My full list for 2.5(Qol, Skill Adjustement,Improvements, Additions)

i’am posting this early but i will repost this topic when the 2.5 patch forum open up
for now…just a preview for everyone…its more complete than my last thread…and this time its the finished and polished version)(honorable mention for Macrobiobio for 2 ideas he gave which i think should be added in)…which i also listed among my own ideas

b4 i start with my own recommendations

1.request to Devs

  1. plz make a thread with the following info to guide players a bit
    1.1…tell us which changes being request among our posts your considering to do for THIS PATCH
    1.2…tell us which changes being request among our posts which may be consider for later on
    1.3…tell us which changes being request among our posts which are no go
    (all of these should help reducing threads clogging)

2.Qol Section(upgrading old systems)
3.Skill Adjustments
4.Improvements section(minor to major changes)

2.Qol Section(upgrading old systems)
Larzuk Quest(Repeatable in exchange of a Fal Rune)(no mules rushing for it nymore)
Imbue quest(Repeatable in exchange of a Ko rune)(no mule rushing for it nymore)

Imbue Quest&Cube Crafting(enable choosing a clvl b4 Imbue/Craft go trough instead of being
default to the char lvl…basicly choose between 1 up to equal to character level
some imbuing//craft may require a mule of a specific lvl to net better rolls which
is a pain…(have the option toggle on//off)…at off it default to character lvl
at on you get to choose the clvl

Talking Cain in Act 2-5 no longer disable Act 1 quest to free Cain

disable palace guards from blocking players from entering it after they completed the
Snake Altar Quest(if a player would enter Arcane Sanctuary trough wp b4 the room host
or other players that haven’t yet completed the snake altar quest, it would block them
from going in even after completion)

prevent Anya Quest(Third quest of Act 5) from being disabled if a player enter hall of pain
trough the waypoint(i would assume vaugth.nilathak temple and the other map of the area would
also disable it if a player were to go upstairs or downstairs after entering trough waypoint
once hall of pain is patch and those 3 other areas aren’t)

move Cain back near Stash in Act 5
move Qual’Khek(A5 NPC selling Mercs) closer to Stash too
move Asheara closer to Act 3 Waypoint(bottom left of the WP on the same platform as Ormus and Cain
AFTER the Gibbin Quest has been completed)…that will be helpfull for movement efficiency

Currency Tab(Stacking Gems,Runes,Key,Essences,Tokens…up to 99 each)

Superior Exceptionnal&Elite items(minus orbs) from grey/white text to purple text
to highlight them(Weapons(except orbs),Helms.Shield and Armor pieces only)
do not apply purple text to superior normal as they aren’t worth ppl time to loot
this way ppl can detect goodies for runewords with more ease
superior mod has no impacts on orb as they aren’t use to be melee with, therefor
should be excluded from receiving purple text

Gems color text from white to rainbow text(that way we can detect gems quickly from
the ground)…by rainbow i mean like…first color red…second yellow…third blue…fourth green,
fifth silver and sixth purple(matching the gems colors)

make garbo items items like Rancid Gas Potion, Oil Potion, Stamina Potion Thawing Potion
and potions a lesser priority over colorize text items(runes,magic,rare,uniques…and if
implementing the above…superior items and gems)…like good stuff layer 1…and stuff of
lesser interest layer 2

Arcane Sanctuary & other places with ghosty enemies…make them drop their loot to the
closest path instead of giving nothing if killed off-path

allow mods stripping from crafting materials so we can stack stats-less jewels,gloves,etc
that can be use for craft formula

Melee Weapons now loose less durability and the durability decrease per skill use instead
of per amount of attacks unleashed(weapons break much too quickly and cost a ton of gold
to repair)…a bit too annoying the current frequency at which these break in addition to
the gold cost(something caster never have to pay for since they dont attack with their
weapons…also caster rarely ever have to repair their armor since they stay out of melee
range at nearly all time)

3.SKILLS ADJUSTEMENTS
ASSASSIN
Martial Arts charges now last up to 40 seconds

Fist of Fire:60% chance to gain a charge of Claw of Thunder and Blade of Ice when generating
a Charge of Fist of Fire(if either skill is learn)…Ignore Block Chance from any target
Fist of Fire: when Generating a charge unleash A COPY of a charge at 3 random nearby enemies
the charges will prioritize non-immunes targets when selecting their target

Claw of Thunder:60% chance to gain a charge of Fist of Fire and Blade of Ice when generating
a Charge of Claw of Thunder(if either skill is learn)…Ignore Block Chance from any target
Claw of Thunder: when Generating a charge unleash A COPY of a charge at 3 random nearby enemies
the charges will prioritize non-immunes targets when selecting their target

Blade of Ice:60% chance to gain a charge of Fist of Fire and Claw of Thunder when generating
a Charge of Blade of Ice(if either skill is learn)…Ignore Block Chance from any target
Blade of Ice: when Generating a charge unleash A COPY of a charge at 3 random nearby enemies
the charges will prioritize non-immunes targets when selecting their target

Pheonix Strike: 50% chance to gain 1 charge OF EACH Fist of Fire,Claw of Thunder and Blade of Ice
when generating a Pheonix Charge…Ignore Block Chance from any target
Pheonix Strike: when Generating a charge unleash A COPY of a charge at 5 random nearby enemies
the charges will prioritize non-immunes targets when selecting their target
(the copied charges unleashed do not consume a charge

Tiger Strike: gain 35% chance to apply bleed,35% chance to deal a Crushing Blow

Dragon Claw: now slice all enemies between the Assassin and their target
the Assassin will run at high speed to the desired target while cutting everything
in the way(1.3 yard radius)…enemies blocking the path to the target will be run
trough

Dragon Flight: faster animation when targetting en enemy more than 2 yard away
fast enough that it guarantee hitting a sorc teleporting at 105% fcr…or trigger
their blocking…but not retaining the faster animation if already in melee range
of the target as to not cause ridiculous d-flight spamming in pvp

Shadow Warrior&Shadow Master: make them cast Burst of Speed,Fade,Blade Shield and Venom
immediatly if the skills aren’t detected as active…in Shadow Warrior case it should
use Burst of Speed or Fade base on the hightest lvl of the 2 that the Assassin has

Shadow Warrior: give it 1% damage reduction per level and allow them to bypass the
50% reduction cap(realisticly they could go up to 80% without sacrificing the Assassin
survivability//own damages)…otherwise to reach 100% lvl 50 Fade and lvl 50
Shadow warrior would be require(which would result in poor performance Assassin)
basicly…ppl bothering to make it 100% would be trolls that sit in town and annoy
ppl with a shadow that can’t be harm by physical dmg XD

Shadow Master: make it use Death Sentry and Lightning Sentry more often along Mind Blast

note:Shadow Warrior is meant to be the melee variant copying the skill assign
to the skill bar…while Shadow Master is the Shadow focusing on casting and pvp gameplay

Psychic Hammer: idea from macrobiobio(make it work a little like telekinesis, at the only
difference that it cant work on portals and waypoints)
Personnal idea…make it reduce enemy hit rating by 50% for 6 seconds and increase dmg
by 600% of what its currently at

NECROMANCER
Curse Tree(rework skill unlocking requirement and lvl requirement)
Terror(lvl 1 req)–>Dim Vision(lvl 6 req)—>Confuse(lvl 12 Req)---->Attract(lvl 18 req)
Weaken(lvl 1 req)–>Iron Maiden(lvl 12 Req)—>Life Tap(lvl 18 Req)
Weaken(lvl 1 Req)–>Amplify dmg(lvl 6 req)—>Decripify(lvl 24 Req)–>Lower Resist(lvl 30 Req)
Lower Resists no longer require tap,maiden and terror to learn

Teeth: add Pierce effect(also know that macrobiobio wanted it too)

Bone Spear:added effect(leave a trail on ground dealing increased magic dmg over time
that last 3 seconds(tick every 0.4 sec)…start low and rapidly power up
(deal twice as much magic dmg over 3 sec than bonespear dmg on impact)
the first 1.2 sec has to be real low amount so that in pvp players can move
out of it b4 the serious damage tick in that way its balance for pvp and pve
this effect addition is to make pve more viable for bone build(teeth,spear,spirit)

Bone Spirit:(macrobiobio idea—> release additional spirits at non-players
targets(1 extra every 8 lvl))

Poison Dagger: gain 2% increased attack speed and pierce 3% Poison resistance per
level

Poison Explosion:make it alike to rabies so that it spread to nearby targets infected by it
and deal Physical dmg like corpse explosion
Pierce 0.5% Poison resistance per level

Poison Nova
Pierce 1% Poison Resistance per level

Clay Golem: increase physical dmg greatly
special effect 1: increase Necromancer Resistance to Cold by 1% for each lvl
special effect 2: increase the Necromancer defense by 1% for each lvl

Blood Golem: increase physical dmg greatly
special effect 1: increase Necromancer Resistance to Poison by 1% for each lvl
special effect 2: increase the Necromancer Life by 1% for each lvl

Iron Golem: increase physical dmg greatly
special effect 1: increase Necromancer Resistance to Lightning by 1% for each lvl
special effect 2: increase the Necromancer % damage reduction by 0.5% for each lvl

Fire Golem: increase physical and fire dmg greatly
special effect 1: increase Necromancer Resistance to Fire by 1% for each lvl
special effect 2: Give Holy Fire Aura to all friendly summons equal to HALF the Fire Golem lvl
(for worried ppl, Fire golem doesn’t benefit from Salvation//Fire resists synergies which
power up Holy Fire for the paladin)…so i think thats a safe move(although i would play test
it first see if that would need adjustment)

Golem Mastery: IF you have no skeleton alive, enable to summon 1 more golem
every 8 levels and give them 20% enhanced dmg every lvl into golems mastery

BARBARIAN
Bash:added effect, modifiers and better synergies to make it a desirable skill for end game
an enemy getting hit by Bash get send flying in a straight line 10 yard from the impact
point and damage all other enemies in its way(if there are any enemies behind your target)
Bash now receive a 0.4% Crushing Blow bonus per lvl
+2 dmg per level up from 1
lvl 1 50% base up to 70%
lvl 2-8(+4% per levels)(98% ED at lvl 8)
lvl 9-16(+7% per level(154% ED at lvl 16)
17-24(+10% per lvl)(234% ED at lvl 24)
25+(+13% per lvl)(338% at lvl 32)
New Synergies(old ones removed)
Increased Speed(+6% dmg per level in Increased speed(hard point only)…120% dmg total
Iron Skin(+4% dmg per level in Iron Skin and gain 2% chance to be uninterupted)
Natural Resistance(gain +1% faster run walk,2% increased attack speed, 5% chance to
resist being frozen AND +2% Life multiply by lowest hard point levels of either bash
or Natural Resistance hard point level per point)

examples
bash lvl 2…natural resists lvl 8…% life gain = 4%
bash lvl 10…natural resist lvl 6…% life gain 12%
bash lvl 20…natural resist lvl 20…% life gain 40%

had a difficult time to find how to word it right…and think i may still have worded it
wrongly XD…the life gain is mostly cause lots of synergy points…so covering lack of points
in b-order that will occur

edit: also i chose for it to work this way so other builds can’t net a huge % life boost
without hard investing into both bash and natural resist…at best 2% for 1 point wonder
for non-bash builds

Howl,Taunt,Battlecry: all 3 no longer count as a curse(see bellow for new flags)

Increased Stamina & Increased Speed should be fuse as 1 skill…stam is entirely useless
so may as well attach it to something with a small use

Whirlwind cost reduce by about 35%

PALADIN
Prayer: heal twice as much as before

Veangence: now hit all enemies in front of the pally(1 yard range + weapon range adder)
Base elemental dmg for each element raised from 70% to 500% base
Salvation Synergy add up to 180% up from 2%…Cold,Fire and Light Resistance removed
as Synergies…lvl up points add 50% to all elements
Veangence DOES NOT WORK WITH ELE CHARMS(only ele dmg from gear)
although i boosted drastically the % here…it barely cut to be relevant damage
aka…6k-18k dmg to each of fire,light and cold(18-55k melee ele dmg with my proposed boosts
and thats with a gimmershred axe(to have a source of elemental dmg that can be powered up +
a full inventory of p-comb which bring the skill to lvl 46
…also want to note that gimmershred is the sole piece of gear in the game to provide
a decent amount of elemental damages(although low)…so unless there was multi-piece of gear
that give decent ele dmg there no other choice but boost that multiplier % drastically
to bring the dmg output on a decent level

Holy Freeze(bring up the power output to 3/4 of Holy Fire&Holy Shock) and nerf the slow effect
in pvp to a maximum of 15%

AMAZON
Multishot cost reduced by about 35%
Multishot now only receive synergy from Strafe(12%)
Guided Arrow loose its Synergy(bring pvp balance back)…Strafe is the single target skill
for pve bossing…dont need the pvp skill to join along Strafe
Strafe now only receive Synergy from Multishot(12%)
add tooltip that Strafe shoot out 1 additionnal arrow for every 4 lvl in Strafe IF you
only have 1 target(up to a maximum of 10 if skills lvl = 36)

Jab: from 3% enhanced dmg per lvl up to 7%

EVERY ELEMENTALS ARROWS Skills receive a 700% base damage boost otherwise it will remain
irrelevant damages late game

SORCERESS
Enchant - increase power by about 40% for ALL levels and make the sorc gain double power
when used on herself…Enchant also make weapons trigger an explosion radius on impacts
Impacts Radius(0.5-5 Yards)…Explosion Radius reduced by 75% for those that can’t cast
enchant
lvl 1 Radius 0.71 yard(+0.11 Yards per level)
Enchanting an allied player also cast enchant on ALL of their summons

Hydra - now receive only Synergy from Firebolt and Synergy goes up to 6% instead of 3%

Inferno - cover a wider area(start at 60 degree and improve up to 280 degree)…
Start Degrees 60 frontal(+5.5 Degrees per level)…Inferno base damage increased by 200%

Blaze - make EACH PATCHES slowly expand untill they reach 10 yards radius and ppl will
definetly like the skill more…as it currently stand…these patches are only good to stack
them to burn boss and isn’t viable at all for mobbing :S

Firewall - Increase base dmg by 50%

Thunderstorm - give it about 50% chance to trigger Nova upon striking a target

Frost Nova - Increase base dmg by 250%

Frozen Orb - Increase base dmg by 150%

Shiver&Chilling Armor…remove current Synergies
New Synergy: Cold Mastery…+18% dmg and increase Cold Length by 10 seconds Per lvl

Frozen Armor…remove current Synergies
New Synergy: Ice Bolt…+10% Freeze Length and increase Cold duration by 10 seconds Per lvl

DRUID
Artic Blast(the cold counterpart of the Sorc Inferno skill)
cover a wider area(start at 60 degree and improve up to 280 degree)…
Start Degrees 60 frontal(+5.5 Degrees per level)…Artic Blast gain +5% Cold Pierce per level
Add Synergies to Artic Blast
New Synergy 1: Twister…+3.3% chance to release Twisters in all direction per lvl every 1
second that Artic Blast is being hold down equal in power to the total Twisters level
New Synergy 2: Tornado…+15% Cold dmg per level

Assassin,Barbarian skills flags change
Howl,Taunt,Battlecry----> flag as Fear/Provocation effect instead of a Curse
Cloak of Shadow---->flag as Shadow effect instead of being flag as a Curse

4.IMPROVEMENTS SECTION(minor to major changes)
Create a new Amazon Unique Javelin with the following stats to make
Jab/Fend skills viable

Matriarchal Javelin
+3 Amazon Skills
500% Enhanced damage
60% Increased Attack Speed
8% Chance to cast Amplify Damage Curse
10% chance to apply Bleed
+50 Dex
+10 to Critical Strike
+10 Penetrate
+150% damage vs demons
+75% damage vs undead
+50% damage vs beasts
+30% faster run walk
+50% Magic Find
Indestructible
ETHEREAL

Create this new Unique runeword to make Dragon Claw/Pheonix Assassin Viable
Zod - Ohm - Cham(Claws only)
+2 Assassin Skills
+3 Martial Art Skills
+6 Weapon Block
+6 Venom
400% Enhanced dmg(Ohm)
40% Increase Attack Speed
40% Deadly Strike
15% Crushing Blow
+130% damage vs Demons
+35% All Resists
Freeze Target(Cham)
Indestructible(Zod)

Bows: ALL Bows now have between 25-50% All Resists(the bowazon has no shield or skill able to add a % of resists which leave her in a really bad position in term of resists

Larzuk: allow him to convert eligible items to an Ethereal state at the cost of an Ist rune
Larzuk: rework his socket quest so we can pick the exact amount of socket we want

New cube Formulas
Ist Rune + Um Rune + Dwarf Star Ring + Standard of Heroes + Yellow Essence = Mystic Key
Mystic key(a regular key with unlimited use)
also create a special slot in inventory to hold it so it dont use up looting space

Ko Rune + Io Rune + 2 random Perfect Gem + 1 Superior Weapon = reroll of the Superior stats
Lum Rune + Hel Rune + 3 Random Perfect Gems + Superior Armor = reroll of the Superior stats
(the 2 above formula can also be use with socketed gear as long as they are of superior quality
but will not affect the amount of sockets)

1 Gul Rune + 1 Um Rune +1 Grand Charm = 1 Grand charm with a guaranteed +skill prefix and
a guaranteed random suffix

1 Lem Rune + 1 Pul + Small Charm = 1 Small charm with Guaranteed +3-5% All Resist and
a guaranteed random suffix

2 Ist Rune + 2 Um Runes + 1 Magic Ring = 1 Scintillating Ring of Fortune
(11-15% All resists + 16-25% Magic Find)

4 Ist Runes + 4 Um Runes + 1 Rare Ring = 1 Rare ring with the following affixes
Rainbow(8-11% All Resists)
Amber,Emerald,Sapphire,Ruby at random(+21-30% to an elemental affix)
Felicitous(+5-10% MF)
Chance(+5-15% MF)
+20% chance at 2 additional random affixes

4 Ist Runes + 4 Um Runes + 3 Lem Runes + 1 Rare Ring = 1 Rare ring with the following affixes
Rainbow(8-11% All Resists)
Amber,Emerald,Sapphire,Ruby at random(+21-30% to an elemental affix)
Felicitous(+5-10% MF)
Chance(+5-15% MF)
Greed(+25-40% Gold Find)
+20% chance at 1 additional random affixes

have Arrows,Bolts,Cube,Book of TP and Book of ID have their own inventory(separate from looting
inventory…arrow and bolt case they should get 1 column unlocked at lvl 40-90-95(3 columns total)

Combat Charms Inventory(40 slots)(looting inventory will have charms disabled while Combat
Charms inventory will have the charms that power up the character active)

MF Charms inventory(24 slots(with 12 of them starting up as locked)…mainly to help out builds
whom gear provide next to 0 magic find and will be a very minor impacts for highter mf builds

Gold Charm Inventory(24 slots(12 of them starting up as locked)…just to give them a purpose

add a new Unique Charm with the teleport skill
personnaly i want it done like this to acquire it

would like to suggest adding this unique charm in game(to be farm from improved ubers
or entirely new bosses(Act 6 Ubers ?)
Elemental Shard:+15-25% All resist(Paladin)
Mark of Power: +30-50% Enhanced dmg(Barbarian)
Mark of Dexterity: +20-35 Dex(Amazon)
Mark of Survival: +60-100 Life(Assassin)
Mark of Resilience: +3-5% dmr(Druid)
Mark of the Sorcerer: +60-100 Mana(Necromancer)
Mark of Absolution: +1 Teleport(Sorceress)
Combine all 7 parts in the cube to form “Darkness” Grand Charm(1 random piece acquired after defeating a full set of ubers…1 piece is dropped for each player in the room)
while every player get 1 piece…the piece acquire is base on the char class that loot it

Darkness Grand Charm(stats equal to the 7 pieces used to make it)(added 1 new effect since my original suggestion(resists cap increased)
15-25% All Resists
30-50% Enhanced dmg
20-35 Dex
60-100 Life
60-100 Mana
3-5% Dmr
Fire,Cold,Light,Poison Max reachable Resists increased by 5%
+1 Teleport
+2 to All Skills
5% experience boost