The Dream PatchNote


New character Mode option


To welcome those changes without imposing them on those who want to enjoy the remaster in its Pure form, a new game mode will be proposed on character creation alongside ladder/non-ladder , classic/expansion, softcore/hardcore

This new option will make you choose between Remaster/Rebirth

Remaster character option allows them to play the game as it was released on launch, bugs aside

————————————————————

=> Poison length reduction now applies to the poison you deal

————————————————————

This as for effect of making poison more concentrated

Poison that used to deal 100 damage over 10sec could now be lowered to 100 over 5sec

————————————————————

=> Splash damage as a side product of knockback

————————————————————

Melee splash through Knockback Aka: killing 2 birds with 1 stone? Giving melee more aoe and at the same time making a mechanic very bad for melee more interesting. And all this with thematic, logic and physics

Knockback is crap for melee since it moves the monster away from your melee range but of we give the special perk of splash to Knockback it would put a solid balm on his horrible drawback. You now have the choice to play without Knockback and therefor no splash or live with the Knockback and the awesome effect it creates

#Logic and theme behind the concept:

We all agree that pushing somebody into other people transfers that energy

Following this, it would only makes sense that knock back causes the same thing and since damage is energy, the transfer of energy is damage

So it would make absolute logic that Knockback transfered damage in a semi-conical shape in the direction of the Knockback

#Things to know about Knockback

Knockback is a really despised mechanic for melee but tying a splash damage to it would make it way more interesting and wanted

It’s also a Stat you can decide to acquire or not

I would tune down the existing sources to create more insentives to stack it and make it harder to benefit from that great mechanic

There is something to know about Knockback it’s that the distance is based on the size of the target. There are 4 catergories

  • small (100% distance)

  • medium (50% distance)

  • large (25% distance)

  • immovable (0%)

Knowing that this would alter the shape of the cone

Smaller monsters would generate longer but narrower cones

Larger monsters generate larger but shorter cones

Like crushing blow, I would apply a damage penalty to bow generated splash

—————-

It would be awesome to have mechanics buff rather than just number tweaking

Skills like Bash have 100% chance to KB so it would make this skill super flavourful, it would compensate it’s boring single target and lack of effect

So you make 2 bird 1 stone, you make Turn Knockback from a negative to a positive mechanic and you help melee

TLDR: enemies in the line of the Knockback receive a fraction of that damage by getting bumped by the knocked back monsters

This wouldn’t be much of “ADDING” a mechanic but rather improving an existing one


Super Unique Unique models


The talented artists at blizzard have worked on super uniques to give them each their own Unique model.

Keep in mind that Diablo 2 was rushed and cut short to fit a certain release date constraint which forced the devs to use shortcuts like simply recolouring special monsters to make them different than the normal ones

Instead of being slightly different, super unique monsters now have their own models that reflect their name and story.

Ie: The Countess isn’t just a recoloured dark huntress, she’s now represented with her canon black dress soaked in blood

Ie: tree head wood fist is now a Brute with a Tree head and a trunk arm


=>The 9 Circles of Hell ladder challenge

Note: could be less circles, 9 is thematic to Dante’s inferno. Could be lowered to 4 like Diablo 1 area 13-16 but it would create a steeper progression and i think we should avoid the D3 Inferno mistake which cranked difficulty too fast

How it works

Beat Nightmare and you appear in act 1 of the 9th circle of hell

Only this circle grants you skill/stats/resist rewards. But to compensate, it grants respec

Besting the 9th circle of hell you gain access to the 8th circle of hell which is harder, +2 to all Monsters and area levels

Follow this concept until you arrive at the final circle of hell where All areas are at least alvl85 allowing people to farm in new ways but beware, everything is harder…Diablo is now stronger than Uber diablo


  • This would open farming to all the areas of your liking

You would see people doing full clear countess runs, hell tombruns, cow game would be back on the menu

This way the game doesn’t get new content, it just unlocks already existing content to new approaches

  • This would also be a Huge component of the ladder, now not only people look for who’s going to be 99first but also who is going to beat Final Hell first

This is the minimum alteration of the game I think we can do to get something close to an endgame buff but it comes at a huge cost in difficulty… this isn’t powercreep, it’s risk vs reward

Note: people often talk about /players x command on bnet but this is different, /players x only affect “no drop”, it doesn’t change the a/mlvl which is important for drops limitations which is why people do Pitruns, it’s alvl85

The ladderboard tracks those who reaches the highest difficulty

**=> The bounty ladder challenge **


Each new game created you can seek for Natalya. She will tell you that her order has spotted strange activities and a high concentration of monsters in X area. She will ask you to cleanse this area

This mechanic greatly increases the density of monsters of this area

There is also a super unique and a super chest that randomly spawns in the area

The ladderboard tracks the total Life of monsters killed


Pvp ladder


This one ranks players by their pvp ability

It’s account based so there’s no new char spamming to abuse the system

You start with 100points and when you kill somebody you gain 5%of his pts and he loses 5%, but only 1% if hostility isn’t mutual


Holy grail ladder


race to the first with all items. To ensure the validity of the entries, it only accounts items that were first picked up by you. So no selling of unid items to trick the holy grail.Comes with the introduction of the Holy grail tab


=>Spawning Dclone through Unique item sink

Note these values are examples, blizzard could tweak them to make them bigger or smaller

  • Each unique/set item are yielded a %chance to spawn Dclone based on rarity( ie:minimum soj to spawn Dclone is 75, so let’s say soj has 4% chance to spawn Dclone, mang song being 10x rarer would be 40%, the ward being 20x more common than soj would be 0.2%)

  • If you are the one that triggers the event, Dclone spawns in your game, X number of random game that have Baal quest completed see the event trigger as well

Voilà! Now you have a way so that everybody, rich and poor can participate in

Every unique/set item that drop now has a value/meaning and you got a sink/purpose for those items rather than leaving most of them on the ground. You bad luck streak finding only bad unique could be saved by those crappy unique spawn Dclone

This would give back the thrilling feeling of finding unique items to all of em, good and bad

That Eth Griffon you find isn’t completely useless anymore, it could exponentially increases your chances of spawning Dclone due to its rarity

Dclone spawning on soj is an incitement to dupe and a way to launder those duped items… that’s kinda dumb

Dclone SOJ counter was basically introduced to fight against duped soj, but nowadays there is no reason anymore to sink duped soj, if this stays based on soj, not only only rich people will be able to participate which would kill the community event aspect of it but it actually incite people to actually dupe soj to feed the mechanic lol Blizzard should learn from the Indian cobra bounty failure: wikipedia,org/wiki/Perverse_incentive)

Note: this doesn’t make Dclone easier to spawn, there wouldn’t be much more Anni’s floating around, but it would make it a real Community event rather than hackers/cheater incited to dupe soj and sell them to launder them and make profit

It would turn the Dclone event from an Lottery with only golden tickets to a lottery where there are golden tickets as well as bronze, iron, copper, silver ones


=>Quality of item

Base items can spawn Crude/Low quality/Cracked/Normal/Superior

This system is now expanded to magic/rare/unique/set items

Pristine rarity is added and has a 30% increased effect

A cube recipe is added to improve the quality of items up to a maximum of “normal”

On top of that rarity items now spawn with a quality.

So you could get a lower quality Grand father, cube it to up it to normal. But you could also get a superior or prestine one


=>2Handers affix bonus

Let’s determine that buff based on the difference between 2hander and 1h+shield

Since 1h+shield can reach 10sockets and 2h can reach 6 sockets

((10-6)/10)*100=40% potential difference

Therefor a 40% buff is applied

So a archon staff base now can spawn 1-4 x skill implicit

Grand Father now rolls higher from 203-649 now 226-793

You could roll a +4 skill Hoto in a archon staff base that has 1-4implicit skill

There is almost no 2hander used in endgame builds, this would give them flavour for sure

2hander is now flavoured around concentrated power

And 1hander and shield are about versatility and defence


=>Class specific unique/set items to spawn class skills

Stuff like unique scepter is now able to spawn up to 3 random skills on it like white/rare/magic do

This would be a really fun chase to find good combo

Ie: mang song with +3 fireball implicit, making it a +10fireball staff

Ie2: aldur helm with +tornado

Ie3: astreon with +hammer

I think that adding this to the game could revalorize plenty of class oriented base unique and create a more healthy balance between unique and runewords


=>Synergy system 2.0

While the intent behind synergy system was noble, it ruined a lot of aspects of the game

  • it kills skills with bad synergies

  • it kills skills with too many synergies

  • it kills skills with too low synergies

  • it greatly weakened the concept of Hybrid build

  • Kills the choice of options when dealing with immunities

  • it killed most of charges skills

  • it killed most of Oskill

  • it killed most of Trigger skills

  • it greatly weakened build diversity

————————————

The current synergy system is bad, By “bad” I mean the damage only aspect of synergy system. By being damage only it make it so skills that get low total %damage synergy or decent total damage synergy but with too many synergy are doomed, they can never be good or take too much investment to even be decent.

Also the way synergy system got implemented was bad because it mostly add synergies on the same branch of the tree, so if you make a fireball sorc, your synergies are also fire which sucks in terms of tactics against immunes. So if you want to be hybrid it will most likely suck/be impossible because you would need 2 skills with few synergies and high total damage% from sysnergies

The way they added synergy system also killed item granted skills… those skills were already balanced by being low level in a mindset of not requiring synergies, but since they added synergies they have been kept at the same low level and cannot benefit from synergies on other classes.

—————————————

A better approach to Synergies would have been skill effects based on general skill type rather than Class and damage restricted

  • projectile
  • melee
  • cold
  • fire
  • magic
  • physical
  • lightning
  • poison
  • area
  • buff
  • summon

Here’s a quick display(fine tuning required) of what it would look like based on what i started to do for a Mod i wanted to make before Blizzard cut mod support

docs.google,com/spreadsheets/d/1mRk7BNo9Mf5HciVSb0aFXuZcU1joQhPbSesyrHTmqJI/edit?usp=sharing

————————————-

Then the synergy bonus from each skills is special perks proper those skills

Ie: magic arrow’s synergy bonus:

  • Gain 1 additional projectile per 10 projectile skill hard point

  • Gain 5%attack rating per attack skill hardpoint

  • gain 5% magic damage per Magic skill hard point

That way a sorc/pally/barb/necro/assassin using a bow could invest in their projectile/attack/magic skill to get that bonus on Witchwild String

Other example of what could be done with such system , take Vengeance

Ie: Vengeance’s synergy bonus

  • gain 5% fire damage & 1% chance to cast firestorm(same level as vengeance capped at 20) when striking per fire skill hard point

  • gain 5% cold damage & 1% chance to cast Glacial spike on striking per cold skill hard point

  • gain 5% lightning damage & 1% chance to cast shock web on striking per lightning skill hard point

  • gain 5% attack rating per Attack skill hard point

This system also makes it less reliant on “same type skills”. Ie: fireball being synergized by fire bolt which are both pretty much the same skill. But with this system you could buff your fireball through aoe,projectile and fire skill … allowing you to synergize fireball with a plethora of choices that aren’t just a projectile fire spell like it

TLDR: by changing specific synergy skills to more general type synergies you

  • revive ctc

  • give some love to cross class oskill

  • improve viability of builds that use more than 1 tree type

  • give a lot of flexibility in your choice of synergy

  • allows you to customize your skills


=>Enigma

Enigma now has a new modline “Afflicted by Level 20 Blood mana curse when equipped” (Lvl20 blood mana: use life instead of mana with 100% increased cost)


=>Mouse confinement

Added an toggle option that allows you to select if you want your cursor to be confined to you game or not when using the fullscreen game setting


=>Offline character profile

You now have access to your character’s informations (character sheet+Gear+merc) while not connected in the game

Other players can also have access to this information via a link you can share


=>Merc upgrade

Act 1 merc:

Now uses a rare quiver bound to the merc, this quiver has (*lvl) affixes, the mods of this quiver can be reroll via Ashera with gold cost

normal Merc now use strafe and exploding arrow

  • nm Merc now use immolation arrow and guided arrow

  • hell Merc now use freezing arrow and multi shot

Act 5 barb:

  • can now use all weapon types

  • Norm Merc now use berserker and battle cry

  • Nm Merc now use throw and find potion

  • Hell Merc now use frenzy and howl

As for act 3 merc, they are iron wolf like was D1 sorcerer:

  • don’t try to melee anymore

  • norm Merc now use flame/shock/cold wave

  • nm Merc now use fire/cold/lightning elemental

  • hell Merc now use apocalypse fire/cold/lightning


=>Indestructible affix doesnt prevent the item from spawning ethereal anymore


=>Socketing upgrade

Unique/set/Rare Items that can spawn 5-6 socket now can roll 1-2 sockets at Larzuk/cube recipe
Magic items that can spawn 5-6 sockets now can roll 3-4 sockets at Larzuk/cube recipe


=>Kicking players

You can now kick players from your game


=>All skills can now be used on both mouse clicks

Obviously restrict auras from character skills to 1 to avoid abuse

This would help so many builds, melees especially

It’s annoying to have a 3skill(wc,teleport,find item) rotation on right click for a singer but a Paladin only have 2( teleport conc) because somehow blessed hammer is allowed on left click but not war cry

It’s annoying that melee builds cannot benefit from the melee auto targeting mechanic on right click as soon as they have auras or other stuff that require right click

Note: for those who don’t know right click+melee skill has a special mechanic that makes you automatically attack monsters you encounter

You can make fun of console how much you want but damn the controls are superior just because of this

Changing this doesn’t changes the game, it makes it less clunky and more enjoyable


=>Immunity replacement

Immunity are no longer a thing, they are now replaced with Super-resistant mechanic.

99% is now the maximum resistance a monster can have

Overcapped resistance still counts for resistance reduction and the overcapped resistance penalty (⅕) still exists

Overcapped resistance provides %life increased in exchange to the monsters. Meaning a monster with 125 fire resistance will have 99% effective fire resistance + 26% increased life bonus


=>Runeword over-restriction removal

Runewords that require is specific item class to be created are no more, instead they now are all limited to Gearslot. So no more “can only be made in a sword”, its now “ Can only be made in a weapon”
Runewords can now be created in Magic/rare/set/unique items but with a harsh effectiveness penalty of 25%/40%/50%/60% respectively and this on both the stats granted by the runeword and the base item


=>Shrine/Curse/Buff&debuff

Shrine now protect you from curses, up to 10 times
You can now have multiple shrines at once
Shrine also apply to nearby party members when activated
Curses do not share the same spot as battle cry anymore


=>Ingame lootfilter

The game now has a loot filter that allows you to hide undesirable items but also personalize the appearance of items you may want to be more noticeable


=>Game creation/Join

Game name now increments from you last game if that game name ended with “-#”

refresh game list should be player triggered only

  • like console and D3, being able to filter/tag the activity of the game(not a replacement for current game system but rather as a filter) Baal run, chaos run,farming,trade,progression(updates in real time in which quest and act the game is),service,pvp

  • Game run timer

  • game you click on is copied to top box

  • players/description should be only one tab not 2

  • there should be a search box

  • you should be able to sort by new/fullness

  • there should be a game type like on console so people can choose act/quest/run/trade

  • kick player from game function(some restriction to avoid ruining hostility system)

  • typing the name of the game should show it’s information like when you click on it

  • you should be able to link items in your game name/description

  • longer game names

  • don’t need to leave the game to create a new one, you have access to it from ingame


=>Social

The game now has a serverwide chat where people can chat together
You get your friends activities notified to you like it was back in D2lod “ “xXreaperxX has joined a Hell game called Boobiesbaal-32”
Text colours are brought back to D2lod colours. (Gold=Game System, people joining/leaving games, soj counter, white=ingame, people chatting ingame, green=Whispers, people and friends whispering to you, blue=Server system, servers are going down, etc


=>Anya quest reward upgrade

[visual representation of the process: imgur,com/eziwaIc

Disclaimer: Have to mention beforehand

  • completing the quest grant you 1 for free, so 3 free shots like Akara’s respec

  • This is only a visual transmutation, not stats is changed to the item in the process

  • Theres also a toggle created to switch Alt art on and Off for people who wants to know what other wear during Pvp (ideally inspect function)

  • there is also a warning message when trading a personalized item

  • The used item is gone… sacrificed in the process, cant get it back

  • this would have for effect to valourize items that look great/special but are bad, ie: Girswold edge or BoneSnap


why standard of heroes? First because it has no value and also Because Standard means “Banner, a visual representation of what you represent” and Heroes, therefor Standard of Heroes means " The visual representation of heores" and [Anya Kinda thinks you are a heroe: imgur,com/VW48DLW

The term Transmog doesn’t belong in Diablo franchise, even less in D2, by definition transmog is to change an appearance to look grotestque and funny, that’s not what we would aim in Diablo 2, we want to look good, heroic and intimidating. I’d called it personalized gear


=>We brought back organs

  • monsters now drop organs
  • Those organs have different ilvl and different effects
  • Those organs are used to craft White items into magic/rare items
  • ie: Heart= resistance, Brain=Skills, eye= damage. Fallen being fire oriented monsters, they heart would tend to give fire resistance to an armor, fire penetration to a weapon
  • Organs were originally meant to drop in D2 and be used to craft items

=>Diablo loot table

Diablo and his lieutenants now have the right drop table according to the Level
The game is named after him afterall


=>Crafting upgrade

over 90% of crafting recipes are garbage, here is how to make crafting better and how to improve the appeal to those lacking recipes

1) Goodbye specific item restriction

No more “to make a caster helm it has to be a Mask!”, welcome “Helm craft requires… a helm”

If the person wants to make it in a barb helm… let him do it

If the player wants to make a blood craft Bow… let him do it

most crafts have bad fixed mods anyway, having restrictions is just detrimental to the game, which is why crafting has never been a thing in D2 beside a handful of craft like caster ring/amulet and blood gloves


2.1) Magic affix retention

Make it so that the sacrificed item has an impact on the craft by having a chance to retain the affixes

So if you have +3 jav magic gloves and blood craft them, you have a slight chance of keeping that +3jav on your crafted gloves

The chance to retain the mod isnt big, i think that 50/50 at max ilvl is a solid base but again it could be balanced differently

that 50% chance is split if there are 2 affixes on the magic item

This would greatly increase the interest over magic items, more interest over itemization = more interest to the game


2.2)Retention bonus

i think it would be cool to make the quality of the jewel help for the retention as well, ie: rare jewel gives+5% chance to retain, facet 10% and then ilvl of the jewel gives between 1-10%(ilvl1 to 99). so a rare ilvl 80 jewel would add 13% chance to retain on top of the


3) Improving lacking recipes

Considering the improvements brought by previous changes, some of them are now improved

but global improvements need to be done to clearly differenciate the recipes and give them personal perks

Hitpower:

  • Weapon old: 5% chance of casting Slvl 4 Frost Nova when hit, Attacker Takes 3-7 Damage, +35-60% Enhanced Damage

-Weapon New:5% chance of casting slvl 5 corpse explosion on kill, +35-60% Enhanced Damage, 5-10% chance of deadly strike

  • Helmet old: 5% chance of casting Slvl 4 Frost Nova when hit, Attacker takes 3-7 damage, +25-50 Defense vs. Missiles

  • Helmet new: 5% chance of casting Slvl 4 Amplify damage when hit, adds 3-7 damage, +25-50 Defense vs. Missiles

  • Chest Old: 5% chance of casting Slvl 4 Frost Nova when hit, Attacker takes 3-10 damage, 10-20% Faster Hit Recovery

  • CHest New: +30-50% Enhanced damage, Attacker takes 3-10 damage, 10-20% Faster Hit Recovery

  • Gloves old: 5% chance of casting Slvl 4 Frost Nova when hit, +3-7 Damage to Attacker, Knockback

  • Gloves new: 5% deadly strike, Adds 3-7 Damage, Knockback

  • Belt old:5% chance of casting Slvl 4 Frost Nova when hit, Attacker takes 3-7 damage, 5-10% Damage to Mana

  • belt New: +10-20 strength, Adds 3-7 damage, 5-10% Damage to Mana

  • Boots Old: 5% chance of casting Slvl 4 Frost Nova when hit, Attacker takes 3-7 damage, +25-60 Defense vs. Melee

  • Boots New: ? , Adds 3-7 damage, +25-60 Defense vs. Melee

  • Shield old: 5% chance of casting Slvl 4 Frost Nova when hit, Attacker takes 30-100 damage, +5-10% Blocking

  • Shield New: 5% chance of casting Slvl 4 Enchant when hit, Attacker takes 30-100 damage, +5-10% Blocking

  • amulet old: 5% chance of casting Slvl 4 Frost Nova when hit, attacker takes 3-10 damage, 5-15% Chance of Monster Flee

  • Amulet new:5% chance of casting Slvl 4 Heart of the Wolverine when you Kill, Adds 3-10 damage, 5-15% Enhanced damage

  • Ring old: 5% chance of casting Slvl 4 Frost Nova when hit, Attacker takes 3-6 damage, +1-5 Dexterity

  • Ring new: 5% chance of casting Slvl (plvl*0.2) Bone spear on hit, adds 3-6 damage, +10-25 Dexterity

Caster:

  • Weapon old:4-10% Regenerate Mana, +10-20 Mana, +1-5% Mana Steal

  • Weapon new :4-10% Regenerate Mana, +10-20 Mana, +1-2 to skill level

  • Helm old:4-10% Regenerate Mana, +10-20 Mana, 1-4% Mana Steal

  • Helm New: 4-10% Regenerate Mana, +10-20 Mana, 5-15% cast speed

  • Chest old: Regenerate Mana 4-12%, +10-20 Mana, +1-3 Mana Per Kill

  • Chest New: Regenerate Mana 4-12%, 5-10% increased mana, +2-4 to random spell

  • gloves old: +4-10% Faster Mana Regen, +10-20 Mana, +1-3 Mana Per Kill

  • gloves new: +4-10% Faster Mana Regen, 5-10% faster cast speed, +5-10 Mana Per Kill

  • Belt: fine

  • Boots old: Regenerate Mana 4-10%, Mana +10-20, Max Mana +2-5%

  • Boots new: Regenerate Mana 4-10%, Mana +10-20, Max Mana +5-10%

  • shield old :+4-10% Regenerate Mana, +10-20 Mana, +5-10 Blocking Percentage

  • shield New :+4-10% Regenerate Mana, 10-15% damage gained as mana, +5-10 Blocking Percentage

  • ring: fine

  • amulet: fine

Safety:

  • Weapon old: Reduced Damage 1-4, Reduced Magic Damage 1-2, +5-10% Defense

  • Weapon new: 5% chance of casting slvl(plvl*0.2) Frost Nova On hit, +35-60% Enhanced Damage, Hit blinds target

  • Amulet:Reduces Damage 1-4, Reduces Magic Damage 1-2, +1-10% Blocking

  • Amulet:Reduces Damage 1-4%, Reduces Magic Damage 1-2%, +1-10% Blocking

  • Ring old:Reduces Damage 1-4, Reduces Magic Damage 1-2, +1-5 Vitality

  • Ring new:Reduces Damage 1-4%, Reduces Magic Damage 1-2%, +5-10 Vitality

  • Helm old:Reduces Damage 1-4, Reduces Magic Damage 1-2, +5-10% Lightning Resistance, +10-30% Defense

  • Helm New: Reduces Damage 1-4%, Reduces Magic Damage 1-2%, +1-3% to Lightning maximum resistance, defence, +50-100% Defense

  • Boots old: Reduces Damage 1-4, Reduces Magical Damage 1-2, 5-10% Fire Resistance, +10-30% Defense

  • Boots New: Reduces Damage 1-4%, Reduces Magical Damage 1-2%, +1-3% to Fire maximum resistance, +50-100% Defense

  • Shieldold: Reduces Damage 1-4, Reduces Magic Damage 1-2, 5-10% Resist Magic, +10-30% Defense

  • Shield New: Reduces Damage 1-4%, Reduces Magic Damage 1-2%, 5-10% Magic absorb, +150-200% Defense

  • Gloves old:Reduces Damage 1-4, Reduces Magical Damage 1-2, +5-10% Resist Cold, +10-33% Defense

  • Gloves New: Reduces Damage 1-4%, Reduces Magical Damage 1-2%, +1-3% to maximum cold resistance, +30-80% Defense

  • Chest old:Reduces Damage 3-9, Reduces Magic Damage 2-5, Half Freeze Duration, Increased Defense 10-30%

  • Chest New :Reduces Damage 3-9%, Reduces Magic Damage 2-5%, Cannot be frozen, Increased Defense 50-100%

  • Belt old:Reduces Damage 3-9, Reduces Magical Damage 2-5, 5-10% Resist Poison, +10-30% Defense

  • Belt New:Reduces Damage 3-9%, Reduces Magical Damage 2-5%, +1-3% to maximum poison resistance,50% reduced poison length, +50-100% Defense

Blood: ( to be continued)

  • Weapon old:1-4% Life Leech, +10-20 Hit Points, +35-60% Damage

  • Weapon new:5-10% Life Leech, 5-15% open wounds, +35-60% Damage

  • Amulet old:1-4% Life Steal, +10-20 Hit Points, 5-10% Faster Walk/Run

  • Amulet new:1-4% Life Steal, 3-5% increased life, 5-10% Faster Walk/Run

  • Ring old:1-3% Life Leech, +10-20 Hit Points, +1-5 Strength

  • Ring new:1-3% Life Leech, 1-3% increased life, +5-10 Strength

  • Helm old :1-4% Life Leech, +10-20 Hit Points, 5-10% chance of Deadly Strike

  • Helm new:1-4% Life Leech, 3-5% increased life, 5-10% chance of Deadly Strike

  • Boots:1-3% Life Leech, +10-20 Hit Points, +5-10 Life Regeneration

  • Boots:1-3% Life Leech, 3-5% increased life, +5-10 Life Regeneration

  • Shield old:1-4% Life Steal, +10-20 Hit Points, Attacker takes 4-7 damage

  • Shield new:1-4% Life Steal, 5-8% increased life, 5% chance of casting slvl 1 life tap when struck

  • belt old: 1-3% Life Leech, +10-20 Hit Points, Open Wounds 5-10%

  • belt new: 1-3% Life Leech, 2-4% increased life, 15-30% increased chance of potion crit

  • Gloves old:1-3% Life Leech, +10-20 Hit Points, 5-10% Crushing Blow

  • Gloves new:1-3% Life Leech, 2-4% increased life, 5-10% Crushing Blow

  • Chest old:1-3% Life Steal, +10-20 Hit points, 1-3 Demon Heal

  • Chest new:1-3% Life Steal, 5-10% increased life, 10-30 Demon Heal


Conclusion

I can imagine all the Jeweller’s Plate of the whale getting destroyed trying to do a blood or hit power craft on them hahaha

So combining the 2 you could have people trying to sacrifice their:

+6 skill sorc orb with caster craft

Cruel GMB of the fool with Blood craft

etc

this would help crafting a lot rather than having only 3-4 good craft out of 40

People would be hoarding rare and high ilvl jewels, people would be identifying magic items in hope of getting cool affixes to sacrifice to RNGesus, that would be an awesome buff to endgame


=>Ingredient stacking

Runes, gems, organs, keys, token now stack everywhere(inventory, stash,trade, vendor,cube)


=>Inspect others

Like in the good old days of D2Lod maphack, you can now inspect the gear of others

4 Likes

I guess that you think if you post the same thing a bunch of times, it’s going to happen?

11 Likes

Don’t blame me, blame this crappy forum format that doesn’t even have a Bump feature nor allow you to bump

Oh my, close your eyes Blizzard.

7 Likes

You have wayyy to much time on your hand to go through the trouble of thinking and then typing all that out.

3 Likes

Most of these ideas are gross.

5 Likes

I mean… it’s not really hard/long when you have gone through what you need to type to get a master degree and a PhD

Also, the game has been out for 20years, you have a lot of time to mature ideas in that span haha

1 Like

i dont like exclusive content
instead, just make a map system where all areas are lvl 85 and have the chance to spawn the same amount of uniques/champs, the same trash density, random game map and random mobs and in the end a random act boss @lvl99

make it so the door to the next area is locket until 50% of the monsters are dead(half of trash and half of uniq/champ) so you cant just tele to the boss

keep the 9 circles/lvls thing, i like it

any system is better than the current one
+1

i know its a rng game but we dont have to go that far

i dont know what this means, same as ethereal but 30 instead of 50?

TC87 itens and some others could have a buff
like give ty might 5+ all skills and 150% enhanced dmg

+1

ideally, synergies should change the skill it self not just plain %dmg
+1
in addition, remove the cast animation for skills like nova, frost nova and poison nova(keep the fcr bp) making those viable as on moving builds.

give it a 3 sec/75 frames cd and we are good to go

it really need an update
+1

an expensive cube recipe with zod to make an item indestruc would be nice

+1

i dont know…a cap of 110% for monres would solve this problem

very easy to change it with modding
+1

something should be done about curses, now only treachery/fade is “viable”
+1

its already this way with some limitations
but you need a little moding expertise
so make it more democratic
+1

1 Like

yet ANOTHER silly AF & repeat thread by one of the biggest out of touch users of this forum. This guy probably writes more nonsense on here than play video games lmao…

Please do not bump troll threads and posts made by Stanner, Sekscalibure, vicVinegar, MEZKd2r, NOOBLMAO, Sareyene, Mifesto, MrEos, NeoRizer, RandyBoggs. Thank you from the D2R community.

1 Like

Tf did I just read….

A Roadmap on how to make this legendary game even better and last another popular 20years

Looks like a roadmap to some stupid sh*t to me🤷🏻‍♂️

7 Likes

im not sure which is crazier. that he wrote this giant wall of hilarity. or that you read it all and made Bullitt point replies.

I’m not sure which is crazier… that purists attack the topic&author because it doesn’t fit their narrative or that they attack people trying to participate in the topic like normal civilized human beings

Shows who are the good and who are the bad guys on this forum

2 Likes

The only thing that I would definitely agree with is having different versions of D2R. One that would be for radical changes if they are gonna make such changes and one that is for D2R to basically stay as it is.

Well “radical” is subjective

For the majority having stacked rune&gem is a minor change, but for some purist it’s the end of the world, it completely changes the identity of what is Diablo 2

So to avoid this kind of over reacting, split mode is a must

Would it be radical to you if everything in D2 from skills, gear, attributes, etc… were all made to be identical to D3. Where the only thing that would be left of D2 that is still in D2 would be the title D2R although I would call it D3D2R. The names of the classes, the monsters and the story. I do believe that anyone would call it radical. Making D2 as a What if D2:LOD was made like D3.

I want some of whatever OP is smoking.

2 Likes

once again with the ad hominem. do you want to talk mate, we can be adults and help you get through this rough phase

why is purists automatic defence response to change “But D3!” Anyone that sees changes to D2 as making it into D3 lacks the mental capacities to understand what makes the core of games

I see some interesting ideas, some that have merit, and some that are just plain awful.

I work with PhDs every day that couldn’t tie their shoes if you asked them to, what’s your point? Lol