I understand the ink is still drying from the finalized patch notes for 2.5, but I would like to share my thoughts for improvements that would be a great addition for Patch 2.6…
AREAS OF FOCUS
- CURRENCY TAB
- CLASS BALANCE
- MERC BALANCE
- IMPROVE ITEMIZATION
- QUALITY OF LIFE
Honorable Mention From PvP Community: Revert back to 2.3 FHR and Stun System.
1. CURRENCY TAB
First thing on the list is for the development team to add a separate currency tab that is shared account-wide that allows for stacking of runes, gems, keys, organs, essences and tokens. This change would be a drastic improvement to inventory management.
2. CLASS BALANCE
I wanted to share with the developers a list of class balance changes that the majority of the community would support…
Amazon
- Cold Arrow - increase range to be the same as Fire Arrow (reduced range for Cold Arrow persists for both Amazon and Act 1 Cold Rogue)
- Ice Arrow - buff damage as skill is single target (e.g. double damage as compared to Freezing Arrow and would make skill more valuable versus bosses and elites)
- Evade - add faster run/walk by 1% per level for greater mobility
- Impale - benefits from critical strike and deadly strike (arbitrary this single-target skill is unable to crit, apart of Amazon’s repertoire)
Assassin
- Blade Fury - remove startup animation
- Blade Shield - double the radius and no longer uses weapon durability. Skill designed to be used in tandem with Blade Fury, doesn’t mesh well due to risk of breaking Eth weapon
- Cloak of Shadows - cooldown removed to incentivize leveling skill and works on bosses
- Martial Arts - charge-up skill duration doubled to 30 seconds from 15 seconds (helps with pvp) and remove next-hit delay caused by some abilities, such as Claws of Thunder and Phoenix Strike
Druid
- Rabies - increase poison creeper synergy and reduce poison duration
- Lycanthropy - add faster run/walk by 1% per level for greater mobility
- Hunger - skill will always hits target for guaranteed life and mana leech
- Summon Spirit Wolf, Summon Dire Wolf - increase movement speed by 30%
- Poison Creeper, Carrion Vine, Solar Creeper - significantly increase life and add physical damage reduction to vines for improved survivability
- Spirit of Barbs - now grants -X% enemy physical resistance per level
Barbarian
- War Cry - reduce mana cost to 0.60 per level to improve cost-effectiveness
- Concentrate - change Bash synergy to Shout, which complements this uniquely defensive build and increase Berserk synergy to 3% (up from 1%)
- Berserk - always hit. Skill should not rely on attack rating (magic damage)
- Grim Ward - remove fear effect and can now be used on any corpse
- Whirlwind - don’t apply diminishing returns to weapon IAS (only to other equipment). This places more importance to weapon IAS, which harkens back to old mechanics. Overall goal is to make 2H weapons viable by reaching 4 frame WW
- Frenzy - remove Taunt synergy and adjust the other synergies as follows:
- Double Swing: +8% damage per level
- Berserk: +3% magic damage per level
- Increased Stamina: +6% damage and
+0.4 seconds per level
Necromancer
- Golem Mastery - grants 10% AR per level in addition to flat 25 AR per level. Also, now adds 10% damage per level (single, strong monster)
- Blood Golem - apply open wounds to both on striking and when struck
- Fire Golem - increase fire damage and lower enemy fire resistance per level
- Raise Skeletal Mage - significantly increase elemental damage and missile speed. Also, missiles now have chance to pierce per level
- Poison Dagger - skill is now uninterruptable and grants 2% IAS per level and poison damage is applied immediately (daggermancer viable)
Paladin
- Prayer - remove mana cost per second
- Sacrifice - add chance to apply open wounds per level and skill is now uninterruptible
- Vengeance - remove Salvation synergy and roll bonus into main skill (reduce amount of synergies required to max skill. Currently requires a massive 100 skill point investment)
Sorceress
- Hydra - Fire Bolt synergy increased from +3% to +6%, remove Fire Ball synergy. Damage remains the same, but allows more hybrid builds
- Meteor - reduce impact time by half and add physical damage to help deal with immunity, similar to Molten Boulder
- Thunderstorm - adds an additional target every 5 levels (max. 4 targets)
- Frozen Armor, Shiver Armor, Chilling Armor - can now be cast on allies (similar to Enchant) with intended purpose of adding utility to cold armor spells
3. MERC BALANCE
I strongly urge the developers to consider adding a few more changes to the mercenaries…
Act 1 Rogue Scouts
- Can now equip crossbows
- New physical variant w/ skills below:
- Magic Arrow, Multiple Shot, Strafe
Act 2 Desert Mercenary
- No changes
Act 3 Iron Wolf
- Can now block with equipped shield
- Can now equip daggers, scepters, and paladin shields (doesn’t benefit from +paladin skills)
- Gains +sorceress skills from gear
- As Act 1 receives +amazon skills and Act 5 receives +barbarian skills, then it makes sense Act 3 should receive +sorceress skills from gear
- Gains mastery at level 30 (base skill):
- Fire Variant: +1 To Fire Mastery
- Cold Variant: +1 To Cold Mastery
- Lightning Variant: +1 To Lightning Mastery
Act 5 Barbarian Warrior
- Can now equip axes and maces
- Can now dual-wield 2H swords
- Replaces Stun ability with Concentrate
- New throw barb variant w/ skills below:
- Double Throw, Throwing Mastery and Shout
4. IMPROVE ITEMIZATION
Improve Base Weapon Damage
First on the list is increasing base weapon damage across the board, especially for elite weapons. In patch 1.10, which was released back in 2003, the developers beefed up monster stats, including a huge life increase. However, base weapon damage wasn’t increased to compensate. After patch 1.10, physical characters are notably weaker due to this change. I’m not sure of the specific amount that would be appropiate, but I think most of the community would support a modest bump in base weapon damage, most notably for 2H-weapons. As a starting point, the developers could increase base weapon damage by 30-40% for a Season and adjust as necessary.
New Socketing Recipes
The developers should consider adding a few recipes that allows the player to add sockets to non-socketed items and offers an alternative to Larzuk’s Quest Reward…
- Unique Ring + Lem + Perfect Skull + Unique/Set Item = Unique/Set Item (1 socket)
- Rare Ring + Hel + Flawless Skull + Rare/Crafted Item = Rare/Crafted Item (1-2 sockets)
- Magic Ring + Eth + Normal Skull + Magic/Superior Item = Magic/Superior Item (1-3 sockets)
New Gem Break Recipe
The developers should add a new recipe to break down higher quality gems into lower quality gems using a hammer of any kind as shown below. This recipe would have some loss built into it acquiring only 1-2 gems of lower quality. This recipe would be useful in a pinch, but inefficient enough that players would consider other options…
- Hammer (any kind) + Gem (other than chipped) = 1-2 Gems (of lower quality)
Crafting Ethereal Items
The developers should rework crafting so ethereal bases can be used to craft ethereal items (retain their ethereal property). This would help their usability and would expand the trade market for ethereal bases. This wouldn’t be too powerful because you first need to find the ethereal base (5% chance on top of the rarity of the base itself).
Change Re-rolling Rare Items
Lastly, the developers should change the recipe for re-rolling rare items from 6 P. Skulls to 3 P. Skulls. This change would allow more frequent rolls and allow re-rolling 4x2 rare items (War Pike, Grand Matron Bow, etc)…
- 3 Perfect Skulls + 1 Rare Item = 1 Rare Item of same type
Upgrading Crafted Items
Another aspect that limits use of crafted items during playthrough is the inability to upgrade the items to their exceptional/elite variants. The development team should add ability for players to upgrade crafted items, similar to upgrading set items (added in Patch 2.4).
Expand Runeword Bases
I would like to propose to expand runeword bases to further fuel build diversity…
-
Black
- Can now be made in Spears
- This runeword adds options for mid-game spearzon or used on Act 2 merc
-
Crescent Moon
- Can now be made in Claws & Daggers
- This runeword is a perfect candidate to be made in claws and opens up build diversity for assassins. And don’t forget about dagger barbs
-
Death / Destruction / Doom
- Can now be made in Maces
- These runewords add more options for pursuing mace mastery as a barb
-
Honor
- Can now be made in Bows & Crossbows
- This adds option for 5os bows/xbows outside of high runes for early game bowazons
-
Insight
- Can now be made in Spears
- This runeword should be allowed in spears since allowed in polearms
-
Leaf
- Can now be made in Wands & Sorc. Orbs
- Sorceresses more likely to use in a staff for staff mods, but Leaf would be useful in a wand for a low-level Fire Druid, and even potentially useful for a full Fire Necromancer (e.g Full Trang’s running Fire Golem). Lastly, should be possible to create Leaf in sorceress orbs as well
-
Lionheart
- Can now be made in Shields
- This runeword would be a good option for stat boosting and resistance for mid-level defensive-oriented characters
-
Steel
- Can now be made in Claws & Daggers
- This runeword is another low-level option for claws and daggers
-
Stone
- Can now be made in Shields
- This runeword could be an interesting choice for defensive-oriented characters
-
Unbending Will
- Can now be made in Hammers
- This runeword has a huge boost to enhanced damage, expanding to hammers would be a great addition (available to ogre mauls/thunder mauls and their exceptional variants)
-
Wealth
- Can now be made in Helms
- This runeword allows option for significant gold find and magic find bonus on helmet
Improve Uniques
The most enjoying aspect of D2R is the loot chase. Unfortunately, the vast majority of uniques are utter garbage and outclassed by runewords, thus taking some of the thrill out of magic-finding. This is a shame as uniques have beautiful artwork and are mostly unused by players. Below are a few examples to buffing the elite versions…
Tyrael’s Might
Sacred Armor
Defense: 1322-1502
Required Level: 84
Required Strength: None
+120-150% Enhanced Defense
+50-100% Damage To Demons
+20% Faster Run/Walk
+20-30 To Strength
All Resistances +20-30
Cannot Be Frozen
Requirements -100%
Slain Monsters Rest in Peace
Indestructible
- Proposed Buffs:
- Add +2 To All Skills
- Add Level 1-3 Salvation Aura When Equipped
- Change Faster Run/Walk from 20% to 45%
- Change Enhanced Defense from 120-150% to 200-250%
- Change All Resistances +20-30 to Poison Length Reduced By 77%
- Change Damage To Demons from 50-100% to 150-200%
Arkaine’s Valor
Balrog Skin
Defense: 1295-1450
Required Level: 85
Required Strength: 165
Durability: 30
+150-180% Enhanced Defense
+1-2 To All Skills
+0-49 To Vitality
30% Faster Hit Recovery
Damage Reduced By 10-15
- Proposed Buffs:
- Add 1-3 Open Sockets
- Add +180-210% Damage To Demons
- Add Level 12-14 Defiance Aura When Equipped
- Change Required Level from 85 to 80
- Change +0-49 To Vitality (+0.5 Per Clvl) to +0-149 To Vitality (+1.5 Per Clvl)
Templar’s Might
Sacred Armor
Defense: 1622-1923
Required Level: 74
Required Strength: 232
Durability: 60
+170-220% Enhanced Defense
+250-300 Defense vs. Missiles
+10-15 To Strength
+10-15 To Vitality
+20% Faster Hit Recovery
+40-50 Maximum Stamina
+1-2 To Offensive Auras (Paladin Only)
- Proposed Buffs:
- Add Requirements -20%
- Add Level 4-8 Might Aura When Equipped
- Change Required Level from 74 to 69
- Change Offensive Auras (Paladin Only) from +1-2 to +2-4
The Grandfather
Colossus Blade
One-Hand Damage: (62-87) To (164-474)
Two-Hand Damage: (145-203) To (289-649)
Required Level: 81
Required Strength: 189
Required Dexterity: 110
Sword Class - Fast Attack Speed
+150-250% Enhanced Damage
+2-247 To Maximum Damage
+50% Bonus To Attack Rating
+80 To Life
+20 To All Attributes
Indestructible
- Proposed Buffs:
- Add Ethereal
- Add 1-3 Open Sockets
- Add 25% Chance Of Crushing Blow
- Add Increase Maximum Life 15%
- Add 5% To Experience Gained
- No Experience Loss Upon Death
- Change Life from +80 to +120
- Change Required Level from 81 to 75
- Change Enhanced Damage from +150-250% to +250-350%
Flamebellow
Balrog Blade
One-Hand Damage: (40-51) To (202-255)
Two-Hand Damage: (148-187) To (318-401)
Required Level: 71
Required Strength: 185
Required Dexterity: 87
Sword Class - Fast Attack Speed
+170-240% Enhanced Damage
Adds 233-482 Fire Damage
+3 To Fire Skills
+12-18 To Inferno
+10-20 To Strength
+5-10 To Vitality
12% To Cast Level 16 Firestorm On Striking
Fire Absorb 20-30%
- Proposed Buffs:
- Add +9-12 To Fire Wall
- Add +1-3 To Fire Mastery
Frostwind
Cryptic Sword
One-Hand Damage: (14-16) To (215-254)
Required Level: 70
Required Strength: 99
Required Dexterity: 109
Sword Class - Fast Attack Speed
+180-230% Enhanced Damage
Adds 237-486 Cold Damage, 6 sec. Duration
+7-14 To Arctic Blast
Freezes Target +4
Cold Absorb 7-15%
Half Freeze Duration
+25% Increased Attack Speed
- Proposed Buffs:
- Add +6-12 To Cyclone Armor
- Add +1-3 To Cold Mastery
- Change Half Freeze Duration to Cannot Be Frozen
Executioner’s Justice
Glorious Axe
Two-Hand Damage: (204-234) To (421-483)
Required Level: 75
Required Strength: 164
Required Dexterity: 55
Durability: 50
Axe Class – Normal Attack Speed
+240-290% Enhanced Damage
25% Chance Of Crushing Blow
30% Increased Attack Speed
-33% Target Defense
50% Chance To Cast Level 6 Decrepify When You Kill An Enemy
- Proposed Buffs:
- Add +100% Chance of Deadly Strike
- Change Decrepify Level from 6 to 15
- Change Required Level from 75 to 70
The Cranium Basher
Thunder Maul
Two-Hand Damage: (119-132) To (560-632)
Required Level: 87
Required Strength: 253
Mace Class – Very Slow Attack Speed
200-240% Enhanced Damage
20 To Minimum Damage
50% Damage to Undead
75% Chance Of Crushing Blow
4% To Cast Level 1 Amplify Damage On Striking
20% Increased Attack Speed
All Resistances +25
25 To Strength
Indestructible
- Proposed Buffs:
- Add 1 Open Socket
- Add +50 To Vitality
- Add 20% Bonus To Attack Rating
- Remove Indestructible
- Change Min Damage from 20 to 200
- Change Required Level from 87 to 80
- Change Amp Damage from 4% to 15%
- Change Enhanced Damage from 200-240% to 350-400%
- Change Strength from +25 to +1.50 Strength Per Character Level (+0-149 To Strength)
Schaefer’s Hammer
Legendary Mallet
One-Hand Damage: (100-114) To (124-338)
Required Level: 79
Required Strength: 189
Mace Class – Slow Attack Speed
+100-130% Enhanced Damage
+2-198 To Maximum Damage
Adds 50-200 Lightning Damage
+50% Damage to Undead
20% To Cast Level 10 Static Field On Striking
20% Increased Attack Speed
+8-792 To Attack Rating
Lightning Resist +75%
+50 To Life
+1 To Light Radius
Indestructible
- Proposed Buffs:
- Add Ethereal
- Add 1-3 Open Sockets
- Change Required Level from 79 to 72
- Change Enhanced Damage from +100-130% to +200-260%
Mang Song’s Lesson
Archon Staff
Two-Hand Damage: 83 to 99
Required Level: 82
Required Strength: 34
Staff Class - Slow Attack Speed
+5 To All Skills
30% Faster Cast Rate
-7-15% To Enemy Lightning Resistance
-7-15% To Enemy Cold Resistance
-7-15% To Enemy Fire Resistance
Regenerate Mana 10%
50% Damage To Undead
- Proposed Buffs:
- Add Increase Max Mana 20%
- Add -15% To Enemy Physical Resist
- Add Level 7 Lower Resist (80 charges)
- Change All Skills from +5 to +5-7
- Change Faster Cast from 30% to 50%
- Change Enemy Lightning/Fire Resist from -7-15% to -15%
- Change -7-15% To Enemy Cold Resist to +15% To Cold Skill Damage
General Itemization Changes
-
Two-Handed Weapons
- Will now have innate ability to roll with Chance of Blocking
- Will now receive 3% bonus damage per point of Strength (vs. 1% for 1H-weapons)
-
Crossbows
- Increase base damage across all Crossbows
- Decrease strength/dexterity requirements
- Will now have innate ability to roll with Ignore Target’s Defense
-
Staves
- Add innate ability to roll w/ Resistances
- Currently, faster cast suffixes available are Apprentice (10% FCR) and Magus (20% FCR). For Magical and Rare Staves, they should add two new suffixes: “Wizard” (30% FCR) and “Archwizard” (50% FCR)
-
Superior Weapons
- Increase AR to +100-300 (up from current +1-3)
- Increase ED to +10-50% (up from current +5-15%)
- Decrease cost of repairing superior items
-
Medium / Heavy Armor
- Will now have innate damage reduction for medium armor (3% DR) and heavy armor (5% DR) to make it more competitive vs. light armor
-
Jewels
- Introduce new jewel affixes, such as:
- Repairs 1 Durability Every 33 Seconds
- Physical Damage Reduced By 1-5%
- Increased Chance Of Blocking 1-5%
- Increased Block Rate 1-10%
- Faster Cast Rate 1-10%
- Faster Run/Walk 1-15%
- Chance Of Open Wounds 1-15%
- Chance To Cast Skill On Striking / When Struck 1-20%
- +1 To Random Class Skill (Class Only)
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Rare Items
- Rare items should get a minimum of 4 affixes at iLvl 45+, 5 at 65+ and 6 at 85+. Basically, iLvl 85+ rares would roll guaranteed 6 affixes
-
Magic Items
- Magic items that spawn with the Mechanic’s, Artisan’s, and Jeweler’s Prefix shall always spawn with a Suffix. A magic item with only this prefix is essentially a white you can’t use for runewords
-
Item Durability
- Improve item durability across the board as many items have too low durability to be useful, especially weapons (break too quickly)
-
Charged Items
- Increase number of charges
- Decrease cost of recharging items
- Add new Prefix called “Self-Recharge” that adds 1 Charge Every 33 Seconds. This Prefix can’t roll on an item unless it has a Charged Skill Suffix
-
Half Freeze Duration
- Now stacks multiplicatively. For example, 2 pieces gives you 1/4 duration, 3 pieces gives you 1/8 duration, and so on. Of course, CBF is still the ultimate goal
-
Throwing Potions
- Damage scales with Character Level
5. QUALITY OF LIFE
- Double Character Slots to 40
- Move Cain next to the Stash/WP in Act 5
- Replenish arrows/bolts w/ Repair Button
- Add Refresh Button to Vendor Screen to search available wares (e.g. Gambling)
- Add item quality indicator for Normal, Exceptional, Elite (helps when upgrading)
- Add option to show iLvl on items and enabled via a toggle in Options Menu and more important w/ Terror Zones
- On Character Selection Screen, add ability to move characters up and down on screen rather than list of last played
- Add controller controls to allow player to navigate selecting items on the ground by using right thumbstick
- Add controller controls to add 10 attribute points at a time during respec
- Add controller controls to allow player to quickly move potion from inventory to belt (e.g. hold button to move)