Unless the monster has the Fast affix, once you run out of stamina they reduce speed to your max speed and you can actually kite them indefinitely if you have room. That’s probably the primary reason to just get rid of the stamina feature altogether. It wasn’t a fun aspect of play for most. Becoming slower was aking to having a cooldown on running, and I’m pretty sure I know where the community is on cooldowns in ARPGs…
Believe it or not, loot filters do make sense, but not for the reason you’re thinking. They make searching for specific base items for crafting/runewords a much, much less tedious chore. Players want to fight stuff for loot, not fight their vision looking to see which item is the one they need out of a sea of onscreen text.
I’m not expecting anything akin to PoE’s loot filter, which can really get involved, to say the least, but a basic “base item type” filter would definitely be appreciated when you’re farming for stuff.
Wut. That…makes no sense.
People might want to pay attention to the possible meanings in “Resurrected”. Yes, it’s bringing the old game back as a modern app, but that doesn’t mean everything is necessarily going to stay set in stone. It’s a revival of the franchise, and if you’ve paid attention to nearly every other franchise revival in the last ten years, QoL enhancements have been the number one rated feature set in all of them.
Things like the stamina bar haven’t aged well, especially once you realize that monsters will reduce their run speed once you’ve depleted your stamina (outside of the Fast affix which overrides that reduction), the stamina bar becomes essentially nothing more than a nuiscance cooldown on running. Now, if it only pertained to special action like it does with most modern games that use a stamina feature, that’s one thing. But basic movement? That’s one thing from games of old that hasn’t aged well at all.
And you just made the case for instanced loot. Just because it “was in the original” doesn’t necessarily mean it was good, then or now. It simply “was”, because there was no such thing as instanced loot back then. That didn’t start happening until World of Warcraft pioneered it to great effect. Gone were the days of ninja looting. Having loot you worked for stolen out from under your nose is a turn-off to most players these days. It’s why virtually zero games use pooled loot anymore, because players can and will cheat at every aspect of a game to take away from other players. You want positive community building, not negative.
Ehh…most of the audience for franchise revivals these days prefers the QoL enhancements. Enjoying what they deem a classic without having to go through the mindless tedium associated with the original systems is usually considered an improvement. Only purists argue otherwise, and as we’ve seen with WoW Classic, they are in the very tiny minority of players. Most don’t appreciate sadomasochism in a game they’re playing for fun.
Money will dictate the outcome more than you think. A lot of players are holding off, either because of the fiasco that was Warcraft 3: Reforged (done in-house, and very unprofessionally, sadly), or they want to see what improvements can be made to the old systems to make the game enjoyable in a modern environment, or both.
Now, players aren’t expecting Resident Evil levels of changes. That was a mixed bag because RE is essentially a video game equivalent to a cult classic movie, which had a rather narrow following relative to other franchises. It’s possible that Diablo 2 is in that same boat and only minimal changes are on the table here. As long as they eliminate tedium, that’s fine. Stamina would be under that category given what we know about it, but it’s also a feature that is iconic, for better or for worse. But the loot systems have evolved over the years and if there’s any change, that’d be one they would likely make.
PoE took the flexible route on loot after learning from Diablo 2’s missteps. You can have instanced loot, FFA loot, timed FFA loot - it’s your choice as a group leader. If someone doesn’t like the choice made they can switch to another group that shares their desires. One size fits all rarely applies to video games anymore. The more rigid and inflexible the system, the fewer players the game retains. That’s a stone cold fact. Catering to the 1% has never ended well in multiplayer games.
So while I’d love for stamina to go away for instance, I’m not expecting it in reality. Too iconic. But loot system changes? That’s been asked for since D2 came out and players got sick of losing loot to others snarfing it up with scripts, macros, or botting software. And if duping truly disappears on modern Battle.net, instanced loot won’t have nearly as much of an effect as you think since there will still be fewer items to trade relative to how it is on Battle.net 1.0 D2. Essentially, lack of duping would balance out the additional loot introduced via instanced loot. And unless they seriously tweak the Pul+ rune drop rates (which they should if duping is indeed gone), ladder players will almost never find upper tier gear on their own. Remember, modern D2 ladders will likely be closer to long-ish D3 seasons than the current system that sees them last 6 months to a year each.
Not all of D2’s systems have aged well. Some are rather despised in modern times and you see that in how mods are designed.
Pot, meet Kettle.
Strawman. You could say that about any franchise and it would be just as insulting to one’s intelligence regardless.