Important suggestions for Diablo 2R patch 2.8

I am proficient in Diablo II Resurrected and Diablo III, and many of the balance adjustments I suggested for Diablo III were adopted by Blizzard. With Diablo II Resurrected about to launch on Chinese servers, it has the potential to create even more value. I have also received some news that Blizzard may be planning to design patch 2.8, which is undoubtedly very exciting. Therefore, I am here to propose some balance suggestions, hoping that Blizzard will adopt them(The later the content, the more important it becomes. Please read it carefully, Community Manager. Thank you).
1.Rune word Mosaic:
Many people say that Assassins are too powerful and need to be nerfed. I think the special effect of this rune word “50% chance to make your finishing move not consume charges” is designed according to the mechanism of Diablo 3, which is fantastic. I hope that Patch 2.7.8 will have more new rune words with special effects like this. If Mosaic is nerfed, please don’t change the mechanism, as that would ruin it. I suggest reducing the damage, for example, “50% chance to make your finishing move not consume charges, but your damage is also reduced by 50%” If a player equips two Mosaic, the damage would only be 25%. After the Assassin is nerfed, it must be on par with the wizzard. I don’t want to see the wizzard at the top anymore, especially since Wiz have dominated the game for 20 years. After the Assassin is nerfed, it should be as powerful as the Wiz.
2.Freezing Arrow:
As a level 30 ultimate skill, Ultimate Combo requires the rune words Ice, Enigma, and Infinity, which are extremely expensive to craft and still consume a lot of mana (Blizzard only reduced the mana cost of this skill in version 2.4). However, the damage of this skill remains low, especially when facing bosses, where it is almost useless.This had led to few people being willing to play it. (Most Amazon players prefer to use the lightning javelin or spear, while some others really like the multiple arrows of the faith rune word).So my suggestion is,Ice Arrow merely increases its freezing duration, but players usually cast Freezing Arrow on monsters all the time, so the bonus from Ice Arrow is not very useful. It is suggested to change it to: Ice Arrow grants a 5% increase in freezing duration and 4% increase in cold damage per level. This provides players with a more compelling reason to invest in Ice Arrow to enhance Freezing Arrow when using it.In addition, I also suggest investing in Inner Sight to reduce the mana consumption of Freezing Arrow by 0.25 mana per level, making players more willing to invest in Inner Sight.
There are also some important changes that can significantly improve the gaming experience:

  1. It is best to have a maximum of 24 keys in a bundle instead of the current 12, as the consumption of keys is relatively fast.
  2. Diablo 2R really needs to make some changes to drop. /Players 1 really doesn’t drop anything useful, and players often easily only one player on Battle.net,This means that there is approximately a 65.5% chance that the monster will not lose anything. I think that life potions and mana potions occupy too many drops, which further compresses the drop of useful equipment and runes. Therefore, I have an important suggestion: greatly reduce the probability of monster potions dropping, and also lower the price of town NPCs selling potions. Players who need potions can return to the city to purchase them, in exchange for higher equipment and rune drop rates. This is something that all players are happy to see.
  3. Players can obtain additional shared storage boxes on Battle.net by purchasing white gold coins (which has already been implemented on servers in China), and I hope this benefit can become a carnival for global Diablo 2R players. Another way is for players to adjust the number of players and increase drops when playing as a single player on Battle.net by purchasing white gold coins. Many players choose to open multiple accounts at the same time, allowing multiple characters to be in the same room and increasing the loot drop rate. However, this is very troublesome for players. If players can spend money to adjust the number of players in Battle.net’s single player mode, that would be great
  4. In the Terror Zone, the drop rate of all monsters has been revised to 98.4% (equivalent to the drop rate of 8 players in the same scene). It has to be said that this suggestion is too important for players. Players are single on Battle.net and still need multiplayer mode to pursue experience, but they can only pursue the acquisition of loot and kill monsters in the Terror Zone. This solves the problem of a high rate of monster loot not being lost when a player is alone on Battle.net.
  5. Area Damage:If the concept of range damage could be introduced in Diablo 2R, like in Diablo 3, it would be great. This is necessary to solve the serious imbalance in PVC(player vs computer) between physics and magic attack in Diablo II for over 20 years. My suggestion is that Area Damage only applies to physical attack skills. When a physical skill (such as Zeal,Multiple Shot and Whirlwind, etc.) hits a monster, within 3.3 yards, all monsters have a 20% chance of receiving area damage, which is the same as the area damage mechanism in Diablo III. Importantly, magic attack damage cannot trigger area damage. And the range damage will appear in the form of large charm, with a variable of 25% -50% area damage. Only Terror Zone can be dropped, and each character can only place one board in the inventory like Hellfire Torch. In magic attack gameplay, like wizzard or lighting fury etc.,players will not place this unique Large Charm in the inventory because it does not work.
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I, understand the point, but a very significant part of the issue is the amount of effects happening in a short time, that cause strain on computers. Basically, something about that mechanism NEEDS to be changed.

Though my understanding is that what you like about Mosaic is that you get to remove the part of the mechanic that you dislike : charging. And while I believe that that part is the core of the Martial Arts mechanic, I don’t believe there’s necessarily an issue with having a way to play an alternative version of the build that removes that core mechanic, with a few caveats.
As such, Mosaic needs to not be able to retain charges from a wide array of skills (1 or 2 looks like a reasonable compromise), and to not be able to profit from keeping charges on multiple hits from the same finishing move, thus removing the main issue with it.

I’d say that Mosaic would also need a 50% reduced charge effect (50% less damage for damage skills, 50% less mana/life leech for Cobra Strike) in order to also put it on par with non-Mosaic, though baseline charge effects could be improved to keep Martial Arts at a reasonable power level when compared to other builds if necessary.

I’d say the issue isn’t so much how fast you consume them, but how you stock them and recharge them. Ideally (and that’s also true for books of town portal or of identify) you’d have a dedicated slot, and a single button at the relevant vendors to fully refill all stackable consumable wares they sell (arrows/bolts, scrolls, keys).

You get nothing. LOL!
None of that changes. :slight_smile:

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I’m not gonna comment on any of these, but how can anyone suggesting it claim that they are proficient d2 player, wow.

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Stopped reading right here because it’s not fantastic, it’s terrible in Diablo 2 case and result is broken blinding spam of effects.

D3 build design was awful overall. Very clunky playstyles based on 2 minute cooldowns, damage downtimes, skill combos feeling like moba game. There’s Crusader Condemn build that freezes and crashes the game. Somehow made it out of testing server just as Mosaic.

AH and RMAH were funny I really enjoyed it, played more AH than D3 and earned some nice $$
I would play to this day if AH would stay in game LOL