Quality of life changes
Torment 16 has been removed, now there is a new difficulty call purgatory. There is a new object in town that can change the difficulty of the game. One can select 75 - 150 GR difficulty level for bounty, uber, cow level and rift. These option is unlocked alongside with GR.
This new object can also be used to reset world, including bounties, cow level and Uber bosses.
You can set a skill to auto-cast by pressing control + shift + assigned skill key. Cooldown based skill will recast once the cooldown is over. The auto-cast will be cancel automatically when u cast town portal.
New cube recipe is added which turn 10 Ramalandi’s Gift and 50 bounty material into anointment oil. Anointed item will keep all its rolled stat, but is now treated as a fleshly dropped item. One can pass this item to party member or reroll another stat on it. Completing the cow level will have a chance to drop Ramalandi’s Gift (50% of the GR difficulty level, i.e. 75% on 150 difficulty).
Salvage a primal legendary will result in a primal shard. 15 primal shards + 100 Demonic organ can upgrade an ancient legendary into a primal one with new cube recipe. (Drop from uber boss has also been improved)
Mass-Salvage button for non-ancient Legendary items is added.
An icon added to item that received new updated to indicate that it is an old item. This will help to avoid user spending material wrongly.
Increase end game activities make uber, cow level rewarding. Also how about introducing the boss rift from 2017 blizzcon.
Paragon changes
Paragon suppose to be a system of customization. Yet, it does serve the propose. We just max out everything and dump the rest to the main stat.
Some options like movement speed and gold farm should be removed and just be maxed out by default.
So here is what I suggesting:
Core tab:
Primary stat, Vitality
Season theme bonus, require 50 points (1 out of 3), unlocked at 800 paragon - Grandeur, Nightmares, and Forbidden Archives
Additional solo only bonus, free to select (1 out of 6) - Triune, Pandemonium, Tempests, Triple bounty bag, Double blood shard, Double Goblin, 50% increased experience gain
So basically, for all player they can now choose to have a seasonal theme active all time after they reach paragon 800.
If you play solo you can have another bonus. This is because if we allow the solo only bonus to being active in a group, it may be possible to have multiple buffs active. This changes could also potentially balance the difference in power level between solo and group player. I changed the double bounty bag to triple because in solo you have to clear all 25 bounties by yourself. I think the effort justifies the reward.
Offensive Tab:
Raw damage (1-3 damage per point)
Attack Speed
Area Damage
Thorn damage (150 per point)
Elite damage (10% @ max level)
pet damage (20% @ max level)
Critical Hit Chance
Critical Hit Damage
I think this will introduce customization in the paragon system. Currently, there are useless stat for certain build, e.g. CC and CD for thorn crusader, Resource cost reduction for HOTA, Area damage for pet build. This way we can change it based on our build.
Defensive Tab:
Life %
Armor %
Armor (+50armor per point)
All Resistances% (+25% @ max level)
All Resistances
Cooldown Reduction
Block chance (20% @ max level)
Dodge chance (15% @ max level)
Melee damage reduction (20% @ max level)
ranged damage reduction (20% @ max level)
Elite damage reduction (10% @ max level)
Utility Tab:
Maximum resource
Resource Cost Reduction
Control and impair reduction (40% @ max level)
Life per Hit
Life Regeneration
Health globe bonus (+400 per point)
Life per kill (+300 per point)
Pick up radius (+0.2 yard per point)
As you can see, basically there are more then 4 option for each tab and you cannot max out everything. You would have to choose what is the best option for your build and invest your point accordingly.
If you pick attack Speed, area damage, critical chance, critical damage from offensive. Life, armor%, all resistance, cooldown from the defensive. Maximum resource, Resource cost reduction, life per hit, life regeneration from Utility. You would end up having exactly the same bonus from the current system. So no extra power is being introduced, just adding some options.