Season 3 and Patch 2.6 ideas

Remember that this is just a game and all of this is in good fun. Comments, Questions, Concerns, Complaints, Critiques, and Complements are encouraged. This is just a starting point to get the idea gears turning.

Most of these changes are conceptual and do not involve numbers whatsoever. Numbers can always be tweaked and changed.

An * means the change is purely quality of life.

All explanations are written with the these questions in mind: “What problem does this address? How does this address the problem?


General

  • Increased Shared Tabs from 3 to 10. Added button which allows players to add more Tabs.*
  • Added customizable Item Filter to the Options → Gameplay.*
  • Gems and Runes can now stack when in the Stash.*
  • Deckard Cain now Provides the player with Horadric Cube and Rune Word recipes when the appropriate quest is complete.*
  • Players on Hardcore may only Save and Exit when in town.
  • Players now have a second inventory tab dedicated to Charms. Charms will only work in this tab and other items cannot be placed there.*

Amazon

  • Impale Now lunges your character at the target similar to Paladin’s Charge. (This same change can be made to Power Strike.)

The Amazon lacks mobility, and tends to build more frail then other classes. This gives the class built in mobility and technique that should be fun to play and rewarding to execute. Also gives Archers a reason to use spears on swap for a movement option, not unlike one would do with a Teleport Staff.

  • Charge Strike No Longer Shotguns.

Because the individual Charged Bolts can all hit the same target independently this has one of the highest single target damages in the game and invalidates Power Strike which is supposed to fill that role. It also causes bolts that would have otherwise hit other targets to get caught on the first monster. With this change now Charged Strike properly fills it’s role as a halfway point between the single target damage of Power Strike and the AoE damage of Lightning Strike.

  • Pierce now grants a 1% per level Synergy with Critical Strike.

There is no reason to put points into Pierce as a Melee Amazon and Pierce itself can be useless with certain items which grant Pierce by themselves. This gives a reason to invest into the skill even in those circumstances if the player wants.

  • Players can now Right-Click the Valkyrie’s profile and see what items she has equipped.*
  • Valkyries now animate their Dodge, Avoid, and Evade.*
  • Guided Arrow can now be affected by Peirce again. (Cannot Peirce the same target more then once)

Guided Arrow is uniquely the only ranged skill in the Amazon’s entire kit which does not benefit from Pierce because of one funny interaction 20 years ago. Simply removing Guided Arrow’s ability to Peirce the same target more then once resolves this issue.

  • Immolation Arrow now has no Casting Delay.

This skill is rather uncomfortable to use due to the Casting Delay and is often neglected by players. This allows the ability to be spammed like all of the other Amazon’s skills.


Assassin

  • Claw Mastery Now effects Daggers as well.
  • Fade no longer overrides Burst of Speed.

This bewilderingly prevents players from having both buffs simultaneously unlike other buffs from the Barbarian and Sorceress. If a player is also using the Treachery Rune Word it overrides Burst of Speed automatically forcing the player to recast it. This resolves that counter intuitiveness.

  • Fade no longer reduces the duration of shrines.

It can be frustrating to players that this actively reduces the time of a benefit they are meant to receive incentivizing players to not cast it at all.

  • Players can now Right-Click the Shadow’s profile and see what items she has equipped.*
  • Blades of Fury no longer has a windup time.*

Barbarian

  • Whirlwind always hits at 4 frames.

Players almost never utilize slower weapons for Whirlwind. This allows all weapons to preform similarly.


Druid

  • Spirit Wolves now deal Physical Damage which is then converted to Cold Damage.

Due to their damage being straight elemental damage, they do not benefit from skills such as Might, Concentration, and Fanaticism. This allows their damage to be buffed by those skills before being converted to Cold Damage.


Necromancer

  • Players can now Right-Click the Iron Golem’s profile and see what items it has equipped.*
  • Replaced Skeleton Mages with Skeleton Archers which deal part Physical Damage and Part Elemental Damage. Alternatively; replace them with Willowisps.

Speaking candidly here: Just give up on Skeleton Mages. They are so bad on a fundamental level they need to be entirely reworked from the ground up and at that point why not just come up with something new?

  • Merge Summon Resist into the respective Masteries or Summoning Skill. Removing the Skill from the Tree.

  • Added new skill: Spirit Warp. Turns into a Willowisp and moves quickly before reappearing.

The Necromancer lacks mobility and an ability to recall his Summons and keep them under control. Players will often use Teleport to remedy this. This gives the Necromancer that ability natively within his own kit and is thematic as Willowisps are all Undead.

  • Poison Dagger renamed to “Deadly Poison” and now affects Polearms. Adds chance to Crit.

Melee Necros are rather underwhelming. Allows Melee Necros to use Scythes.

  • Poison Explosion now instantly deals all of it’s damage and has the same animation as poison Nova. Also deals 50% Fire Damage.

Poison Explosion is a rather Neglected Skill. This also gives Poison Necros more sources of damage.

  • Bone Spear now fires an additional Spear for every 4 Hard Points in the skill.

Paladin

  • Do something with Conversion idk.
  • Blessed Hammer no longer flies in a Spiral outwards from the player, instead now flies forward, hovers for a moment, before returning to the player.

Blessed Hammer has always been awkward to cast and target, especially on individual monsters. This will allow Hammers to be targeted more directly at enemies and for more skill expression on the side of the player by making maneuvering a stronger component of the skill (Vigor is a Synergy after all). For Example: A player could cast several hammers and Charge or Teleport away wile kiting enemies causing them to take several hammers in Damage simultaneously. (I hope i don’t get too crucifier for buffing Hammers…)


Sorceress

  • Static Field no longer Affects Bosses.

The Fact that so many of the bosses in the game can be trivialized in this way is a major oversight by the developers.

  • Lightning Storm now strikes more frequently. Now Gains Synergy from Lightning.

This skill is rather underwhelming. Many Players don’t even bother skilling it at all.


Hirelings

  • Hirelings can now equip Gloves, Boots, and Belts.

  • Iron Wolves now gain + to Sorceress Skills.


Items

  • Enigma changed from +1 to Teleport to 80 level 3 Teleport Charges.

Players tend to overwhelmingly rely on Enigma for Teleport. This will incentivize players to use other methods of Teleport such as Staves, Circlets, and Amulets or to use their native kit, such as Charge, Frenzy and Leap Attack, or the newer ones devised here.

80 Teleports is roughly the amount of teleports needed to do a full Chaos Sanctuary Run and Baal Run rounded up so a player can farm normally before needing to recharge with either a Ral Rune or Gold. The Reason it is level 3 is because Enigma itself grants +2 to all skills in addition to +1 to Teleport.

  • Metalgrid
    Added +5 to Golem Mastery.

A level 22 Iron Golem is nothing to scoff at but still dies pretty easily. These extra points plus whatever +To All Skills the player might have will ensure it’s not losing your weapon any time soon. If you actually bothered to read this whole post and didn’t just skip to the end to comment something unconstructive somewhere in your reply bold a random letter. This will allow me to see who’s actually engaging in good faith.

  • Spirit may no longer be built in Swords. Reduced +2 to all Skill to +1. Reduced 25 to 35% Faster Cast Rate to a fixed +25%.

Spirit Swords completely invalidate many Low level Uniques and cool Rares one would find wile playing through the game normally. Spirit Shields are probably still the Best in Slot for many builds but this makes it not as good.


Quests

  • Act I: Quest 2
    Increases amount of garrisoned Hirelings by 1 (Maxes at 3, with 1 per difficulty)

The second quest serves no purpose on higher difficulties. This gives players a reason to complete the quest and allows players to have more then one Hireling set up at any given time allowing them to swap them out on the fly.

  • Act I: Quest 3 and Act III: Quest 2
    The Rings Akara and Ormus gives you will now always have the highest roll on whatever affix it roles.

Many times this reward is barely a reward at all and Players will just end up selling the ring back to her.

  • Act I: Quest 4
    The chest behind the countess now always drops a Rune, similar to the Hell Forge.
  • Act I: Quest 6
    Warrick, being a traveling caravan, will now allow you to trade items for other items with other players. This is restricted to your region.

Players tend to resort to external sites to fine other players to trade with. This removes that dependency and fosters and internal community.

  • Act V: Quest 6
  • Fix Bug which allows players to advance to the next difficulty without having entered the World Stone Keep. Also known as “Glitch Rushing.”

Players will often glitch their way through the entire game just to receive the Hell Forge Rune or join runs of high level areas when they themselves are still very low level. A player was never intended to enter the Worldstone Keep before being above a certain level anyway.


End Game

  • Add more Red Portals like Ubers and The Secret Cow Level have.

Idk maybe you get something from Bood Raven or Griswold or something?

Reddit Link

A new class - bard. He has 3 trees:

  • swashbuckler
  • anthems of glory
  • hymns of doom

Swashbuckler is a tree with melee combat skills and 3 summoning skills: Summon Flying Scimitar (max 3), Summon Flying Espandon (max 2) and Summon Flying Colossus Blade (max 1).
Anthems of glory are offensive and defensive buffs and also passive skills.
Hymns of doom are curses and ranged magic/elemental damaging spells.

Special items: bard’s guitars/lutes as shield slot.

Bard is something between necromancer, elemental/summoner druid, enchanter sorc, caster paladin or elemental assassin. He is very unique and important. Please think about this class and add it in 2.6 or 3.0

imgur. com/SBWjjpl

Linked stash with approved picks on your Friendslist.

Currency Tab.

More game filters

Buff melee.

Nothing else needs to be done.

well that’s a lie right there, so much needs to be done, reverting bad changes needs to be done. fixing pvp needs to be done, removing sunder charms needs to be done. sigh.

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This is the only one I disagree with. D2 needed Sunder.

My counter is, they dont know how to revert what they broke, so they will just break more if they touch it further. Full roll back would be better than any sort of meddling at this point.

naw sunder charms are a childish bandaid no one ever NEEDED. it makes the game silly easy for cold sorc, and once you get the good gear, just makes everything a joke. sunder charms are bad for the game.

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No, removing immunities entirely like the childs wanted, was the think no one ever needed. This was a good compromise.

but we didn’t need a compromise for the children. you see?

Maybe, maybe not… I can play this game any which way, and I feel Sunder was a good balancing item that hit both sides of the spectrum well enough that only the salty really are still bothered by it.

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oh god, i finally understand patch 2.5

it’s literally diablo 2.5, they’ve made it halfway to becoming diablo 3. :frowning:

next step is to remove sunder and all immunities.

lmao, this is a terrific quote. Getting more and more accurate by the patch too… Just hope they dont go full Kirk Lazarus on it.

i’d say i have a decent grasp on the situation, just trust me when i say, we do not need sunder charms.

as it should be

we dont need a “CE but with poison”

just replace Pexplosion with something else

hahaha, thanks for the follow up laughs! You have as much grasp on this situation as the kids sellings their Gheeds charms by accident more than once :rofl:

Why is the argument to remove an addition that has benefitted so many bad builds and specs because one spec in one class is overperforming with it? The much more intelligent solution is to alter cold mastery to work like lightning and fire mastery. Or change blizzard in some way. Why take away options and build viability from everyone else? Cold Sorceress has always overperformed. It was STILL the most played class and spec early season before enigma, pre sunder charms. If people want to play cold sorc 16 hours a day let them. I just love I actually get to try out cool builds i couldn’t before or atleast not without tons of highrunes to make it viable. The only thing really keeping me from trying out so much more is inventory space and character slots. Those are the two main QoL we need. If nothing else we need those two things before D2R sunsets into maintenance mode.

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Regardless of what they add, ladder should always take priority over content. They shouldn’t delay ladder by 6 months just because a big patch is coming. I’m not saying they need to crunch, but they should either 1) delay the patch until next ladder or 2) launch the patch mid-ladder.

I don’t agree with a lot of this though.

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First of all, we need to remove the diminishing effect of FHR and make it the same as legacy.

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There’s so much I can respond to here but.

There’s already exploding arrow which fills the role of a non-cast delayed exploding fire attack. Removing the cast delay on immolation arrow would just make everyone use that instead of exploding arrow, and will make cold bowazons inferior to fire bowazons.

If anything, the casting delay should be extended and its burning damage, exploding damage and radius increased.

Forgetting that I don’t agree with this suggestion, what level this is bares no impact since teleport skill level only changes mana cost, which charges don’t consume.

And if this change were to happen, then the mana cost of the native teleport skill should triple.

D2R will not likely get any more major updates once D4 hit next year.

I think the game is good as it is and should not have any more changes, terror zones are a nice addition and end game viable.

Changes involving making major new graphics (as for skills, movements, etc.) will not be done anyways, art design phase is over. Also some ideas would require drastic overhauls of the system. Not gonna happen. Minor tweaking stuff, yes.

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