I dont like Grimward fear effect + it not working on Bosses and that it cant be made from most undead corpses.
I dont like Leap attack weak AoE not scaling with weapon damage (or boots kick dmg?).
I dont like Crafting recipes turn ethereal item into non-ethereal.
I dont like majority of the Crafting recipes, where no useful item can be made.
Also rerolling ethereal Magic weapon with 3 Pgems turn it into non-ethereal.
Nothing else concrete I can think off that will make me play the game more.
Here are a few changes Iâd do off the top of my head.
Anya reward for killing Nihlathak change. The current reward is frankly mediocre so instead I propose she add a Staff Mod(of your choosing instead of at random) to an item that can roll with Staff Mods(ex: Staves for Sorceress, Wands for Necromancers, Claws for Assassins(Exceptional/Elite variants only) and so on). She can also change an existing Staff Mod to one that youâd like and this can be applied to any qualifying item of Normal, Magic or Rare variety. I havenât decided if Iâd add Unique/Set items to the list(Iâm leaning against it), but this change would certainly help players when making Memory/Insight/Obsession Staves, Chaos/Plague Claws and other runewords in some pretty nifty bases.
Grim Ward change. Firstly, it doesnât need a corpse to be placed but behaves like a Trap with limited duration. Instead of fearing enemies who go near it, it slows them instead. Think of it as a portable Holy Freeze that would greatly help the Barbarian in combat situations.
Overhauling Class Sets. I have a topic on this already where I feel all the Sets could use some tweaks, although some more than others. Priority would be Mâavina and Aldur Class Sets.
Act 5 Frenzy Merc can use 2-H Swords in one-hand. Would open up more options for the Barbarian Mercenary.
How about nef the heck out of things that can run P8 solo?
How about bringing back individuality/specialty by keeping class skill, class specific?
How about a mechanic that allows melee to be competitive regarding rune drops?
Casters vs melee balance from the perspective of attainability of items across all stages as well as general clear speeds. Aside from casters having a general advantage, a number of caster characters such as hammerdins and javazons are to varying degrees broken from a balance perspective, and;
Lack of true co-op play that forces everyone into to either playing solo or split farming.
Yep, I mentioned 2nd point as well in mine earlier this morning. The balance is getting better though, so I see them pulling through on that end.
Weirdly, I was thinking last night on loot as well. As much as Iâd like a better overall system in place for the game as a whole, Iâd settle for the p1 instanced as an option as not to ruin the game for those that really do take competitive seriously on loot drops. However, if they were to replace the system, I would for one say that they shouldnât touch it in Offline. Itâs fine the way it is.
I would imagine something like the following for a full instanced system would be neat: default no drop for mobs being 50% (current is like 62.5% or something), then scale 2% reduction per additional player in game, with an additional 2% reduction per party member within the âparty bonusâ range. Itâd put 8 player party in same zone around 22% no drop, which is about where the current players 5 unpartied is. You preserve the ability for a party split questing to achieve progress faster to take advantage of better drops still, but the biggest incentive would be for partying.
Yeah, it was a bit shocking this morning that there was no downtime like they planned. Like they decided to just hit the switch on instead of going through the maintenance cycles. Worked fine for hours though, no issues. Came back after eating dinner to see all the messages here.
Any time I go through the monastery thereâs always that one door that I have to click like 5 times to open. Maybe a fix for that.
Also an undo button for the most recent stat/skill point assigned, even if itâs only usable if you have not closed the stat/skill menu. That would cover a few mistakes Iâve made here and there.
Other than that I forgot every possible improvement I have ever thought of
-Fix the r-click skill randomly swapping when using quick bar on K&M on PC.
-Fix the âShow life on orbâ option from randomly unchecking itself. (Particularly annoying watching for Oak Sage deaths, or BO durations.)
-Improve usability of Iron Golem for Necro. Itâs either useless, or too risky. Maybe make it save the last item it was made from and resummoning without an item resummons itâs last form?
-Rework synergies for golems for necro as they are absolutely useless.
-Remove Taunt/Warcry from Act 5 mercs and replace with something like Shout.
-Lower the high end scaling of many aoe skills from various casters. As they were designed at a time people werenât generally running around with level 44-48 skills.
-Bring Grief down to something more reasonable for itâs rune cost. Then buff the % damage on melee abilities that typically rock grief to bring them up around the same level again or slightly higher.
-Remove MF from enigma. It just doesnât need it as it already already does itâs job of speeding up Super Unique/Boss farm speed. Also actually hinders farming bases.
-Expand the size of areas like the Temples is act 3, Drifters, Icy Celler, Pit of Archon ect. while itâs nice tha they are now 85⌠they are just waaay too small.
Bring back stunlock in the game. To do that, either remove or nerf the anti stun mechanic (nerfing would mean you can stunlock someone shortly so character like smiter are relevant again).
If you go for a âreverse approachâ, nerf the assassin or its going to be too strong (worse case scenario we will nerf with rules anw). The ideal nerf would be to delete the interaction between shadowmaster and mindblast (if you max mindblast, shadow master spam it like an headless chicken and obviously shadow master cant miss a namelock, so you end up with a pet that spam mindblast on your opponent every 2 /3 sec if she is in range). Nerfing assa like that wouldnt impact pvm at all since i dont think anyone max mindblast for pvm
This stunlock change is the most important thing for pvp, by far.
Create a way to balance pvp skill differently than pvm skill so you can buff pvm skill as much as you want while not touching pvp (or the reverse, but blizzard focus is legitimaly more on pvm). From a pvper point of view, blizzard has to understand every pvm update can literaly destroy the game for us. In some case we can do damage control (necro buff for example, we found way to nerf their dmg), in some other case it might prove harder, and anw its not healty to force 5000000 more rules because of poor pvp balance.
nerf amp in pvp so it only reduce 50% dr instead of 100%. Its an interesting and strategic tool in pvp but right now its just too freaking op
Youâve significantly reduced the number of combinations/roll attempts to get that desired roll youâre after. There are almost 25,000 non-unique combinations that a grand charm can reroll to. Your changes would reduce that to 244 (prefix combinations) + 100 (suffix combinations) = 344.
The recipes youâve proposed only use 2 materials, not 3.
Ralâs and Talâs are arguably easier to come by since Perfect Gems donât normally natively drop in the game. Talâs can also be cubed from 3 Ith runes.
Now what I think should be implemented instead is for higher ilvl magic/rare items to exclude some lower level alvl prefixes and suffixes from the rolls.
For example, grand charms have 2 Shimmering prefixes that canât roll on higher ilvl grand charms:
3-6% all resists can roll on ilvls up to 13
8-12% all resists can roll on ilvls up to 34
More of this should be set on lower level affixes to improve the odds of rolling desirable grand charms, similar technique to also be applied for magic/rare items and jewels.