Qol upgrades for D2r i would bring out new expasion

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………………….