Random Legendary affixes
Skyrocket the number of possibilities. Great Idea for build diversity. Keep users playing, looking for the perfect item for their build idea, adapted to their current configuration. Each player get a unique experience. Love it !
For increased fun and crazyness, these random Legendary affixes should also appear on weapons & Set items (like Krelm’s Buff Bracers, but harder to roll since it is a Set item).
Micro-Sets
Focus on Micro-sets (2, 3, 4 items max).
Some of them class-locked and other ones class-free.
Ideally, just like Legendary, Micro-sets can loot in different flavors. For a given set, you should be able to use Shoulder-Helmet-Bracers or Boots-Armor-Ring. This would increase a lot build diversity. Of course, keep intermediary Set powers to incentive players to complete one possible full-combination of the Micro-Set.
Items look
Great ! Special kudos for the Gengis Khan barbarian. It’s exacly what we are looking for. Strong identity through style.
Strength, Dex … unlocking items powers
Very interesting for build diversity. Better on skills than on items, since skills are related to classes, and items are not. Good choice, then. Just need to increase the number of possibilities (more than one variation).
Balancing blue, yellow, orange
Okay but need a character / damage sheet somewhere to verify if the new blue item is better than the orange one. I propose to integrate a kind of D4Planner inside the game to help players to compute DPS and make choices. We could even allow players to save their projects and set auto-set loot filters to their target.
Stormwalker’s Cudgel
The chance percentage is missing in the description of the unique effect. Percentage should always appear. Chance percentages guide players when constructing their builds (do or don’t use this), as they let them know if the new item is better than the old. If the percentage is fixed, just display it in white. But please display it.
Attack Speed
Same observation, show numbers, please !
Very Fast Weapon 1.40 Attack / second
Item output size
Just like the attack speed, the output size must scale with the item.
I expect a staff to produce a bigger output than a wand.
That would justify the lower attack speed.
Carving with Upheaval
Should be temporary somehow or players will try to dig holes to restrain bosses. Also, it should work differently depending on the ground type (Sand, Dirt, Brick, Stone…). Carving in a stone ground should be a lot harder (slower), and should throw stones instead of sand / dirt / etc. It means skills efficiency should be adapted to the ground they interact with. Example : Fire VS Ice environment, and vice / versa. Yeah, it’s challenging but refreshing !
Skills Tree
Please more like Diablo 3 (Runes+FreeSkills) or Last Epoch (Runes+Points+ShortTree) than Wolcen (Meaningless unbalanced deep tree with no way to reach the other end of the tree once you go one direction : It auto-cancels combinations thus ruins build diversity. Same remarks apply for its Mana/Rage system, forces you in unwanted combinations).
A game should open possibilities, not lock them.
Respecialization
Relative cost is one idea.
Another highly experimental idea : Use a simili Diablo 3 Armory concept to store not only the build, but also the Spent points in Strength / Dex … And make players to pay with in-game money for storing the configuration. Allow players to instantaneously switch between two configurations outside fights, so they can adapt for a boss without going to town (Ex : Nova for trash, but switch to Corpse Lance before a boss fight, then re-switch on Nova when boss is down).
Towning is not playing.
Chill to Freeze
Interesting mechanic. What about Heat to Burn ?
Inventory management / 1 slot items
A balanced, reasonable choice considering screen sizes and the exponential number of items generated by random legendary affixes. Simplifies a lot inventory management
Unique Items
Keep them for story items. Like “Lancelot du Lac sword”. These items have a strong identity, unique design, are common knowledge among inhabitants of the realms, and are definitively related to their history. Another source of Unique is a distinct character or boss looting the object. Example : Leoric loots Leoric’s Crown.
Roleplay and story choices
Example : Story character proposes you as a reward a choice between N Uniques. You have to recreate a character and redo the story N times to get all these Uniques.
Demonic Powers
Why not pledge allegiance to, form a bond with, or challenge a demon to get a fraction of its power / skills / bonus ? And you can select 1 or more in a Kanai Cube system (multiple means you divide each power impact). Being infused by a given demon powers could apply modifiers on you own skills / items (ex: Andarielle : Increased Poison Damage, Duriel : Increased cooldown). The game itself then becomes a Monster Hunter game, where you chase demons for their demonic powers (Andarielle, Duriel, Mephisto, …etc.). By the way, throw away angels, demons are far more interesting.
https://blackclover.fandom.com/wiki/Devil#Known_Devils