I would like to give my thanks to Blizzard and the whole development team for bringing me (ok us), the most anticipated sequel of all time. I really appreciate all the hard work I know you are putting in for us fans to make a game that will most likely blow every game out of the water and take a greater part of my future away. I really like the current art in the game and really hope that you don't change it.
A quick Side Note: Something cool I thought of as a Barbarian skill the other night was to give them chains that they can throw out and pull the enemies close to them. I thought it would be really useful for a melee class to get close to and kill the summoner type enemies. Basically it is the opposite of leap, but sometimes jumping into the middle of 20 monsters isnt the better choice. Of course it wouldnt work on a enemy like the hell siege engine.
I really hope that Diablo 3 doesn't keep changing every month so every class has to be constantly adjusted because they are too strong against another class because of pvp. The constant tweaking of classes and not having complete knowledge and control of your character as soon as you start playing can become quite aggravating. On a different note, I think there should be different pvp modes. I also think pvp should be a completely different zone/server than the pve zone. Maybe you could create pvp ways of getting loot (Games Completed, etc) and pve ways of getting loot (grind baby, grind) and keep the pve and pvp characters separate. This would allow you to keep rare cool enhancements on armor (1 teleport :P) in the pve realm and more pvp (damage reduction) type enhancements to the pvp realm. People would then be able to gain items better to their suiting.
Dungeon Master - Matched with a character close to your level, first person to clear an identical dungeon wins. Dungeon randomly generated. Destroy the enviroment for powerups/opponent attacks, in the form of orbs.
Team Dungeon Master - Teams of 2 or 4, same concept as above but larger and harder dungeons. Maybe focus on teamwork strategy.
Puzzle Master - Randomly Generated Puzzle Dungeons that holds the same concept as the Dungeon Master, with no enemies, just a set of 3-5 puzzles with 1 boss monster at the end.
Town Siege - Destroy more of the town then your opponent, once the entire town is destroyed, the player who causes the most damage is the victor. Randomly generated towns. I saw the collapsable wall and dont know if you are making any buildings the same way. But if you are, rock on! Powerup orbs that stun your opponite, or other powerups. Also, since they are in the same town, the ability to attack the other player! Longer respawn times the more times you die.
Team Town Siege - ^ with teams of 2-4
Gem collector - Compete with another player and find the most gems throughout a dungeon. Gems are seen by both players and can be found off enemies, chests, bookshelves, behind walls, and anywhere else you can see. Players can attack eachother.
Boss Master - Defeat a random 3 bosses before your opponent to win. Destroy the enviroment around the bosses for powerups/attacks.
Hells Coliseum - Fight to the Death. Randomly generated fighting stage. Straight PVP. Best 2/3 or 3/5 and so on.
Team Hells Coliseum - ^
Heavens Coliseum - Defend the Sanctum longer than your opponent: Demons spawn in a effort to destroy heavens sanctum, destroy the demons before they get to the sanctum. First they get stronger and then they overwhelm you. First character to die/have the sanctum destroyed loses.
These ideas were actually thought of because of Warcraft 3. I remember playing warcraft 3 online and having to do deathmatch over and over. Then people made tower defense games, hero games and others which added a lot of fun and creativity to an open slate. To have these ideas in at the start would be amazing. Straight pvp becomes repetitive and can often get really boring for a lot of people. I think it is important to offer many different ways for people to play a game competitively. PVP does not have to mean: Lets attack eachother and see who wins. It should mean, lets play competivly against eachother in whichever game we choose. These type of games also open up the flood gate on an achievement type system.
Make everything tradeable. Although if you go with my pvp idea, not on the pvp realm :cool:. I feel that a complete trade system is vital to a game and one of the greatest parts of any game is researching the market and trade values. That usually comes around to a gold based economy. I am against a gold based economy because if the system is around gold, then there has to be little gimmicks that have to be added to the game consistantly to keep gold at a value and something people want so they can use it. (Although this might not be if the ladder system is kept, then I am for the gold based economy). So I came up with this idea:
Bartering Floor - You can go into any town and it will be linked to the bartering Floor. The bartering floor is viewable from any game and players can see all offers on their selected realm. Players can put an item up for barter, with absolutely no requests (or requests if they prefer) on what they want on the other end. This item leaves the inventory and goes to the bartering floor, it can be taken out at any time on the bartering floor screen. Items remain on the bartering floor for 24 hours or less depending on the creator.
Players who want to trade for a item simply have to put up the items (as many as they want) they want to trade into the bartering system. This also takes their item(s) into holding. When the first player logs in, they can go to the bartering floor and see which items have been offered for their item and choose the best offer, or most suitable offer. All the player would have to do is accept an offer and the trade is completed automatically and both players can pick up their items at the bartering floor. All other offer items are refunded to the players and they get to see what items were traded for that item. This can give other players an idea of how good of an item they are going to need to offer to get the item they want, or what the value of an item is.
I believe this system is completely fair and solves the issue of people being in the dark about item values when they can see what items they need are actually going for.