Hello,
Playing through the season 2, the game feels much better already than it was at launch. I’d like to share my take-aways and ideas for future.
Ubers:
- Keep the current Ubers and keep adding more.
- Add Andariel, Mephisto and uber Lilith (after the first kill) as the end-game chase.
- Lower uber materials (Varshan’s requires 4 different) to 1-2 per boss
- Split the loot table a little bit more.
Blood harvest:
- Blood harvest was great. I’d love to see similar activities to pop up on map in the future.
- Being hunted in NM dungeons was great
Helltides:
- Play around the idea of Helltide spreading into dungeons and NM dungeons currently in Helltide zones
- Create pinnacle NM dungeon, Butcher’s chambers, where even more over tuned butcher awaits (maybe only accessible in Helltide.
- As casual player, I’d like to have an option to choose when the Helltide is active, maybe create and item (with a cool-down) that would summon Helltide in an area for an hour instead of having set times.
Item level:
- Add more sources of ilvl 925 drops (maybe lower the amount dropping form Driel & World boss)
- lift the lower ceiling of ilvl that drop in higher Nm dungeons. lvl 100 NM dungeon should drop ilvl 900-925 or so.
- guarantee 1x finishing reward of ilvl 915 drop form NM 90, ilvl 916 from NM 91, up to ilvl 925 from NM dungeon 100 (this could be adjusted ofc)
Aspects:
Sorting and searching helped a lot. The system still feels a bit messy though. Create a crafting system similar is a spirit of Kanai’s cube form D3 and tokenize it.
Example:
Aspect of the umbral: Restore [1-4] resource of your Primary Resource when you Crowd Control an enemy.
- Extracting the aspect at 1,2,3 resources will give you 1,2,3 common tokens respectively.
- Extracting the aspect at 4 resources will give you 1 superior token.
- Imprint recipe: 1 superior token = 100% roll (4 resources in this example),
or 1.2.3 common tokens = 25%,50%,75% roll respectively
To avoid cheesing to get 100% roll using common tokens, you would need double the amount (or more) for 100%
8 common tokens = 100% (4 resources)
Crafting:
- Unique items should award unique crafting material
- Add recipe to re-roll unique item using the unique crafting material, gold and so on
- Add crafting recipes to craft yellow items (material sink), higher the ilvl more materials required
UI :
- expand buff slots
- enable movement of the buffs across the screen
- enable adjusting the size of the buffs
- enable buff filter
- toggle numbers on health bar & resource bar
Quality of life changes:
- Add stats highlight filter to items, where it would visually highlight the desired stats in different color. Rather than reading through every stat, players could see how many desired stats are on an item. I think it could make the sorting a little bit less of a headache.
- bigger zoom out
- map overlay similar to D2
- make active events visible on the map even when further away
- make all Helltide chests visible at all times
- make all silent chests visible at all times
- add Ubers crafting material to a list like as you did with gems
- bring back gold & material collecting pet from D3
- bring back the drop banner from D3
- teleporting form inside of finished NM dungeon straight inside a new one
Post-paragon:
Having the experience bar not moving at max level feels like a loss of content. Also, the 5% exp on elixirs becomes irrelevant.
- Add “Mother’s favor” gain 1 token as you would gain skill/paragon point
- Add a merchant to redeem favor for caches
Caches could include: - Crafting materials
- Gems
- Uber materials
- Potions & incense
- Dusts
- Items
- Aspects
- Uniques
- Uber uniques? (worth 400 favors, 100 levels)
- etc…