The first expansion release is about 6 months away.
I was pretty let down by the first D3 expansion, which included:
A new class, the Crusader (Paladin)
Act 5
New items
I felt that the price didn’t match my expectations then, and I was disappointed.
Here is a recap of what we can expect so far ( I might forget some of the stuff)
New class Spiritborn
Similar map style as D2 act 3 (Kurast)
Arc of the story around the coming back of Mephisto.
What would you like to see in the extension?
Here are my expectations:
A new story/campaign with a solid 40 hours added
Tier 5 content
Item level increase
Introduction of a new gem tier
Rework of the skill tree and paragon system
Addition of new skills for every class
Introduction of rune words as a new system, rather than set items
Suggestion
The introduction of a new Unique Dungeon
In order to enter, you need to provide a new collectible called an “Uber soul.” You can obtain Uber souls by defeating the Uber boss (please note that this item cannot be traded to prevent RMT). Before entering the dungeon, you will have the option to select how many Uber souls you want to give, with a maximum limit of 10. For each soul you give, you can choose one of the following power-ups:
(Each soul is equivalent to a 1% increase, The number of souls you use also increases the difficulty of the dungeon)
Increase the percentage of a chance of GA on item affixes acquisition on item drops upon completing the dungeon after defeating the Dungeon Boss.
Double or triple the amount of gold dropped by mobs during the Dungeon.
Increase the likelihood of receiving unique items as drops upon completing the dungeon, instead of rare or legendary ones.
Feel free to review and discuss the values, but I just wanted to introduce the concept.
I would like you to hear your thoughts on how the expansion can improve the game and bring back the glory of the Diablo Franchise
NOW IS THE TIME TO PROPOSE GAME CONCEPTS, NEW SKILLS, GO CRAZY WHO KNOWS MAYBE YOUR IDEA WILL BE ADDED TO THE EXPENSION!
Eh, quite likely that time was months ago. They’re well into the expansions dev cycle by now. I hope we get a lot of content especially at end game. I look forward to kill Mephisto.
Not getting my hopes up yet,ill wait a few months after the release then decide.Adding new areas to an open world that is basicly useless, it will be interesting for sure.
It’s never too late. If somebody brings a good idea, I am sure the devs will do their part to introduce it into the game. I believe the worst thing we can do is stay silent and complain after because we’re disappointed.
I don’t mean to be the bearer of bad news, but aside from a few tweaks here or there, and the most recent aspect changes involving the codex, not a single suggestion, or idea has been implemented from the player base, and there’s been a lot.
Now it doesn’t mean you can’t keep trying, by all means. However judging from the history of all of their games combined, and how many player ideas have been implemented. Well let’s just say you’d have better luck either making your own game, or applying to Blizzard and climbing that corporate ladder.
Good luck to you either way. Keep us posted if they implement any of your ideas.
I’d bet more like 10 hours for the new story, though maybe it will add another 10-20 of new side content?
WT5 is fine and all, but I don’t think just upping the level of overworld is a good way to go
I really hope they don’t increase item levels
I want 3 more tiers of gems and also a whole new set of socketable items
I hope they revamp paragon before the expansion, and I think he existing skills will continue to be tweaked each season but nothing major will be done to them at the expansion (maybe a slightly larger version of a normal season adjustment)
New skills and new runes for skills would be great
Im on the fence about runewords and sets: I think there are ways to do them well but that it will be hard for them to pull off. They do need a big system or two like this, though. D2 LOD had runes and charms. I’d rather see them tackle a charm bag and some form of Atlas-style progression system for the overworld than see them add WT5, uber ancestral legendaries, and runewords.
i honestly see no point at all in WT5 or in item power increase. This won’t change anything.
Any new power tiers won’t save this game.
i would like to see smthing really new, that was not in D3, cuz for now this is D3 2.0
I understand your point and I agree. And I was never a fan of D3 so D4 being a D3 2.0 for me is not a win, but I really hope you’re right. I believe Blizzard has been too conservative with the game so far, and I would like them to be more progressive with their approach to the expansion. (think out of the box)
No IP above 925, no power growth, or even hell forbid levels after 100
2 - New mechanics (Overpower, Overtime, Crit, Vuln, LH, ??, ??), that’s what I wanna see - the best way to offer something else/new to all classes at the same time
3 - Reconsideration/s of mob design… No more billions and trillions of HP, some new mechanic introduced that will situationally make mobs more intimidating/better without needing to go that far
4 - New “fine tune” system for classes (or gear), could be Temper “subsystem” could be Runewords, could be anything else
5 - New class, new campaign, new areas, perhaps even new Helltide (like Jungletide or whatever) and then have them both specialized a bit into what they offer in return
Those are mine expectations and I’m kinda low-key ready to be disappointed I guess (depending on how much I “weigh” #1 and #3, and #4 out of the total)
Hi Vicious thank you for participating in the discussion I like your answer and agree with all of your points.
I quote the point that for me is the most important one and would like to share my thoughts on it. I believe that using a multiplier to scale the difficulty in a game by increasing the health, damage, and defense of enemies is an outdated and lazy approach to game design. It might be a way to save money and time, but I don’t think that Blizzard will make that design overhaul change because of financial reasons. However, I think it would be refreshing and the community would definitely appreciate that approach.
I really wish you would be right but the realistic part of me doesn’t believe that will happen
In response to your question, I believe that Blizzard wants to avoid set items because they are too limiting for character builds. If they were to reintroduce set items, which I don’t think will happen, they wouldn’t be the same as in the previous games. On the other hand, rune words can be added to any item and don’t have the same restrictions as set items, so they might be a better fit for the new itemization philosophy.
Personally, I don’t have a preference between set items or rune words as long as they are implemented correctly.
I really hope the new class is good and I hope to see new ubers and current uber uniques getting a face lift. The whole class re-work is kinda scary to me… this could go sideways so fast sheesh!
This feels like it should be more like your “hopes” than your “expectations”, otherwise you might be quite disappointed (hope I’m worng about that last).
What I expect:
new class (“Spiritborn” seems to be the development term used, but we’ll see if its the final in-game term or not)
new zone (Nahantu) and new act of the campaign taking place there (I doubt it will be as long as you suggest, even including sidequests. I expect it to be only slightly larger than one of the five regions we already got)
new mechanic of some sort (according to leaks/datamining, it seems it might be mercenaries)
probably new skills for existing classes (I expect we’ll get exactly one per class )
That’s it. Those are all of the things I’m confident we’ll get with the expo.
What I hope for:
more than one class. I’m pretty sure Blizz has heard the cries of the community about wanting a sword-and-board class and/or a holy warrior class (which easily could be the same one)
a rework of the “skill twig” into a proper skill tree / skill system, with more space for customizing characters and making them distinct from others in the same class
a way to replay the campaign (or even just parts of it) at higher difficulty, even on characters that already completed it or skept it
very minor thing, but I hope by the expansion release (or ideally sooner), they fix Feats of Strength counting towards achievements/challenges completion percent.
Well thanks for the reply and interest. I think it’s not that hard and there’s “more than meets the eye” when it comes to re/designing mobs… More like there are 6-7-8 approaches (and there can be some additional ones as well)… Some of them costlier than others
Traditional (armor & resistances)
Expanding the “set of augmentations”, right now there’s “Increased health”, could have quite a few more there (Increased cast frequency, Increased regen, Increased mobility, Corrupted attack)
Combat-first (i.e. more things to focus-down, right now there are Champions and I’d say targettable explosions i.e. Blood blisters and Molten balls, can expand this a bit more)
A “crossover” mix between D4 and traditional (evades critical hits, denies lucky hits, absorbs overpower, phases out vulnerabilities, curses, afflictions, cannot be vulnerable/stunned/Frozen)
“Advanced” D4 way - Blood Maiden, Butcher, Hellbournes, Bloodseekers, e.t.c.
HP & damage scaling
And lastly but not the least I wanna present another approach:
New mob mechanics for small number of elites: Authoritative shout (and individual elite augmentations)
So there you go, that’s a whole table of 7-8 options and we’re using the before-last two… AND, mind you one of them (the “Advanced D4” style is turning the game into a feast or famine too much IMO)
So sure, some effort may be required BUT, think there can be a way/middle-ground to not over-invest into it IMO, heck just doing the following 2
Expanding set of augmentations
Authoritative shouts
Would improve the game leagues and bounds (with not that much really effort required) IMO… I mean keep in mind that we were given a “mechanic” that is supposed to last for whole 100 levels after lvl 100 (now compare all that work to what I presented just above, and see how little effort is actually required to implementing some cool/dynamic/different mob scaling and evolution than just all the time increasing damage and HP)
The campaign/story is not going to be 40 hours long. The launch game isn’t even anywhere near that. Don’t get me wrong, I love campaign/story but you are going to be severely disappointed if you expect that.