mode, and Boss Scaling. And whatever else could be tracked. Some fun stuff as well.
1) Needs better Itemization - not just having a huge variety of legendaries in every slot that encourages tons of different builds, but base items, magic items, etc. should have a purpose in the game. We need more socketables as well, and we have to fix the overpowered perfect emeralds in relation to everything else.
2) Needs a worthwhile Crafting system that incentivizes item destruction at the same time. These items should offer something different than the drop items to encourage people to pursue it.
3) Items need bind-on-equip for rares and up if blizzards wants to have an Auction House. You can't have your cake and eat it too.
4) Needs to improve drop rates, or they need to not create garbage items for garbage sake.
5) Needs additional game modes, from ladders to modes where the auction house does not exist.
6) Needs a good PVP system, but any PVP at all would be nice. Let the players figure out how they want to use it.
7) Needs proper gold sinks, like enchanting, socketing, buffs, item augmentation, etc. Remove 15% tax from AH.
8) While unlikely to happen, the skill/rune systems needs to feel personal, such as having skill points or having it locked in some way.
9) Cut the length of the journey to paragon 100 by 1/2 or 2/3. It's too grindy and boring, and it doesn't encourage alts, which was a huge part of Diablo 2. I had at least 20 characters in d2. I don't even like paragon levels, but I dunno how they plan to gut them out of the game now. I preferred the traditional 1-100 leveling systems. Besides, you shouldn't have to play 500+ hours just to be "efficient" at farming. In D2, all you needed was a tal set and you were good to go. Stop it with this pointless grind.
10) Give us something to do other than farming. If you're asking players to spend 1500 hours to max out their gear, at least give them a way to enjoy it. There's nothing to do. And besides, 1500 hours is crazy and too grindy. It should be 150-300 hours max. We need to encourage players to max out more than 1 character.
11) Wizards need faster farming capabilities. We need buffs to mirror images, teleport, etc. Less emphasis must be placed on Critical Mass. Let's make the wizard actually play like a freaking wizard for god's sake. If you're having trouble, play a sorc from D2 and just copy that.
One of the goals was to phase out MF gear. That will only work if pretty much everyone gets Paragon lvls over time. Which wont happen if people have to start over on every new character.
P.S. Getting a Tal set in D2 wasnt exactly instant. For most players things took a fair amount of time in D2 as well, nostalgia really seems to skew the perception of how fast gear was acquired back then tbh. Sure, some people were much faster because they ended up with years of experience in the game, but that is hardly comparable to D3 yet. Lets not forget how amazingly boring the most effective item farming was in D2 either
"Maxing out" shouldnt nessecarily be something you can ever achieve imo. Beside, playing one character, also let you improve your other characters through the gear you find.
Strongly agree about the farming though. Blizzard kept saying that they wanted the most fun ways to play also be the most effective ways. They havent really delivered here at all - unless people find short and repetitive farming sessions fun.
Imo a NV redesign (e.g. my own list -> rewarding full playthroughs) and new end game modes should both become the most effective ways to farm, as they would offer the most diverse content the game has to offer, rather than people finding one small area that is most effective to run over and over.
10 - no. I like it as it is, feels more challenging.
9 - yep, it's an assle but I'd wait for some fixes/balancing before removing it
8 - as stated above, it would be fine if it persisted for a couple of minutes, no more.
7 - mmm...tricky one, I'd like more freedom or to be able to allocate stat points but some limit is needed to balance things.
6 - Totally agree, they should be at least a notch above elites, both in terms of challenge and loot.
5 - agree
4 - yes, like adding one or two random affixes to the usual skills. (balance could prove tricky)
3 - ehrm...please don't give them ideas, they will make them in silly ideas, I like SP and don't want to be forced to play social.
2 - this is a whole topic which should be discussed elsewhere, I like randomness yet I feel the current system is not a good choice.
1 - need to e far far far far far more randommly generated
What is your signature talkng about?? I don't see anybodies threads being overlayed. Maybe your browser is causing it??
It was an old issue fixed many months ago. He simply hasn't changed it since then.
Ha. Bagstone.
10) Set a minimum damage value for iLvl 63 weapons - nothing more discouraging than finding an iLvl 63 2-hander with 400 dps. I would suggest 800 dps for 1-handers and 1200 dps for 2-handers.
9) Endless dungeons - I love this idea! But start again on level 1 if you die, and the monsters have 3% more HP and 1% more damage on levels 1-100. Make level 1 equivalent to Inferno MP3. After level 100, add 1% HP and 0.25% damage. Dungeon persists between sessions. Every 10 levels would have a random boss, with one additional affix from previous boss (to max of 10 affixes). All other levels would have a random mini boss protecting the portal to the next level, with one additional affix every 10 levels (to max of 10 affixes). Portals to the next levels would not appear until the boss is defeated, so there could be no skipping bosses (even mini bosses).
8) More coherent affixes on rare items - 3 "base" stats (1 main stat, 1 of (str, dex, int, vit), 1 of (all res, CHC, CHD, IAS, socket(s)), plus 0-3 "additional" affixes chosen from ((all res, CHC, CHD, IAS, socket(s), all other affixes)). No more items with 3 main stats! But every item would have at least a main stat and one "good" affix. This would cut down on the number of rare items that are useless to everyone. Allow no more than 6 total affixes on rares - only legendaries could have 7 or more total affixes.
7) 50% cap on CHC, 500% cap on CHD, 50% cap on IAS, 1000 cap on All Res. Lower item caps on each of these, but allow all of them to appear on every item type. Makes it hard to cap all of them, but not impossible.
6) Remove MF and GF from items. Make NV stack to 10, with 10% increase on MF and GF each stack. Stacks reset when killed or changing difficulty (Normal -> NM, for example, or quest reset), but persist through sessions, act changes, and skill changes. Paragon levels still add 3% each level, so maximum MF is 400% + MP bonus. Farmers could keep 10 stacks indefinitely on the same MP as long as they don't die, but could only kill each boss once without losing stacks.
5) Add a rolling "legendary drop percentage" that increases 1% for every elite pack killed that resets when a legendary drops and on death or log out. So you are guaranteed a legendary drop after 100 elite packs as long as you don't die or log out.
4) Allow the blacksmith to "replace" one additional affix on a rare item for a very high price (say, 1 million gold + 10 brimstones). This would remove one of (all res, CHC, CHD, IAS, socket, other affixes) and replace it with one of (all res, CHC, CDH, IAS, socket, other affixes) at random. It would be possible to get the same affix with a higher or lower value than the original. There would also be a very small chance (say 1%) of the affix being removed completely, and an even smaller chance of the item being destroyed. "Base" affixes would not be affected.
3) Allow the blacksmith to add one affix to rare items that have less than 3 of (all res, CHC, CHD, IAS, socket) for a very high price (1 million gold + 10 brimstones). The new affix will be chosen randomly from affixes not yet on the item. So 4 affix items could be turned into 5 affix items. This would not allow changing the three "base" affixes. The only way to get the pattern for this would be to complete an "epic" quest - see #1, below. There would be a very small chance of no affix being added, and an even smaller chance of the item being destroyed.
2) Allow the jewelcrafter to create gems with one additional affix (all res, CHC, CHD, IAS) in addition to stats already on gems. So you can craft an Emerald with +54 Strength and +2% CHC, for example. This would cost a great deal and require legendary patterns that are account-bound (so can't be sold on AH or traded). There would be a very small chance of the gem being destroyed in the process. The "extra" stat would apply no matter where the gem is equipped.
1) Add "epic" quest lines that would have legendary rewards that are account-bound - legendary patterns or items at random. These should be at least as hard as the Hellfire Ring to complete.
Oh - and a few more -
13) Remove white and gray items from Nightmare difficulty and above.
12) Items that are bought off the RMAH become account-bound, so can't be traded or resold. The GAH would be unaffected. Even better, only allow gold to bought/sold on the RMAH - everything else must be bought/sold on GAH. Remove the 15% tariff from the GAH - what's the point of it? The 10 item limit already discourages AH abuse.
12a) Remove the 10 item limit from the GAH :-)
11) Allow a chance for max durability to be lost on items that would require a very large sum of money and a legendary pattern for the blacksmith to restore. For example, an item with 40 max durability would have a 0.1% chance of dropping to 39 max durability whenever durability is lost. Once an item gets to 0 maximum durability, it loses all properties and becomes a gray item that is irreparable, even by the blacksmith. This would make "ignores durability loss" a much more valuable affix!
10. No, that would only mean even more Molten. Like that didn't spawn on 9 out of 10 packs already.
9. No, for the same reason, though a fix is necessary. The current version is ridiculous. Maybe tackle it via Life Steal adjustments, like lowering that 80% reduction or allowing the affix to also roll on jewelry like it used to, though that would seriously overload these slots. Good old dual leech times
8.From act to act, yes. And after crashing out of a game, yes. It should still drop on a willingful quit of the current game, otherwise people could farm keys in about 5% of the time it takes now, roughly guessing.
7. Depends, movespeed has to have a cap, the game wouldn't be playable beyond a certain point. The MF and GF cap don't really make sense.
6. Sure, already had some ideas about that.
5. Resplendants do matter, I don't care about the others and wouldn't want to be forced to open them all.
4. Well, play at a higher MP or play self-found. Encounters that would push characters, who wear items worth a used car, to their limits wouldn't be reasonable.
edit for clarification: The design time on that wouldn't be justified. Such challenges emerging automatically from modes like an infinite dungeon would be fine.
3. Even more? Compare the acquisition of a Hellfire Ring solo to that in a group of 4.
2. Why? So you can log out b/c nothing's gonna drop for the next 2 hours anyway? Or do you just want more loot resulting in an even higher inflation?
1. Does it really matter?
However, thanks for the thread, I've seen various nice ideas in this and will make a short list of my own, mainly taking the ideas from others.
1. More PvE Content (like endless dungeon or horde mode or just improving the rare mob encounters or whatever)
2. Fix Crafting. I already had some ideas about it. I think, the gold cost on current recipes should be entirely removed (that's for new players, veterans won't notice a difference). And then there could be new recipes of higher quality and with either predetermined stats or the ability to choose maybe 2 out of 6 affixes (still in a range like picking the 71-80 all resist affix). Though they have to be careful about that. Could do more bad than good.
3. I really like the self-found ladder idea. Would need extra char slots for that though.
4. Develop seperate key icons for the three keys, can't be that hard.
5. Make acts 1, 2 and 4 as efficient als act 3.
6. Award paragon lvls account wide (at lvl60 ofc)
7. Add more item slots to followers.
8. Build the pickup radius idea into more skills. Really like that on the WD.
9. Bring Shields and 2h back as viable options.
10. Let us dye legendary and set items. Looking at you, Inna pants!
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