As I’ve mentioned in your other topic concerning Elite Uniques, I feel Tyreal’s would be justified in having Fanaticism over Salvation. Fanaticism is such a powerful aura that if it came in Body Armor would become one of the best end-game options for phyiscal characters(debatable if its BiS).
Defense: 1983-2253
Required Level: 84
Required Strength: None
+120-150% Enhanced Defense (varies) +40% Faster Run/Walk +1-99 Strength(based on Character level) Level 10 Fanaticism Aura When Equipped All Resistances +50
Cannot Be Frozen
Requirements -100%
Slain Monsters Rest in Peace
Indestructible Ethereal(Can Not Be Repaired)
Level 10 Fanaticism is 30 Skill IAS and 203% Enhanced Damage(half that to Allies). It’s not as strong as Faith but could STACK with Bowzons using Faith + Tyreals for a nice 22-25 Fanaticism(35-36 Skill IAS and over 407-458% ED combined). All Resistance is buffed to +50, putting it on par with Chains of Honor(w/ Um rune or 15 Resist Jewel). +Strength mirrors Enigma but yields a much stronger benefit since -100% Requirements means free Strength. Doubled the FRW to 40%(needed with no Teleport) and making it Ethereal yields a nice fat Defense while helping to distinguish it from Templar’s Might.
In order to improve crafting, I thought it would be cool if the developers expanded the crafting themes as shown below…
Expand Crafting Themes
As there are seven types of gems (Amethyst, Diamond, Emerald, Ruby, Sapphire, Topaz, and Skull) and only four crafting themes (Blood, Caster, Hitpower, and Safety), the developers should consider adding additional themes to the game as shown below (few examples):
Blood - Ruby
Caster - Amethyst
Hitpower - Sapphire
Safety - Emerald
Fortune - Topaz. New theme around crafting for Magic Find, Gold Find, etc.
Fighter - Diamond. New theme around crafting for IAS, AR, FRW, etc.
Bane - Skull. New theme around crafting for Dim Vision, Iron Maiden, etc.
Some changes I think would improve the game overall in the following aspects:
Caster vs Melee balance (will appear in a separate post)
End game item chase
Multiplayer gameplay (will appear in a separate post)
Itemisation
Rare/Magic Items
Change the 6 Perfect Skull + Rare Item (“Rerolling rare item”) cube recipe to 4 Perfect Skull + Rare Item
Change the “Rerolling rare item” cube recipe to preserve the ilvl
Change the “Rerolling rare item” cube recipe to preserve the ethereal status on the rare item
Add maximum ilvl values on some of the lower affixes that currently roll on any rare/magic weapons, armours and circlets, and to a smaller extent jewels and charms. This is to prevent trash level affixes to roll on items found in hell
Add a higher tier Cruel affix that rolls between 301 to 340% Enhanced Damage on weapons with ilvl’s 95 and above
Allow Bows to spawn with up to +40% Increased Attack Speed
Runewords
Crescent Moon: Make this runeword available for Missile Weapons
Bases
Allow Staves to roll a range between +1 to +4 on individual skills. Orbs, Scepters, Wands, Barb and Druid helms will remain unchanged
Reduce the repair costs on superior items
Superior items to roll gradually better mods based on the ilvl of the superior item:
Increase base damages across all Crossbow items:
Unique Items
Hellrack: increase maximum sockets to +4
Blood Raven’s Charge: add a chance to reanimate Returned and Hungry Dead
(I’m sure there’s other ones, but these are a couple I’ve put some thought into)
Now that monster levels can potentially reach higher levels now with Terror Zones, top-end unique items will drop more frequently. Any discussions up till now around buffing top-end uniques needs to be revised. Tyrael’s Might was recently discussed and will be used in this example:
To that, the following changes to this item would be sensible:
I have a comprehensive thread on crafting recipe changes. Including suggested new recipes.
Blood and Caster need a few tweaks.
Safety needs significant improvement.
Hitpower as currently is a bad theme in general. A theme about being hit is not good since you should avoid getting hit. Theme should be changed to be about hitting things instead. ED, AR, ect.
New themes I suggest are Speed (IAS, FHR, Run/Walk Speed, FBR), and Treasure (Magic Find, Gold Find).
A few examples of the recipes I propose in my thread:
Blood Heavy Gloves
1%-3% Life Steal
+10-20 Life
5%-10% Piercing Attack
I would like to see Assassin Weapon Block having a better scale from each point, blocking while run/walking (like shields do) and the Level and Dextery scales to calculate the block chance so with a good investment of points Dual Claw users could have max block.
Weapon Block level 1: 30% chance of block
+1,5% chance per level.
I’m mainly going to comment on Amazon changes while proposing some nerfs/changes to certain other skills. There might be other skills that should be considered for changes as well, but I’m just not aware enough to propose a suitable change for them at this stage.
Amazon - Passive & Magic Skills
Evade: Add +1% Faster Run/Walk per skill level
Penetrate: Increase attack rating scaling from +10% to +20% per skill level
Valkyrie: Add synergies from Jab, Impale and Fend which increase the Valkyrie’s damage
Amazon - Bow & Crossbow Skills
Multishot: Add +15% Enhanced Damage per skill level from skill level 24 onwards
Strafe: Ensure Strafe’s attack rating bonus actually works
Fire Arrow: Increase flat damage per skill level - final average damage at level 20 with all synergies maxed to increase from 226 to around 1,200 damage (above Exploding Arrow)
Cold Arrow: Increase flat damage per skill level - final average damage at level 20 with all synergies maxed to increase from 185 to around 1,100 damage (slightly above Freezing Arrow)
Ice Arrow: Add “Always Hits” on the skill, slightly increase flat damage per skill level - final average damage at level 20 with all synergies maxed to increase from 367 to around 900 damage
Exploding Arrow: Slightly increase flat damage per skill level - final average damage at level 20 with all synergies maxed to increase from 807 to around 880 damage
Immolation Arrow: Increase casting delay to 2 seconds, but significantly increase exploding damage and fire damage, increase area of effect
Amazon - Javelin & Spear Skills
Impale: Ensure the skill works together with Critical Strike, Deadly Strike, etc
Power Strike: Increase attack rating bonus, increase bonus from all synergies from +14% to +16% per skill point
Charged Strike: Cap number of charged bolts hitting the primary target to 1
Lightning Fury: Increase the base number of bolts from 2 to 6, but decrease the scaling of number of bolts per level from 1 bolt per level to 1 bolt every 2 levels
Paladin - Combat Skills
Blessed Hammer: Increase bonus from Blessed Aim synergy from +14% to +16% per skill point, decrease bonus from Vigor synergy from +14% to +6% per skill point
Holy Bolt: Increase bonus from Fist of the Heaven’s synergy from +50% to +55% per skill point, reintroduce synergy from Blessed Hammer at +2% per skill point
Smite: Reduce effectiveness of crushing blow to 3/4 of current levels
Conversion: Gain full experience from kills gotten or sustained by converted monsters
Sorceress - Lightning Skills
Nova: Decrease flat damage slightly per skill level - final average damage at level 20 with all synergies maxed and level 20 lightning mastery to decrease from 1,205 to around 1,100 damage
Lightning: Decrease bonus from Chain Lightning synergy from +8% to +4% per skill point
Sorceress - Fire Skills
Hydra: Increase the maximum hydra count from 6 to 12
I would prefer that they remove the fireball sinergy and increase the firebolt one to 7% to incentive hybrid builds.
Here i think they should buff blessed hammer base damage by 3% per level (Blessed hammer at level 33 for example would deal almost 100% more damage) and then fix the interaction from Concentration Aura to not work with it, freeing the paladin aura.
So palas could run salvation or redemption or even a holy damage one to help killing magic immunes, incentiving the hybrid builds more.
It might but then if you’re going to have Salvation, make it worth actually having equipped. Level 1-3 is pitifully weak when it doesn’t even overcome Conviction from Unique packs(which can roll as high as level 12 now thanks to Terror Zones, was capped to level 10). Level 10-15(97-104) would be more to my liking, but I strongly advocate for it being Fanaticism due to how advantageous it would be on Mercenaries and certain classes/builds(Amazon, Barbarian(2-H Whirlwind…), Summon Necro/Druid in particular).
I agree. Even in just PvM the FC build was just deleted by the devs.
I have many ideas/wishes for how the Druid (mostly WB) could be improved. Of the top of my head:
Hunger autohitting is great - but it could also serve as a mobility skill.
3 separate branches for shape shift tree. (wolf, both, bear - so the middle branch is independent)
Revise what skills are usable while shifted. (shouts for example)
Do we really need to be limited with just 1 type of vine and spirit active?
Use BOTH attack speed calculations and use whichever is fastest. It was the best solution. Can’t believe they removed it. Alternate solutions could be that each WB attack is calculated twice, making the attack seem slow for their precious fantasy (my fantasy is the one that we had in D2 for so many years… ;()
Spirit of Barbs could use a secondary effect or just changed effect. Elemental attacks aren’t reflected - perhaps a secondary effect of all res?
Increased damage of Shockwave - perhaps be letting it get a part of maul charges as damage boost, not just the synergy
Longer duration of maul/feral rage. Increase by 1s per level after first. The stacks run out so fast with a wrong turn, or just waiting for Diablo or Baal. Would also like a transition timer for like 5s after you de-shape so you have a chance to re-shape before losing your stacks.
Fury - uninterruptible
All the golem synergies should be moved to Golem Mastery.
Makes no sense to have synergies between golems when only one can be summoned at any given time. 100 points dumped into golems also just yields a meat shield that can’t even kill on p8 to allow for CE chain…
Golems hit like wet noodles regardless of how many points you invest in them.
My wishlist for the assassin would be:
Add the +ed% DMG to demons and unddeads to kicks. Like loh gloves.
Also less or no cooldown of cloak of Shadows, also it should apply to act bosses.
Bladefury skill: remove the start animation.
Should also be able to use penetrate from razortail.
Or maybe throw around 3-5 blades with lower range and spread should be controlled like multishot from the Amazone.
Bladeshield:
should get double the radius. Like hurrican from druid.
Shadow warrior and master should cast also bladefury (shadow warrior can’t cast bladeshield at the moment).
And uses the skills when you use it. Means, cast simultaneously when you attack he attack the same time with the same skill. And remove the trap counts to yours.