D2r needs few upgrades the problims with the doors need fixed. fog needs to stay removed from maps we have done just like off line. needs be a rune tab that stacks runes. need be gem tab that holds gems n stack them. since drop rates increase with 3 pllayer game private SIngle player games should be uped to 3player games so pppl dont have to search for 3 ppl games and find ppl farming what there looking for! need a chram spot in or invetory so we can have room to loot items.
Removing the fog of war isn’t a quality of life feature, and it should absolutely NOT be done online, it’d be abused like crazy. IMO random maps/the fog of war is a good thing, because it helps keep some discovery factor in the game, which increases the games replayability. I play offline and use the argument -resetofflinemaps for this reason.
A dedicated shared rune and gem stash tab… Agreed. I would sacrifice a shared stash tab if I could get a dedicated gem/stash tab that could hold up to say, 200 runes and 200 gems.
Setting the drop rates to /players 3 in single player online games isn’t quality of life, it’s just boosting the drop rates, plain and simple.
I’ve been torn on a dedicated charm inventory. I do not agree with a full 10w4h dedicated charm inventory, but this would be a great opportunity to reel in some of the power creep of the game. That being said, I would agree on this ONLY IF the size of the charm inventory is reduced to either 10w3h or 8w4h.
QoL updates D2 desperately needed:
- Spirit RW - spawn with 1-2skills, 15-35fcr, 2-12vita, 35-55fhr
- Insight RW - spawn with 1-17 Medi aura
- Hoto RW - spawn with rdm 30-40fcr
- Teleport - cost increased to 64 mana at lvl 1
- ED per STR point icreaseed to 3-5% depends of weapon
- AR increased to 10 per one DEX point
- Cube - sox with Soj recipe will add rdn 1-max sox per magic/rare
- CMoon RW in Claws
- CoH RW - replaced %dtdemons by %dmg, added 40fcr and 9lvl Vigor Aura
- Ormus Robes - +1 rdm skill replaced by +1 to Teleport, replaced +ele dmg by +1-3 to SorcMasteries
- NajStaff - added +1 to Teleport
- Tyrael Might - replaced dtdemons by +dmg, added +1 to Charge and +3 to all skills
- Last Wish RW - replaced %dmg by +dmg
- Inertia suffix - increased to 5% 7% 12% for small large grand charms
- added base stat for all boots: nor - 10-20frw, exc - 20-30frw, elite - 30-50frw
- Energy Shield - removed Telek synergie, perm ratio is 1:1 life/mana
- FrozenOrb - decreased CD to 0.5, syn increased to 5%
- FireWall - removed Warmth syn, added Inf syn, both syn 12%
- Meteor - impact time decreased by half
- HJydras - removed FBall syn, FBolt syn increased to 9%
- Molten Boulder - removed CD
- Volcano - both synergies increased to 25%
- Vengeance - always hit as ele dmg, small aoe dmg, syn increased to 20%
- WhirlWind - work as Classic, no ias 4fpa on all weps, not affected by slow and freeze
- Frenzy - time increased to 30sec, Inc Stamina syn +1sec per lvl
- MA skills - 50% to not canusme charges per skill, time increased to 45secs
- Sh1tsaic - removed 50%ctnc and recharge, increased ele dmg to 15-30%
You are misunderstanding what’s happening here. It’s a new map every time you start a game with a multiplayer character, so there’s no map exploration to be kept on the new one.
I could agree with that (I could even go lower). 8x4 being a better choice than 10x3, in order to force at least a little diversification on charms.
Not a single one of these is QoL.
for me it is………………….