As we approach the end of 2024, I would like to revisit some suggestions I made throughout the year in a single post. This is not only for visibility but also for my own convenience, making it easier to look up and relink these suggestions. And because my memory isn’t what it used to be.
The process of thinking about & creating suggestions or mockups is fun for me and often overshadows playing the game itself. The goal of prompting in-game changes is secondary, as the likelihood of that happening is quite slim overall. However, the personal effort is not wasted and can benefit another hobby.
Please note that not everything listed may be up to date. Most of the posts are quite detailed (with pictures) and have become organized yet still substantial walls of text. Therefore, I have added brief descriptions alongside the original thread links.
I hope some of you find enjoyment in reading these ideas.
Items
22 reworked general Unique Items
General unique item powers & affixes are changed to give a meaningful experience. Old powers & affixes for comparison inside.
Rework of Gems in Weapons
The effect different colored gems have in weapons is changed to provide real customisation options to the player.
Rework of Gems in Armor & Jewellery
Armor and jewellery gem slots are combined into a single type. Again, different gem colors are rethought to promote mixing & matching instead of set & forget.
Tempering Alternative with no Bricks
Controversal: The tempering limit is replaced by a stat downgrade malus. This means the chance to get locked out of rolling the desired affix is removed.
Affix Improvements: Life/second & Thorns
Collection of ideas on ways to make underused affixes more interesting. Life/second and Thorns get various synergies through skill tags, aspects or paragon boards.
User Interface
New Stash Design
Some UI elements were moved for the stash to offer more slots on each tab. Class tabs are added in preparation for the armory.
Better floating Combat Text Customisation
New filter options for Summons, Mercenaries, Damage over Time. Additionally, the player is allowed to customise colors for each type.
Pathfinding for Paragonboards
Instead of having to click on each node, a single click can activate multiple nodes along a path. While pointing on any distant node, the player holds “Shift” or a shoulderbutton and the path is calculated.
Item Tooltips become more readable
The tooltip anchor is changed. The tooltip size is trimmed down. Players can customise what is displayed. A button can toggle more information.
Chat Item Links are visible with Mouseover
Hovering over the chat and an item link will display the tooltip. No clicks required.
Icons for Loot on the Ground
Similar to Season 6’s Seething Opals, item icons are displayed for other loot types, giving a clearer picture on where to bend down.
Separate Windows for Player & Minion Stats
No more mixing between player affixes and minion affixes. A separate window for both results in less scrolling and more finding.
Separate Buttons for Materials & Stats
Materials get their own button to be more accessible with a single click.
Summarized Damage Multiplicator on Skill Tooltips
A skills tooltip displays an understandable final value its damage is boosted with (+2234%). This accounts for every active multiplier and every additive damage.
AI Language Translator for the Chat
Players can choose to write in any assisted language. It will be automatically translated for the recipients native language.
Combat
Crowd Control Rework
To avoid stop & go situations, Crowd Control and its effects are changed into stackable debuffs. Disabled movement is removed completely but so are immunities against CC.
Enemy & Difficulty Balancing
Instead of increased health, the resilience system known from world bosses is used for all enemies in higher difficulties. Also, damage from heavy enemy attacks deal a fixed percentual damage, independent from player stats and gear.
Talent Trees with more Core Skills
The “Core” tag is added to a few more skills, greatly increasing their use and synergies with a players ressource and many items.
Build Variety through Skill Synergies
Players can select appearance related powers in the skill tree. Numbers are left for aspect powers. And unique powers always provide a synergy link between two skills, which basically doubles their usability.
Improved Training Dummy
Revamped UI for training dummy options. Positional options are added. The need for a DPS meter is highlighted.
Training Grounds added to each major City
Cerrigar, Ked Bardu, Gea Kul and Zarbinzet get their own training ground.
Other
A Moo for Me and You
Probably the most important suggestion. It means different things to different people, but whichever way you look at it, it is a good thing to do.
Trading limited to Guild Members
Controversal: To reduce RMT, bots, perhaps exploits, and to promote guild identity, newly dropped items will be engraved with the drop time and guild ID. This data defines a players possible trading partners.
Pigment Selection for Shop Previews
It should be possible to preview shop items or sets with the pigment colors available in the wardrobe.
Shop Cosmetics can be previewed individually
Shop previews can display individual set items on a characters current outfit, instead of always displaying the whole set.
Staff Transmogs can be shared between Druids & Sorcerers
When it comes to transmogs, Druid staffs and Sorcerer staffs are no longer considered different weapon types.
Community Ideas Competition
A themed contest for best ideas is held regularely. The winners idea is added as content to the game next season.
And to close this thread, I have one last suggestion for this year: Not for the game itself, but for the community and moderators right here. Please consider a dedicated suggestion subforum. I enjoy reading other suggestions but they are easy to miss in the bulk of general discussion.