Patch 2.6 Wishlist, Looking Forward From Here

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.

Dont forget online SSF Mode for Patch 2.6

2 Likes

All irrelevant if you can’t make more than 20 characters. That’s the first and only change they should be focused on next.

I’d say 50, but take 30 for now.

4 Likes

I always thought Salvation on TM fits the fantasy better than Fanaticism for being angelic armor.

2 Likes

cntrl + click to trade window. crafter trading is tedious.

Ability for game creator to kick. (15 second timer to prevent drop blocking.)

Tired of non buyers farming out my trade games and d clones.

24 hr cool down on picking up a unid anni. Should cut down on the greed and devaluation of these.

I agree with 50 character slots as well, 30 is an improvement but really 40 should be the minimum I think.

1 Like

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.
1 Like

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:

Charges

  • Increase the number of charges on charges
  • Reduce the repair costs on charges
1 Like

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

Hitpower Chain Gloves
+60-120 Attack Rating
+3-5 Dexterity
5%-10% Crushing Blow

Caster Leather Gloves
5%-10% Faster Cast
+10-20 Mana
2-5 Mana After Each Kill

Safety Gauntlets
Slow Enemy By 5%-10%
Knockback
All Resistances +5%-10%

Speed Light Gauntlets
+3%-8% Increased Attack Speed
+3-5 Dexterity
5%-10% Faster Block Rate

Treasure (Any Helm/Pelt)
+50 Attack Rating
+5 Light Radius
+5%-20% Magic Find
+20%-50% Gold Find

2 Likes

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.

Weapon Block level 20: 58,5% chance.

2 Likes

Class/Skill Balance

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
1 Like

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.

1 Like

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).

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Yeah, it would be pretty cool to see crafting expanded with new themes.

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

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awesome!!!

I love it!!

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make this the first point! :smiley:

Honorable Mention From PvP Community: Revert back to 2.3 FHR and Stun System

1 Like

Reading your suggestions… I will probably add sone of them into my offline mod i work on if thats ok :slight_smile:

1 Like

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.

3 Likes

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.

3 Likes