Short Patch 2.7 Wishlist

Inspired by XelNagaIvan’s Shortened Wishlist Thread, I thought I make my own short, condensed Wishlis,.with only the things that I personally consider the mostly important.

There are, in no particular order:

#1 Changes to Leap and/or Teleport

In order to provide more and better mobility to Leap and/or Teleport, they should have

  • 2 Charges on the Base Skill

  • a Rune that adds a 3rd Charge (Wormhole Rune on Teleport and the “Launch” Rune of Leap can now give a 3rd charge)

  • Cooldown / Recharge Time lowered to 8 Seconds

Furthermore, Teleport specifically needs to have its Internal Global Cooldown removed and its Casting Time should scale with Attack Speed.

Some people say that reducing the Cooldown to 6 Seconds or a Resource Cost of 35 Arcane Power is better, and I would be okay with that as well (though I prefer Charges), but Teleport objectively really needs an improvement, regardless of the direction.

Lut Socks can give a 4th Charge and/or reduce the Cooldown of Leap even further, so it still works with the LeapQuake build.

This gives much improved mobility to these skills, which is especially good for the Wizard, who is commonly known for being one of the classes (or even the class) with the worst mobility in the game.

#2 A Visual Indicator for Energy Shield

A lot of Wizard builds revolves around Energy Shields and the Wizard’s Typhon’s Veil set basically requires the use of Energy Shield.

In Multiplayer, a lot of setups have a Monk that provides allies with Absorb Shields and also in Single Player, using Squirts Necklace with the Absorb Shield from the Molten Gizzards Legendary Gem is quite common. and all these builds have a need to know how much Energy Shield they have left.

Something like that has already been in the RoS Beta, but ot never made it into the release version, as you can see here in the screenshot below:

Or maybe something that is a bit more similar to PoE, where only a part of the Health Orb is covered for the Energy Shield Visual:

A lot of Wizard builds really have a need for that, as well as Group Setups with a Monk that provides Absorb Shields, or builds that use Squirt’s Necklass with the Molten Gizzard Legendary Gem, to know how much Energy Shield they have left.

#3 One new Legendary for the Demon Hunter that provides an alternative for Vengeance

I would like to ask for a new Legendary Ring or Amulet that has something like the folloing Affix:

“While Vengeance is not active, deal 60% increased damage, take 50% reduced damage and regenerate 10 Hatred per second.”

So basically “You gain bonuses similar to the ones of Vengeance, while Vengeance is not active.”

Then not every single DH build has to use Vengeance and also the transformation visual does not have to be active on every DH build.

Alternatively there could be checkbox that allows us to disable the Transfomation Visuals on Skills like Vengeance, Wrath of the Berserker, Epiphany, Bone Armor, and maybe a few others.

#4 Add the following effect to the Base Skills of Rend, Locust Swarm, Blizzard, Rain of Vengeance, etc

"Enemies under the influence / in the Area of Effect of [Rend / Locust Swarm / Blizzard / Rain of Vengeance] take ~15% increased Damage from your Attacks"

Could also be 10% or 20% or even 25%, or whatever value fits the best and is the most balanced.

This will make these Damage-over-Time Skill more interesting for builds that ordinarily do not use them.

There are already Legendary Items in the game that add sich effects to certain Skills, like Odyssey’s End which causes enemies that that are effected by Entangling Shot to take more damage, or the reworked Winter Flurry from the most recent patch (that buff the damage of Hydra against enemies under a Blizzard), so I assume it is not too difficult to add a similar effect to the Base Skills.

Eventually Haunt and Exploding Palm can have such an effect as well.

#5 Another, universally viable Offensive Legendary Ring aside from Convention of Elements

Currently for most build (with a few exceptions like the Necromancer with Krisbyn’s Sentence), Convention of Elements is the only viable Offensive Legendary Ring (not factoring in Sets).

Not everyone likes to make a build around the rotation of CoE and therefore I think there also should be a viable alternative to CoE that can be used by most builds.

Stone of Jordan could be a candidate for that if it would be reworked to be more useful and powerful. I have posted a rework proposal for Stone of Jordan that can be found here, but anything else, like a completely new legendary ring could do that as well…

#6 Small Changes for Piro Marella and Drakon’s Lesson (Shield Bash Items)

Add a large Damage Multiplier for Shield Bash to Piro Marella.

Remove the limitation from Drakon’s Lesson that Shield Bash only can hit 3 enemies or less to trigger the Damage Bonus and the Wrath Refund.

Then Shield Bash becomes much more viable.

Maybe even add another Shield Bash weapon that buffs Shield Bash directly.

But Shield Bash is in a serious need of a buff.



Thanks for reading. I encourage you all to do your own SHORT Wishlist as well and post it here on the forums.

Just remember to only put a few of the things in there that are the most important for you and that are also doable in a reasonable amount of time, instead of a large and long list, since the Developer Team that is currently working on D3 is likely fairly small, which means they will naturally prioritize things that are more or less easy to do in a reasonable amount of time.

3 Likes

I think a short wishlist could be even shorter. “Listen to your community.”
10% damage still doesn’t make DoT effects like Blizzard interesting, or fun. “Blizzard occasionally rains down meteors”. THAT’s fun.

It will certainly make them more useful.

One of the best Demon Hunter builds this season which revolves around Hungering Arrow as its mainskill also uses Multishot with the Wind Chill rune to apply a debuff on enemies so they have an 8% increased chance to be critically hit for 3 seconds.

So theoretically it could also be 15% or 20% increased damage that enemies could take from your attacks while they are under the influence of one of these DoT Skills.

You think that 15% or 20% or another value is better?

“maintenance” spells aren’t fun. Casting a spell that does nothing exciting because you have to isn’t fun. You have to want cast that spell because it does something fun, like satisfying damage, pulls enemies together. You want to be able to hit that spell all the time, even when it’s on cooldown.

That’s when you know you’ve got something fun. Keeping our “Blizzard” example, you want to have it stack multiple times for heavy damage, summon meteors,/ETs/AOs throughout it’s duration, which just looks cool. Even this patch, where Blizzard buffs hydra damage by 150%, Wizards still don’t like it, even at 150% damage. It’s just not fun. It’s something you have to do, rather than want to do.

Blizzard is, and it just pains me to say it because I wanted Diablo 3 to last 20 years, just ridiculously incompetent (for whatever reason) on Diablo 3. I don’t think that’s a surprise to anyone here.

I disagree to a certain extend.

You don’t have to, you want to.

I also refer to skills like Rend, Hydra, Blizzard, but also skills like Meteor (Molten Impact) or Heavenly Fury as Secondary Damage Dealers, or Support Damage Dealers.

You can Rend an enemy so that it bleeds for e.g. 7 seconds and gets a decent amount of damage from the Bleed on its own and then letting it increase the damage of your other skills is even better.

It is just that with D3’s itemization that prioritizes to only focus all your damage increase into one single skill, the reason for picking one of these skills for “satisfying damage” as you call it, is gone in the endgame, so there is no real reason for using them, unless you add something to it that debuffs enemies.

And it does not really matter if you use such a skill so that it either deals good damage on its own, or to get the debuff on enemies, since you still wanna regularly recast or reapply it, regardless if it is for damage or the debuff.



Furthermore, this isn’t a 150% or 200% damage increase, but rather somewhere between 10% and 25% (at max), so it is not like your build literally become useless if you do not have enemies under that debuff, since the debuff is rather small.

If the debuff is 200%, then your build becomes unplayable if the debuff is not applied, but if it is just between 10-25%, you can miss out on it from time to time and it still would work perfectly.

Nice suggestions! And early as well :grinning:
I also already made a suggestion for the next patch in the WD forum.

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Thank you.
Making changes takes time. Some less some more, but still some time, so better post them early.

That is cool, why not link it here?
Or why not make one in General Discussions for more general changes as well?

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I don’t get which is the indicator you mean, I can’t find it un the screenshot.

Don’t go too hard on me, I didn’t sleep too much this past night :sweat_smile:

Look at the Health Orb of the Wizard.
The whitish stuff that is not health (health is red).

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My wishlist/request for Vyr and Chantodo:

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Oh, OK, thanks!

(Oh my, how could I have passed that? :sweat_smile:)

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sure, no problem.
The funny thing is that it was probably not an issue with the display of Energy Shield, but rather with a bug of how Energy Shield worked, which was the reason for why Energy Shield and the display were not implemented directly when RoS shipped (at least that is what I think, so if I am wrong on that, someone plz point that out)

Now that this bug is fixed, the Energy Shield display should still wotk.

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