First, I noticed no one has commented on my suggestions to improve the chance to hit of base items:
Suggested Changes to Base Weapons for 2.5 - General Discussion - Diablo 2 Resurrected Forums (blizzard.com)
I thought that at the least the proposal to make the plus AR on Superior Weapons be from 100 to 300, instead of the current laughable 1 to 3, would be universally supported. Maybe it’s a bit of a boring topic, but really if you support increasing the ways to gain chance to hit of non-caster builds could you comment and support it?
Half Freeze Duration:
There are a lot of items that give Half Freeze Duration, but that aspect of the item is essentially useless and discounted when evaluating them because you need Cannot Be Frozen.
One solution would be to replace all Half Freeze Duration with Cannot Be Frozen.
But I think the better solution would be to make it so Half Freeze Duration stacks. That way if you have 2 items equipped with Half Freeze Duration, it’s the same as having Cannot Be Frozen equipped.
That would suddenly make different equipment choices more viable.
Charges
On the subject of charges, first of all, I think most items need the number of charges drastically increase. Usually at least by a full order of magnitude. If using charges is going to be viable, then you need to be able to not need to recharge before you’ve finished a goal. Although I suppose that might need to be assessed item by item.
A more general problem is the cost of recharging those items. Simply increasing the number of charges will help, because it makes the cube recipe more viable.
However, something I’ve noticed - maybe I’m wrong and feel free to correct me if I am, but it seems that the cost of recharging items and item rarity is intertwined.
Basically, it costs more to repair a rare or unique compared to repairing a plain white item. Which is fine, that makes sense. But then from what I can tell recharging charges on a simple magic item with charges as the only affix costs less than recharging the same charges on a unique. At least that seems to be how it is when using teleport charges on Naj’s Puzzler vs a simple Teleport Staff.
Can the cost of recharging be broken out of the “rarity” surcharge so that recharging costs are only based on the number of charges?
And finally, the level of the charges and/or type of spells needs to be reviewed. Because while lvl 1 Amp Damage charges are very useful, as are Teleport Charges, things like lvl 4 Charged Bolt are definitely not.