Wish list for a better 2023 diablo 2R experience

Hello. I,m a kinda veteran diablo 2 player, 20 years playing since the battle chest box. But im in the slow side, i,m a regular player at best, for that reason i play pvm most of time and sucks in pvp. I dislike the elitist players and the toxic d2r community in general, and believe those type of people are the worst part of playing this wonderful masterpiece. In a positive way, i propose humbly some changes to the game for the upcoming patchs. English is not my native language, please be kind.

1- Diablo 2 is a game about kill, survive, farm, loot and collect. The loot and collect have (imo) some issues that can be fixed.
a) Stack gems and runes.
b) Add a sort option in the stash.
c) Add a “trophy stash”, for collectionists. If you put any item in this stash, the item is permanently deleted but it is added to your Trophy stash. This way you can try to collect all unique ítems, runewords and set ítems without mule characters.
d) Add a special item for the 100% trophy stash players (collect all Ă­tems in game). For example, A special charm with 50% bonus to rune drops, account binded. It is a super bonus, but it is a super achievement to have 100% collected Ă­tems. Make this item Ladder only this way people Will keep playing on Ladder and is a buff for the game economy.
2- Sunder charms break the balance on the game. Immunities are a core mechanic of diablo 2, and sunders make the game to easy for some classes (Cold Sorcs!). Make the Sunder charms lvl 90 and remove the penalty. This way, leveling up over lvl 90 will make sense to a lot of players, you have a ultra end game item, and you prevent the actual unbalanced sunder mechanics.
3- Make stats matters. In the actual state of the game, all vitality is the way to go for 99% of builds. I propose the following changes:
a) Strenght: 1.5% increase damage for melee weapons for point of strength. (vs 1%)
b) Dexterity: 1.5% increase damage for ranged weapons and claws for point of dexterity. (vs 1%)
c) Vitality: is ok
d) Energy: 0.5% reduced mana cost of skills and spells for point of energy. (75% cap)

4- Armor types matters, make the armor of choice have an impact on the game experience:

a) Heavy armor: 50% of armor defense stat remains while running.
b) Medium armor: 50% defense bonus against ranged attacks.
c) Light armor: 50% reduced repair cost

5- Remove charges on Ă­tems, and make the spells and skills permanent ( remove teleport of course and change it for other spell). Just imagine the Hundreds of new builds with spells and skills like corpse explosion, amplify damage, hearth of wolverine, venom, grizzly, revive, etc, being permanent skills. This Will revamp a lot of unused unique Ă­tems and Will help to enhance the build diversity.

6- Revamp Zod rune. Item is ethereal and indestructible. New horadric cube recipe: zod rune + perfect skull + ethereal item = non ethereal item.

7- Rebalance some weapons:

a) Crossbows: ignore defense.
b) Daggers: ignore 50% psysical resistance of enemies (25% bosses) (50%cap)
c) Throwing weapons and javelins: add 1 socket option.
d) Claw: no strength req.
e) All 2 handed set and unique weapons: 2 sockets (vs 1)

8- Rebalance the mercenaries.

a) Act 1 mercenary: Add crossbows choice. Add a Brand new poison and plague javelin mercenary. Add decoy.
b) Act 2 mercenary. Is ok.
c) Act 3 mercenary. Add paladin shield option. Add orb and staves options. Add sorc masteries. 1 each 20 levels.
d) Act 5 mercenary: Change bash and stun for leap attack and concentrate. Add axe choice. Add 2 handed sword choice on frenzy mercenary. Change taunt for battle cry. Add a Brand new throwing weapon mercenary with double throw and throwing mastery.

9- Rebalance the set Ă­tems:

As we all know, 1.10 – 2.6 runerwords make the vast majority of set and unique ítems obsolete. The game has become a rune Hunt simulator, and bases are a lot more valuable than unique or set ítems. 99% of player Will quit the game if enigma is removed from game, for example. This not need to be this way. Revamp set item and make the valuables again:

A) Aldur set:
Add 150% damage increase on weapon. Change the 50-75 LDamage for 100-150 magical damage. Change 50% damage to undead for 200 % damage to undeads. Make the weapon base devil star. Change the armor skill bonus to 1-2 all druid skill bonus (varies). Add 30-50% mf to Helm (varies).
Complete bonus: Add: Ravens become permament, and summon limit is 10. Spirits become immune to all damage, and can be summoned all at the same time. The vines effects affects all allied controlled units( mercs and summons) and can be summoned all at the same time. Poison creeper add rabies damage.

B) Angelic set:
Add 75% bonus damage. Change the 75% bonus on weapon (2 items) for 100% damage to weapon. Complete set: add level 1 sanctuary aura.

C) BK children:
Remove knockback(please) on 2handed weapon. Make both weapons indestructible. Complete set: Add both weapon become ethereal. Add 20% bonus to move speed.

D) Cow King:
Complete set: transform in a cow. Change the 100% bonus to gold find and MF for 150% bonus.

E) Griswold set:
Armor: add 40% bonus to mf (2 items). Helm: change the 5%bonus to all resist to 10-15% bonus to all resist (varies). Weapon: Add 30% crushing blow (complete set). Full set: Add 250% damage to demons. Paladin can have a secondary defensive aura (except salvation, meditation and redemption) at the same time. Add 20% to all max resistances.

F) IK set:
Weapon: change the 35-40% crushing blow chance to 50-60% crushing blow chance.
Complete set bonus: Add the barbarian is immune to slow effects. Add warcries dispell curses and venom. Add barbarian ignore psysical resistance of enemies.

G) Mavina set:
Weapon: Add 20% crushing blow chance. change 10 % chance to cast nova to 10% chance to cast lvl 8 static field (3 item bonus). Belt: Add cannot be frozen.
Complete bonus: Add 100% deadly strike chance on frozen or cold enemies. Add amazon can summon 2 valkyries at the same time.

H) Naj set:
Weapon: Remove teleport charges. Armor: add level 1 teleport ( 2 items bonus, enigma alternative).

I) Natalya set:
Weapon: buff the 12-17 fire damage to 100 fire damage. Add 1-300 lightning damage. Add indestructible. Add 25 dexterity (2 items bonus) Helm: buff magic damage reduced by 3 to 10. Add damage reduced by 10 ( 2 items bonus). Armor: Add 12% cast level 10 reduce resist when stroke (3 items bonus). Complete set bonus: Add assasin can cast burst of speed and fade at the same time. Add assasin can cast shadow master and shadow warrior at the same time.

J) The disciple:
Amulet: add 20% damage go to mana. Armor: Add 100% enhanced defense. Change 25% chance nova when struck to 25% cast lvl 6 static field when struck. Change the poison damage to 8% chance to cast level 10 venom when struck. Boots: change half freeze duration to cannot be frozen. Add 20% cold resistance. Partial bonus: change the 22 poison damage to 220 poison damage over 3 seconds.

K) Trang oul set:
Full set bonus: Add reduce enemy fire resist by -30%. Add the necromencer spells lifesteal 20% of damage made. Add necromancer can summon all golems at the same time.

10- Buff unique Ă­tems:

A) Assasin claws:
Fire lizard: Add -30 % to enemy fire resist. Add 20% fire damage absorb. Buff attack speed from 15% to 30%. Add 8% chance to cast level 22 enchant on strike.
Jade talón: Buff damage from 190-240% to 240 – 300%. Add +20-30 % bonus to poison damage (varies). Change skills bonus to +1- 3 to all assasin skill bonus (varies).
Shadow killer: Add cannot be frozen. Add 15% chance to cast level 6 static field on strike. Add +25 % attack speed bonus. Add ignore defense.

B) Amazon Ă­tems:
Lycander flank: buff attack speed from 30% to 50%. Add 25% crushing blow.
Blood raven bow: Add 20%move speed bonus. Add level 5 revive (remove charges). Add 30% attack speed bonus.
Thunderstroke: Add auto repair. Change +3 bonus to lightning bolt to +3 bonus to lightning strike. Change 20% CtC lightning on striking to cast level 14 static field on striking.
Stoneraven: Add 30% bonus to attack speed. Buff the damage bonus from 230-280% to 280-330% (varies). Add 250% damage bonus to demons. Add +0.5 bonus to vitality by level. Add +80-130% bonus to defense (varies) Add +8-12% mana steal (varies). Buff magic damage from 101-187 to 200-300 magic damage.

C) Barbarian Helms:
Demon horn: Buff defense from 120-160% to 160-200% (varies). Buff the thorn damage from 55-77 to 150-250. Add 12% ctc level 5 amplify damage when stroke. Add +20-30 (varies) bonus to strength.
Halaberd reign: Buff +1 to masteries to +1-3 to masteries (varies). Buff replenish life from +15-23 to +30-40 (varies). Buff the 20% fhr to 40% fhr. Add +30-40 (varies) bonus to vitality. Add 15-25 % (varies) damage reduction.
Wolf: Remove charges, add level 15 summon direwolf. Add level 22 summon spirit Wolf. Add 20% bonus to move speed.

           Classes changes. 

A) Amazon:
can use polearms. 50% bonus chance to evade with polearms and spear weapons (75% cap). Impale: Add only spear or polearms weapons (no javelins). Add 1.5% chance of crushing blow by impale level. Add impale cause open wounds. Add Sinergy to fend 15%bonus damage for level. Poison and plague javelin: Damage can stack 3 times. Magic arrow: add synergies to all bow skills 2% bonus magical damage for level. Guided arrow: can pierce. Cannot pierce on pvp.

B) Assasin:
MA charges release automatically each 4th hit. Right click skill is released. Phoenix strike release in order (ice, lightning, fire) or by choice manually (like always). Traps are affected by - % resistances Ă­tems ( facets, etc.). Blade shield can procs all effects (crushing blow, etc.). Claw mastery add damage to kicks.

C) Barbarian:
Add bow/crossbow mastery (add to throwing weapons ). Barbarian (merc included) can use 2handed axes in 1 hand (like swords). Buff synergies to Frenzy, Double throwing, concentrate, and add synergies to WW.

D) Druid:
Buff attack speed of bear and Wolf. Werewolf form: add bonus 0.5% to speed move by level. Feral rage: Add synergy from fury. 10% damage by level. Fury: Add synergy from Feral rage. 1% lifesteal by level. Werebear: Add 1 damage reduced by level. Maul: Add synergy from shockwave 10% damage bonus by level. Spirit Wolf: change cold damage to physical damage. Ravens: damage is affected by auras and spirits. Spirit of barbs: return all damage, physical, magical, ranged and melee. Damage returned ignore enemy psysical resistance.

E) Necromancer:
Reduce resistance reduce magical resistance too. Fire golem is affected by all the necromancer bonus to fire spells (-fire resistance to enemies, fire mastery, bonus to fire damage, bonus to fire skills, etc.). Golem mastery add 10% damage to golems by level. Mage skeletons are immune to magical damage. Poison dagger: always hit. Poison explosion: doesnt need bodys to cast. Poison nova: damage stacks, the faster the speed cast, more damage. Fire golem: Add Sinergy from mage skeletons, +15% damage bonus to fire damage and holy fire damage by level.

F) Paladin:
Sanctuary: affect demons and undead. Remove knockback. Thorns: ignore enemy psysical resistance. Reflect ranged and melee physical damage. Vengeance: reduce 0.2 mana cost by level.

G) Sorceres:
Masteries affect elemental damage of weapons and charms on ranged and melee attacks.

Upcoming: More Buffs to unique Ă­tems suggestions.

5 Likes

you’re a softcore player. You shouldn’t be proposing any changes until you have quality experience in hardcore mode.

2 Likes

A different take on your armor section:

Light - Add big movement buff, and much less def than is currently
Medium - Regular movement, and same def it is currently
Heavy - add big Movement debuff, and much more def than is currently

I like your idea of letting heavy keep armor while moving, but I think this changes alot about the game for the technical players. This is also my sentiment about much (not all) of your post…

I play pre-exp because I don’t like enigma or aura runewords. I think this kills the immersion of the game and takes away from player fantasy when playing in groups. I like playing in groups where a paladins buff is welcomed or a necro’s clever use of curses is praised.

Unfortunately you are right, many people would quit the game if they removed things like enigma and aura rune words. I feel pre-exp is more conducive for group play and expansion is conducive for solo play because it gives a means for anyone to get everyone’s best skills. Because of this, IMO 1.10 patch design was done to put the game into maintenance mode, so that it was more solo friendly.

People are so used to the maintenance mode version of the game, people will cry/quit when you try to take away the comforts and accommodations they are used to. Its much easier to add things than take them away. Its very hard to add things that dont change the feel of the game because feelings are subjective and people enjoy the technical parts of the game on many different levels of depth.

1 Like

well say bye to your thread soon…a mod deleted my wishlist topic :S so ur gonna go too

or maybe its cause of the word “revival” that was in the title…despite specifying some updates were added to it

1 Like

Botters and RM Item Sellers around the world support this idea.

“…and is a buff for the game economy.”

Any suggestion of /players X, increased drop rates of any kind etc will get you tarred and feathered and tagged with “don’t touch muh economy”.

  • I agree with rune and gem stacking.

  • Sort option - I doubt that would ever come. I mean, it’s not like we’re using PlugY with near infinite stash pages. We have just a few pages to deal with and organization goes a long way.

  • Sunders - For the time being, for better or worse, they’re here to stay. Maybe there’s something in the works for balancing them - if necessary - and it’s going to be revealed pre Season 3. Maybe they’re just here as is and that’s the end of it. :man_shrugging:
    As far as making them lvl 90 - I disagree. What’s next? Nerf teh anni and Torch cuz they’re op?

  • Armor Changes - That’s an idea I haven’t seen yet. Many have proposed % DR for the M and Heavy(5% and 10% respectively).

  • Charges: My eyes glazed over when I read “remove teleport of course” - Sorry but Enigma nerf will be the death of D2. If you and people calling for Tele-Nerf can’t see that and TRULY wish to walk-farm Andy, Meph etc etc - In this one single instance I will say these words I never say: You can CHOOSE to walk at your leisure and use - or not use - any item you wish. Drop rates are undeniably abysmal in this game. Bosses are the primary Loot Pinatas.
    Trust me: I am a trash killing, champ slaying and random elite smasher. I am so distractible that I can’t tele past them. This makes me exceedingly “inefficient” at actual Act Boss Runs.
    Your average, trash pack, champ/elite kills do not yield very much at all.
    That’ll be the New D2 though, without Enigma - which takes me forever to build and again - I hop here and there - I’m not a spaztic tele to boss, kill, s/e repeat by any means. I use it as burst mobility and positioning.
    This game is already a Farming Simulator - w/o Enigma it will be a walking/running simulator.
    As far as giving an array of oSkills vs charges to a plethora of items - I think you can find that on various D2Mods and it will never come to Closed Bnet. I’m largely indifferent to the idea.

  • Why on Gods Green Earth would I ever want to REVERT an Ethereal Item into a NON-Ethereal item?? And use a ZOD rune for this process?? :thinking:
    An idea was proposed recently that suggested “Zod inserted into any item makes it Eth(and Indest ofc)”
    Along that vein I could see your cube idea being: “Zod + PSkull + NON-Ethereal item = Indestructible Ethereal Item” - I’d love for this to work with ANY item. Base, Superior, Magic, Rare, Set(well they don’t roll eth. Always hoped they could) and Unique.
    That’s the only Cube recipe I’d ever use a Zod for.

  • Other ideas and changes. Read a lot today, worked even more. Eyes are tired. I’ll revisit later.

1 Like

Oh gawd.

12 characters

100% agree.

I guess I’m just not clear what this would mean. Would it sort across multiple tabs? Would it group by broad item categories (e.g. runes, weapons), and then alphabetically? What would it do if trying to sort by categories leads to a big 2x4 item not fitting but items from a later category fitting in a space?

Nah. This is one of those “if you find it rewarding, do it, there shouldn’t be an in-game incentive” things as far as I’m concerned.

Other poster said it well, I think they’re likely here to stay, for better or worse. Removing the penalty does not seem like a good idea, and locking them behind level 90 both undermines some of what they allow as well as isn’t really a meaningful cost to offset removing the resistance penalty.

Sure. I’m not 100% certain on the exact numbers you proposed, but making Vitality less of the only stat worth considering ever is a good idea in my book.

Interesting, but may just be simpler to do 50% armor defense retained while running for heavy, 25% for medium, 0% for light.

I feel like there’s an unintended interaction with hireling skill synergies waiting to happen here. Also Lower Resist wands being much more desirable since that skill gets the vast majority of its value by skill level 10 or so, which most elemental builds easily reach with +all skills.

Not a fan. Likely to cause issues around the ethereal flag with missile weapons, and makes Zod function too similarly to Ohm, except much better, in many cases.

I don’t have super strong opinions on these, except to say for (a) that some -% target defense seems fine but ITD is too much for an entire weapon category; and for (e) this should probably be evaluated on a case-by-case basis, not done as a blanket change.

I disagree with most of the specific suggestions but agree that Act 3 needs improvement.

Not a fan of making sets too much of a centerpiece or having them change skill behavior or limits on certain skills. That pigeon holes too many item slots.

These are all over the place. Some reasonable, others outlandish like giving the Amazon +50% evade while using a spear, and some I’m not even sure what you’re suggesting.

Many bad ideas listed there.

The collectors stash tab should be exactly that, storage for 1 of each unique and set item in the game. I would immediately pay for this feature.

A remastered version of the friend’s list features and commands from the original title. Enhanced clan channels with a clan tag system for your characters :sweat_smile:

1d is a hard no unless the game can differentiate between a found item and a bought item. People would buy all that stuff to get that charm and just throw it in the stash.

I like these.
The others maybe as well.

It’s odd that controllers have a sort option for inventories and stashes, but keyboards and mice don’t.