Here are my thoughts on this update and some new ideas Iād like to share(by someone whoās been a Diablo devotee since '99)
1. Please keep the damage numbers lowā¦even for endgame
Over 1k weapon attack at level 20-ish? In a classic RPG game, this would sound almost like a weapon that drops from an end-game boss, rather than a leveling item. I hope they donāt go for millions/billions of damage like in D3. Everything in abundance sucks because it loses its importance. Like, it wouldnāt matter if you dealt 1 million and 10 damage or 1 million and 500.
You guys did that in Shadowlands by doing a real nice stat squish because seeing lower numbers is much easier to process and it looks cleaner. We arenāt the angelic nephalems that angels are afraid of anymore. Weāre just random adventurers trying to survive.
2. Bring back Minimum Damage and Maximum Damage.
This is not a PvP game. Itās all about the RNG. Seeing an ability do one and the same amount of damage every time gets boring real quick. Besides, the fantasy of it is when you hit a monster, sometimes you hit them where it really hurts, at random since thereās no aim in the game, and thatās basically your Max Damage. Min damage would be when you hit them where it didnāt hurt so much.
3. Remember elemental affixes from past games?
Thatās right. Finding that cool axe but with a twist - it CRACKLES with energy and electrocutes enemies from time to timeā¦ Or a cool flaming sword that sets things on fire. Imagine infusing that into runewords or just binding those affixes to gems, or maybe even just those weapons casually dropping. I remember they were introduced in Diablo 3 beta and were scrapped. So many cool things were scrapped from the beta.
*3.1. Make different monsters resistant to X affix and vulnerable to Y affix
In Diablo 2, something cool was that all clubs/maces dealt more damage to undead. Why? Well, you donāt kill a zombie by slashing them to bits. You bash the undead hells out of them and they die. Now thatās what I call a real RPG element. A cool thing to do is make something in reverse - what dies faster when you slash it rather than bashing it?
In addition, I think every monster should be vulnerable to some elements likewise and resistant to others.
This creates a lot of opportunities for a player to study different groups of mobs and improve their knowledge/skill at the game. Same goes for the need of specific resistance school in a specific Act/zone. The best part would be if theyāre not spoiled on the health bar tooltip. Maybe add a bestiary for every character that adapts as you kill monsters and tells you more info about them the more you kill/progress.
This would only make sense if the monsters are challenging enough and unique of course.
4. I AM SO HAPPY WITH THE RETURN OF STAT SYSTEM YAYYY
This has been my favorite part so far. Rhykker suggested that Dexterity should give casting speed for Sorceress and I second that. The fantasy of having dexterity is being agile, nimble, and having more movement/attack/casting speed fits the fantasy just right. Everything else, including the skill system, seems great!
PS: What about having Dexterity requirement of X wand or Int requirement for Y Staff? I really wish you guys brought back stat req for items.
5. A fleshed-out Runeword system
Any news on that? Iād be thrilled to find random runes drop from monsters and to be able to utilize, them properly, and not as a substitute to gems. Make interactions between them, for example.
6. Static damage scaling with level > percentage damage.
In the example given it is shown how much damage Strength gives you. Yeah but is that amount of Strength going to give you the same percentage 20 levels later? Itās kind of confusing. Iād honestly keep the percentage values, but introduce some static damage scaling with level too. It is just cleaner in my opinion and most classic RPGs like Diablo 2 use that. Itās only a bit more difficult to balance, but if stats are squished enough then it shouldnāt be a problem. Having a balance between scaling with static damage increase and %s increase is going to make level power easier to follow.
Final thoughts
Anyway, I am really happy to see that the Diablo team is closely reading playersā feedback. Iām grateful for the amount of effort you guys are putting into it. Keep it up!