If blizzard Devs personably asked you “What 5 skills you would buff/rework?”what would they be and how?

If blizzard Devs personably asked you “What 5 skills you would buff/rework?”what would they be and how?

Ie:

  1. poison dagger is no longer an attack, it now summons poisonous flying daggers
  1. holy skills’s magic damage now also damage livings
  1. maximum summon isn’t regulated by the skill itself but rather the mastery and is now global. Skieleton and golem mastery now become summon mastery and Druid has a new skill Beast mastery. Each summons have their own Value in how many summons they are worth. That way you can mix and match. Ie: 3 grizzly or 20 wolf
  1. vengeance now has a chance to cast respective elemental spells on hit (vengeance lvl=spell level, apocalypse for fire, frost nova for cold and lightning bolt for lightning)
  1. grim ward now spawns with a random aura affecting monsters or allies

What would be your top 5 selection?

Taunt is now AE.

Leap attack now cleaves after the initial hit.

Inferno envelops the sorc in fire damaging and knocking back attackers and providing DvM.

Killing a monster with Charge causes it to explode like a stygian doll.

Vengeance now works with missile weapons.

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Yes! I agree inferno needs love
I once thought about how to make it better mechanically and came up to the conclusion that it could generate small aoe pulse of damage on enemies it touches making it pretty effective against massed mobs

Only 5? That’s not even one per class; there are lots more that need attention. I’ll just go with my main class, Necro. I’m sure others can come up with better ideas for other classes than I would. :stuck_out_tongue:

Poison Dagger: Change to Poisoned Blade. Applies to any bladed weapon (allows for daggers, swords, polearms). Replace AR bonus with %chance for Deadly Strike or Open Wounds instead. No other changes.

Lower Resist: Also includes Magic damage resistance, not just elemental.

Weaken: Reduces enemy AR instead of direct damage, or maybe both.

Revive: Reduce number of revives to match skel progression, but increase their uptime/duration.

Blood Golem: Costs life to cast instead of mana, leaves an exploitable corpse on death/unsummon.

1- Summoning druid … More damage/Aoe Damage and can have all the summon up at same time.
2- Plague javelin on amazon, Less damage but damage over 2 second instead of 130 + …
3- Mostly all barb skill… More damage/AoE/ new animation (leap now has an earthquake effect etc)
4- Both frost nova and shock nova … Adding some good synergi to them so they can have enough damage to be good.
5- Energy shield and telekenisis synergi put together.

I agree but there so many to rework that it almost becomes worth it to rework what made them bad in the first place… the synergy system

Dodge and Avoid are reworked to prevent stun lock, Dodge and Avoids animation can be canceled at any time by moving.

Evade is no longer a percentage chance to completely dodge a missile projectile, instead it uses a percentage of your current Armor Rating and adds it as Defense Vs missile while moving. (1% per level?)

Solar Creeper/Carrion Vine Mana/HP regen is buffed. Dissolving champion corpses and uniques grants an even larger return on mana and hp.

Necromancer’s Summon Resist now grants a resist chance to cruses to his minions. Chance to resist is equal to the standard resistance granted per level. Each summon is treated as a separate entity with its own chance to resist.

Redemption, when Chance to Redeem Corpse fails all enemies rest in peace when killed while in the AoE of this aura. Chance to Redeem Corpse % remains the same.

Not only 5 but

Fend- doesn’t work currently (misses will continue to show the animation while you sit and die). Make it work

Sanctuary - doesn’t work, damage isn’t scaling as high as its supposed to be resulting in poor dmg to undead.

Vengeance- based off of wep dmg which scales way too low. Elemental damage needs its own scaling.

Assasin elemental martial arts skill - doesn’t scale high enough.

Poison dagger- even if a necro had enough AR to hit with it, the damage is pitiful. Make it a multi attack like fend/zeal/frenzy and add attack rating. Boost psn dmg.

Conversion- converted monsters gain damage buff? Needs something. Rather useless ability.

Grimward - make it do something useful. Life regen maybe. I don’t like too much dmg buff coming from this.

Revive - remove despawn

Mostly fix the skills that are broken.

  1. Sorceress masteries (cold, lightning and fire) should all lower enemy resistances, and should break immunities.
  2. Druid summons should not be exclusive - allow spirit, dire, and bear all at the same time.
  3. Paladin zeal should convert some of the damage to magic.
  4. Hydras need to shoot more fireballs, and have them leave fire on the ground similar to meteor.
  5. Amazon fire/ice arrow bow abilities should be buffs that add their elemental damage to auto attacks and multishot/strafe. Like an aura.
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I really hope when they say Martial Arts buff they also mean Kick Sin. Combo points needs to go or rework.

One ability that got changed for no good reason is getting items identified by Deckard Cain. Now, if you have anything that needs to get identified and it’s in the Horadric Cube it isn’t automatically identified until you put it in your inventory so you have to go back and then get it identified. WHY??? This adds nothing productive to the game. Leaving aside for the moment whether or not item identification adds anything to the gameplay itself. I don’t think it does but I’ve only been playing this game for twenty one years.

Hit recovery now stacks. Ummm, okay.

Freeze duration buffs still don’t stack.

Why on earth would you rebuild a game with fancier graphics and then put everything in an oppressive darkness? Does this make sense to anyone? Sure, it’s a higher quality darkness but still… I’m currently playing a character with plus five to light and I still can’t see what’s going on a lot of the time and it’s only in the second act. It’s not nightmare mode, just regular mode. My character would look like a small star in the original version. Yes I know how to adjust the settings but I was trying it on the default and things are a lot darker than they used to be.

1: Glacial Spike: It’s Ice Blast, but weaker, but with a splash.
First and foremost, tie 34% of base damage to character level, maxing out at level 80, having it deal at least 34% of a current level 20 skill at level 80.
All cold spells are synergies that improve damage, but any combination of 30 points each grant the same bonus up till 30, before the next 10 points grant a lower bonus, and each point above 40 points in synergies provide even lower returns.
Have Frost Nova increase the spell’s radius, in addition to damage.
Have Ice Blast improve freeze duration, in addition to damage.

2: Ice Bolt: I mean. It’s there. And that’s it. Basically.
Tie base damage to character level by a set percentage.
All cold spells are synergies that improve damage, but any combination of 30 points each grant the same bonus up till 30, before the next 10 points grant a lower bonus, and each point above 40 points in synergies provide even lower returns.
Have Cold Mastery grant it physical piercing through enemies as a synergy, 5% chance to pierce per level.
Have Ice Blast grant it physical damage as a synergy, 5% of base damage per level.

3: Frost Nova:
Tie base damage 34% to character level.
Diminishing returns from damage synergies past 30 points, heavily past 40.
Make it add defense to one of the cold armors as a synergy.

4: Inferno:
Effect lingers in the air for a second after casting it, roaring flames.
Fire Mastery only % damage ‘synergy’
Fire Wall improves cone width as a synergy.
Warmth improves duration of lingering effect, adds some limited bonus base damage.

5: Fire Wall:
Fire Mastery only damage ‘synergy’.
Tie a portion of the base damage to character level.
Draws a line of limited area with as a one-time cast, but that grows in width and length if you hold the cast button, costing mana per second as the area of effect grows. Holding the skill on a monster draws and concentrates constant fire under the monster, spanning less outward the faster the monster moves, but expanding normally outwards if the monster stands still.
More of a () pattern than a | pattern.


And that’s not because other classes don’t need attention, but because we have to start somewhere.

  • Grim ward - completely useless skill
  • Sacrifice - not very usable after act 1 normal
  • Stun - useless as dmg sucks
  • Conversion - useless skill, too weak and terrible AI of converted mobs
  • Summon skeketal mage - they are way too weak

Idk if it is my top 5, i would change many skills if not majority.

  1. fix iron golem
  2. fix iron golem
  3. fix iron golem
  4. fix iron golem
  5. fix iron golem
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Blaze - every patches of Fire now move within a 5 yards radius from where it spawn at the same speed a character run with 40% frw…if a character enter that radius it chase it to overlap with it untill it die or that the flame time expire

Nova - create a gravity field where it was cast slow movement speed by 60%(25% in pvp)…field stay up for 15 sec

Multishot - reduce mana cost by half…while i did object in nother thread about it receiving buff…i had forgotten the mana cost aspect(well i’am still freshly returning after 7 years so i cant remember everything entirely pricesely :S)

add 2 new Sorc Skills

Flame Armor - everytime an enemy stand within 5 yards of the sorc for 1 sec…reduce their resistance by 5%(stack up to 50 time)
if no Target hit the Sorc after 8 seconds, unleash a Flame Circle Burning all nearby enemies within 2 screen

Lightning Armor - Shock nearby targets every 3 sec(10 yards Radius) and knock them back by 4 yards…after 10 second unleash an electric Tornado at high speed in the direction of a nearby enemy(favor an enemy that was recently damage over new ones)…Duration: lvl 1: 60 sec…additionnal points + 15 seconds(345 Sec at lvl 20)…lvl 21 onward…duration increase by 20 sec instead per lvl(745 sec at lvl 40)…EDIT: make it a Synergy for Thunderstorm

Sanctuary Aura: aura dmg increased by 15X and now also affect Beast, Demons for 1/3 and Players for 1/4 effectiveness(pvp 1/6 dmg restriction on top of that 1/4 still apply ofc)…while it may 1 shot Undeads around lvl 40…it be less potent vs other mobs and players

Blade Sentinel: summon a large circle around itself and the closest enemy, then chase the enemy within the circle untill overlap…if the enemy try to walk trough the circle of blade sentinel they get knockback and damaged
stay active for 12 secs

kicksin busted enough as is

T-Strike to be viable would have to apply to ALL kicks,ignore target block rating,ignore defense, have dmg adjusted minimum of 1200% dmg to compete with triple use of D-Talon in a row(Fort apply to 3 use(technicly 900%)…Tiger Strike apply to one use(so it need to at least give 900% ED to compete with fort since it require 3 hit to build up cp)

and guess what…they are removing//reducing the delay from druid skills(so pheonix Runeword(400% ED) is likely becoming viable now without the procs interupting the kicks

in short combo are likely to stay never working…and Kicksin really dont need those buff

  1. Remove damage/attack bonuses from gear to smite, only shield damage counts.
  2. Remove aura bonuses for blessed hammer.
  3. Reduce damage scaling for blizzard.
  4. Reduce lightning fury projectile count scaling form +1 per level to +1 per 3 levels.
  5. Prevent conviction from piercing immunity.
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  1. Conversion - Simply fix the ai of conerted monsters. they literally run straight to a corner like theyre in time out, ignoring everything. they should be looking to fight.
  2. FireStorm - Increase its radius per level, why does my hellfire torch spit out a better firestorm then my literal druid.
  3. Rabies - The spread is non existant. the dmg is already not that high unless high end gear is obtained, so just let it properly spread better.
  4. Poison Dagger - Idk, make it open wounds, maybe teleports you to target first ???
  5. Inferno - increase its overall radius to hit more targets. Maybe buff dmg slightly???

Because i need to mention it
6.Iron golem. - allow for mercenary ressurection option when it dies. Higher amount then merc?

Rabies is the strongest of the poison skills…though lil less convenient than Poison Nova

Poison Jav is a little bit lower by bout 20%…and Poison Dagger is a complete joke

Torch Firestorm is Diablo version
Druid Fire skills are already being revised for 2.4 so that may occur
Inferno is also already looked into for 2.4…and slightly would not cut it lol
approx 4X highter might cut it

Conversion is a very bad skill…even if they change how the ai work

Rabies is def nowhere near the best poison skill lol.
Torch or diablos, my druid should be able to do the same if not better.
Conversion is actually not that bad. the ai is bad. A high fanctasm and conc might merc with converted ai’s are almost insta kills to nearby monsters. The problem is that theyre half derps, literally running away or not following.