What would you like to see for patch 2.7.1?

Lots of good stuff can be done with the game. Starting with the basics, like Difficulty Levels. Shrink them. This could/had to be done, years ago, with the power creep, when all the sets were buffed to do T13. Add a new one, called Beginner. It’ll look like:
Beginner = Current Normal
Normal = Current Hard/Expert
Hard = Current Torment
Expert = Current Torment 6
Master = Current Torment 10
Torment = Current Torment 16
Then, as years go by, you’ll be able to add Torment II, which would be the equivalent of the current theoretical Tormet XX. (~Current GR 95). Or make the new Torment like TXX right away, so that Master is T16, Expert is T6. Nobody needs TX anymore anyway.
That is just for starters… Then, one could work on the set balance, xp gain, etc…

One of:

  • Allow followers in 2 player games (and perhaps party leader gets follower in 3-player)
  • Armory for followers
  • Enchant / craft with mainstat other than your own (like you can do with the Hellfire amulet)
  1. Followers receiving more emanate powers and xp% oriented items to help solo paragons. They could also go further and add some gems only wearable by followers.

  2. Better class balance. WD needs a major revive now. DH needs stronger pushing setups. So reverting some changes or buffing the sets is a priority here. Maybe, and this is a longshot, dps classes for groups that never get to play that role.

  3. Rathma reverting to a pet build but with skeletons and golem and not necessarily an S - tier but it should be higher than average.

  4. Uliana buff.

  5. To not nerf the very few remaining strong sets for other classes like barb/rend or monk/tempest as they did this time with mundu and gears.

  6. Reroll a stat for a primal 2 times. Or a cube recipe where you could reforge a primal into a primal with a big cost of materials to make it balanced.

  7. Less bots.

  8. Manually closing GRs, Cow levels, Uber bosses.

2 Likes

Rework of Legacy of Nightmares to make it useful compared to the legendary gem that stole its effects.

It should have some abilities, to me, based on “Nightmares” like a damage bonus vs. undead, reapers, and demons. Not sure what, exactly, but some change to not auto-salvage it.

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  • True SSF/SSFHC leaderboards.

  • 2H weapon buff, that somehow take Crusader ability into consideration.

  • Pet pick up gems and crafting materials as well as gold.

1 Like

Yes please . . . . . .

3 Likes

Eh, recent enough for me to recall: After the Follower Rework, what other Systems would you like to see reworked? - #68 by Saidosha-1136

General:

  • Additional Torment difficulties unlocked based on current character’s highest solo GR clear.
    – If you clear GR100 on one character, you CAN NOT access that difficulty on another character who hasn’t done the same or better.
  • Reduce Monster HP by 66% or 33% of current MP values when 1 or 2 other players are present.
  • When in a multiplayer game, being outside the Strength in Numbers buff range reduces damage monsters take and increases the damage they do to players. 30% per other player in game.
  • Abolish the passive melee damage reduction and just universally reduce all mob damage by that amount.
  • EXP Pools are now in town.
    – Refills every 5 minutes, can stack effect.
    – Empties when a Greater Rift is opened and will not refill until completed.
    – Can pay gold for up to 5 applications of the buff at once.
  • Area Damage changed to a multiplicative buff to non-ST damage. Single Target Damage added as a sister affix with higher values.
  • All dropped craft materials are automatically picked up on enemy death.
  • All items can now have sockets and multiple R.Gifts can be used to unlock their eventual max.
    – Sockets no longer count in the 4/2 system.
    – Items spawn 0-max sockets.
  • New normal Gem types and additional tiers, including hybrid gems.
  • +EXP% affixes unnerfed at 70 when playing solo.
  • Double character slots.
  • Wearing full Ancients increases your primary stat by 15%. Primals by 30%.

Paragon:

  • New categories unlocked once you reach 800.
    – Points in these categories are bought with Gold, becoming progressively more expensive the closer you get to maxing them.
    – Points are exclusive per character.
    – Category for specific elemental, melee, and ranged damage reduction, 25% cap.
    – Category for specific elemental damage, 50% cap.
    – Category for reducing damage received from Elite affixes, 25% cap.
    – Category for Single Target and Area Damage (moved), increasing duration of (de)buffs, and resources generated by builders.
    – Category for enhancing class passives.
  • Players will now receive increased Paragon EXP based on their current level relative to the average of the top 50 players per mode.
    – Average is calculated daily at 6am Pacific.
    – Each difference in level grants a 20% boost to EXP gained.
    – Buff constantly adjusts as the player levels, granting less the closer you get to the average.
    – If leveling in multiples occurs, remaining EXP gained is still calculated at initial buff value.

Bounties:

  • Most significantly, change from 5 per act to 1 per zone/floor.
  • Participation is required to receive rewards.
  • Change multiplayer objective options to focus on specific act farming.
  • Receive act materials per individual clear based on game difficulty.
  • Completing a bounty has a chance to trigger a secondary event.
    – Must have participated to qualify.
    – Rewards current cache loot and other new items outlined later.
    – Completion of secondary events also rewards a unique currency.
  • Increase bounty pool per zone and increase density of bounty-related fodder mobs for killing.
  • Receive additional rewards for every 10 bounties cleared in an act.
  • Implementation of a Bounty NPC in each hub where currency acquired through secondary events can buy Death’s Breaths, Forgotten Souls, and other consumables.
  • Goblins can now drop consumables that can guarantee a trigger of follow-up events when used.

Crafting and Enchanting:

  • Reduce the cost of the reforge recipe by 50-75%.
  • Salvaging Ancients and Primals grants a unique currency.
    – Currency is used to specifically reforge their item tier and maintain rarity.
  • Multiple affixes can now be rerolled on an item at an X^Y rate. (X = base cost, Y = the number of the currently chosen affix being rerolled)
  • Haedrig can now improve an existing affix on an item, including legendary powers, for a scaling cost. (Closer to max, more costly)
    – An item fully maxed manually can become an Ancient or Primal.
  • Hellfire Amulets can have their passive rerolled.
  • Significant improvements to crafted legendaries across the board.
    – Considerations for Follower-only sets acquired exclusively through crafting.

Legendary Gems:

  • No longer inserted in sockets.
  • Gains a cube-like interface for setting gems per character.
  • Change gem leveling to an EXP-based system.
    – Acquired EXP is added to a pool to later be distributed to your desired gems.
    – Most significant EXP gains come from challenging the hardest GR possible.
    – Add EXP granting consumables that drop from normal Rifts, Bounty Caches, and randomly from open world mobs/chests.
    – Augmenting now consumes EXP from the pool. Items can also be further augmented past their initial value up to current maximum.
    – Additional gem slots can be earned through sacrificing EXP.
    – Empowering GRs increases EXP gained.
    – Dying in GRs reduces EXP gained, capping at 25%.
    – 25% EXP is still gained if a GR is completed after timer.
  • Gems now gain a tertiary effect at level 75. Currently lesser used gems should receive priority in more powerful mods.
  • Introduce Gem Combinations that provide further unique buffs if selected. (Think Runewords for our D2 fans)

Gambling:

  • Increase Blood Shard cap.
  • Add a drop-down box to gamble for other characters within your current mode.
  • Add an auto-salvage option for non-legendaries.
  • Guarantee an Ancient with the possibility of a Primal if unlocked after spending X amount of shards. Counter resets to 0 once acquired.
2 Likes

Generally speaking I think better inventory management and set rebalancing is top priority.

Other stuff I’d like to see:

  • Faster Gem leveling
  • Expanded Paragon system (or more points past certain plevels)
  • Better crafting system. Being able to craft the item you need would be excellent to reduce RNG.

Also, buff Fleshrake.

  • Broken Promises buff.

  • Haunt of Vaxo to have S22 shadow clones

  • Some use for Phalanx

  • Elemental Arrow build

  • Twist LoN as there’s no use using it anymore. Maybe let it reduce need for set items by 2 when wearing something from at least 3 six piece sets? Or something.

  • a recipe to craft unique items (purple) from yellow items: they will gain random legendary bonus from kanai’s. Only one unique may be worn at a time.

:wink:

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Paragon 0 - 3000 = (same) +5 main stat / point
Paragon 3001+ = +1 main stat / point


Character Stash per character like the Armory but items are actually stored –

  • more stash tabs causes server lag and slow down issues because of how the entire stash is synched with every other character that joins your game in order to avoid duping issues back in the Auction House days
  • a Character Stash per character that is not shared among all other characters wouldn’t have to be synched
  • a Character Stash per character with 5 tabs not shared among 17 characters = 85 stash tabs
  • items stored on followers is proof of concept that items can be stored per Character
  • Shared Stash that has to be synched can be scaled back to alleviate server issues
  • Character Stash could be a different looking chest next to the Shared Stash chest we currently have
1 Like

I have read pretty good ideas here some require effort for sure but they’re consistent. Some ideas maybe impractical because of bandwidth limitation or memory though.

Okay, what would I like to see;

  • A filter of highest GR clear and plvl that allow players to group up for GR clears publicly on match making. People been complaining about this for years.
  • Separated PvP system that based on the same match making filter. Damage mitigation scale with paragon level gap and arena characteristics disable or banish certain features and manners for balance.
  • Crafted items having more fixated stats and unique rolls that does NOT appear on a rare or any other item. Crafted items could serve as a step stone or a PvP viable item with more damage to or less damage taken from humans/elites or non-physical elemental affixes.
  • Some less used skill runes getting some treatment for synergizing with secondary affixes so they would give some ground to grow. So underdog builds don’t have to expect a buff but dedicate.
  • Area damage is the best performing element in the Greater Rift clears and it requires GR to be dense. What about making scattered proc blows and clones perform a similar destruction on spread single targets? We already have that with Simulacrum and Firebird mirror image somewhat. Phalanx? Vaxo? Elemental Ally?
  • Talisman and charms for small item chase to provide a layer of power after we done equipping our Follower? Cosmetic wings becoming useful active perks depending on their traits and visuals? There must be another power layer that require some dedication for at least justifying a cap to the paragon levels in seasons.

So there’s that. Maybe I edit some more later but these are at the top of my head.

I think going forward the big thing (maybe seasonal themes from here on) will primarily focus on the new follower emanate ability… different items being given the tag for different seasons and such… would be “easier” than constantly having to program themes and such from scratch. Mostly what I want is options… 98% of the legendary items are instant-break down, and not worth equipping, would be nice to make some of them functional and give good options to the typical cookie cutter builds…

I’d like a handful of new legendaries for each class to open up some different playstyles that use skills that have gotten any love for years.

As a demon hunter main I would love something that made Elemental Arrow relevant again, that idea about making giving Shadows a bufff and making Chakram work with it. Really anything new or different to play around with would be appreciated.

I’d be happy for a leg item that makes sentries auto fire again… this way, we can have the choice of making a passive playstyle or an active one with M6 (and breathe some life into the set again). I’d make it a bracer along the lines of:

  • You no longer deal damage but your sentries now deals 20% of your potential damage and automatically cast your hatred spenders. You gain 75% damage reduction when Vengeance is not active.

What I would like to see may be more for 2.8 or heck 3.0 than 2.7.1 and that would be giving some life into 2-H weapons. 2-H weapons are basically relegated to Kanai’s Cube, a Follower Weapon(Enchantress) or are salvaged for crafting material. The reason for this is because Dual-Wielding or 1-H/Off setups yield far more bang for the buck than a 2-H setup does. How I would buff 2-Handers would be the following:

Utility Buff: Increase Cooldown/Cost Reduction rolls by a factor of 3. Meaning a perfect roll would yield 30% as opposed to 19%(Dual-Wield) and 17.2%(1-H/Off). At minimum, increase the factor by 2 but the bigger the utility buff the better as I see it.

Area Damage: Increase Area Damage roll by a factor of 2.5. Meaning a perfect roll would yield 60% as opposed to 48%(Dual-Wield) and 44%(1-H/Off). 2-Handed Weapons are meant to deal damage, not be outclassed by other setups.

CHD: Give all 2-H Weapons an inherent boost to CHD. Say an increase of 50% or what you’d get from Paragon. Meaning with a 2-H Weapon + Paragon, you’d be at 10% CHC and 150% CHD. A 50% increase in CHD would make it more competitive to 1-H/Off and Dual-Wielding setups. Even Crusaders should benefit from this.

Add a 3 piece set bonus for followers that doubles, triples, or quadruples the amount of bounty caches we get.

1 Like

Just one wish. 2.7.1 should be like patch 2.6.1 all resources focused on balancing underperforming skills.

How about giveing us an enyojable version of the game? That would be nice.:grin:

Don’t make it a set…

2 Likes

What I would like to see is they fix all the damn bugs.

1 Like