- remove the new ludicrous limitation of “Leap now has minimum height and duration”. Why are you deliberately trying to ruin BvC? As if it’s not one of the most demanding/complex PvP builds already…
- Please fix the whirlwind bugs - see this great video D2R PvP Glitches - Whirlwind is Broken - YouTube which demonstrates the problems with WW
- revert the FHR mechanic to how it was! now it is an inconsistent nonsensual madness!
- character inspection
- show ilvl on items
- hotkey to view the stats of the socketed jewels in items (separated/standalone from the item’s innate stats)
- currency tab for stacking runes/gems/jewels/keys/etc
- maybe 3 more shared stash tabs and significantly increased character slots per account (if you wish, monetize those features, we’ll gladly pay $$)
Please take special care for PVP. D2 is alive for 22 years mostly because of us PVP players (we are actually your hardcore gamers playerbase with 30++k hours playtime, so please don’t neglect us). Currently PVP is absolutely destroyed in D2R, majorly due to 2 aspects:
(1) With patch 2.4 the FHR mechanic is fundamentally changed, actually it is simplified and, more or less, destroyed… See, we don’t need concepts like “diminishing returns” and “cooldowns” in D2; it’s just not that kind of game! Please revert the FHR as it was! Please see this great video Hit recovery testing on 2.4 (PTR) - YouTube which demonstrates the severe problems with the new FHR concept. What personally pains me is that Leap is now a joke, completely destroys the BvC barbarian PVP build, which was already amongst the more challenging/demanding builds to play anyway. With this new “diminishing returns”/“temporary immunity to FHR” mechanic, now it’ll be very hard to chain-lock, chain-stomp, etc. Duels will last forever (e.g. 70min per duel) because you no longer can do a proper combo (especially as a melee hero) as your opponent will just be able to immediately teleport away all the time… the clear outcome is that PVP becomes less skill-demanding, less exciting, unremarkable and really not fun playstyle; it becomes genereic, like the plenty other modern games. The only way to play PVP will be with a selected few ranged heroes brainlessly shooting spells from 2 screens away (e.g. bone necro, sorcs, bowazons, etc) playing passively. Say goodbye to melee and semi-melee heroes. By introducing this harmful concept of temporary FHR-immunity you basically reduce the complexity of PVP. Sure, this way you make it more accessible to the casual players with slow fingers who lack skills. But let’s acknowledge the fact that those casual players will anyway do a couple of duels, then leave and move on with their lives. So let’s not forget that PVP is actually a game mode destined for the professional, dedicated, hardcore playerbase with superior gaming skills, APM and low reaction time. In the end, it is us PVP players who invested tens of thousands of hours in playing D2 for the past 22 years, hence we basically kept the game alive. Because we’re passionate, because we’re junkies for the dopamine and adrenaline that the outstanding PVP rhythm in D2 gives us. Unfortunately this excitement will now come to an end if you really choose to simplify and dumb-down this important FHR mechanic. Please respect your hardcore professional gamers and please take care of our PVP scene. Let me tell you now that the new temporary FHR-immunity mechanic (and similar concepts like diminishing returns or cooldowns) is outrageous, has no place in our beloved oldschool D2, and will be the end of our exciting D2 PVP gaming. It’ll be a shame…
(2) With the recent significant damage buffs to certain skills, I see mainly 3 heroes which would be totally Overpowered in PVP: bone necromancer (bone spirit/bone spear), bowazon (guided arrow/multishot), fist of heavens paladin (in particular the so-called V/T hybrid - fister/smiter/charger). (ah, not to mention AFK auradins) The significant buffs to those skills will practically render all other characters/builds useless and obsolete.
To properly balance PVP, just add additional koefficient with which to appropriately divide the damage of the tremendously overpowered skills like bone spear/bone spirit/guided arrow/fist of heavens, etc. You know, like the already existing static damage penalty for PVP (was it 6 times less damage?). The new concept should be skill-based, so every skill that needs further damage tuning for PVP will be done with its own value/weight, e.g. 0.75x(bone spirit dmg) and 0.85x(bone spear dmg), etc.
This way bone spear/spirit can have high damage in PVM, because bone necro really struggles in PVM starting from like /players 4 and above. Yet, it won’t be overpowered in PVP due to the special penalty with a dedicated koefficient.