so i have played diablo games since their creation. and have alot of input in regardless to this. i know this isnt all perfect but have been working on this list since the start of season 4 figure now is a good time to post it. i hope the devs see this and take and implement some things. considering my last post must have been seen because almost everything i talked/asked for in it was implemented this season i hope this one gets seen as well. below i have listed some bugs i have kept note of as i played. and alot of feedback.
BUGS
-adding sockets to equipment can sometimes prevent character movement via mouse clicking and requires WASD
-reclaimed medallion of the iron wolves is bugged and wont let you “favorite” it. or lock it to prevent its sale.
-not sure if this is a bug but it feels like swapping between skills is one of the slower things the system processes. its not an attack speed thing but allow the swapping between 2 skills to be faster would make people able to do more. I.E. swapping weapons is annoying cause there’s this forced delay just between the weapon swap. swapping between speed casting iron maiden/blood surge. takes too long.
-treasure chest for NMD’s spawns directly on top of the glyph statue.
-input disruption or lag when switching between WASD or clicking for movement.
-bug can teleport into the ground in lights eye area just before the door in the lights watch dungeon.
FEEDBACK/IMPROVEMENTS-
-Basic and generator skills need to be on the same tier. far too many builds are wasting skill points just reaching the core skill part of your skill tree. also as a result those running basic skill builds use more skill points trying to get past the core skill part of the tree. please make the cost to proceed to the next area the same as if basic was proceeding to core not keeping cost the same as basic needing to get to tier3.
basic<>–<>core
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tier3
-additional passives should be added at almost all trees in various ways but more generalized. far too many are specific to things that leave little flexibility.
-allow us to spend materials like veiled crystals or coiled wards at an increased rate for increased temper tries to prevent item bricking. things such as coiled wards and veiled crystals and allow us to transmute more at the elixer NPC.
-allow skills to be moved on hotbar while in the pit. doesn’t really make sense why not?
-add a passive with 1 point to barbarians that gives 1 fury on direct dmg. this allows thorns barbs to generate fury more readily. leading to versatility builds.
-allow us to hold space bar or the mark to favorite button to mark all items in inventory as junk and again to favorite all items in inventory. makes for faster sells.
-unable to link every item. also why does the chat box have to be open to click on a linked item? not to mention the chat box itself is in the way of selecting items in inventory to link.
-add an enchanter jeweler and blacksmith to the test dummy area to allow for quicker swapping between aspects for testing. put um in the forward part of the room. as well as test dummies that can attack would be extremely useful for those wanting to test defensive aspects or thorns.
-why is there a cooldown at all on aspect of wonton rupture…its got wonton in the name insinuating that its something that should be recklessly used.
-pit should have no dead end areas, and if there is a dead end it should have a portal to another floor even if this means multiple portals per floor design. this will give players the ability to be more reckless. there should be infinite floors. there should never be an instance where you run out of enemies to kill. there are some issues with some pit floors having long stretches with no enemies at all.
-necromancer minions AI is sorely lacking. but what’s worse is there’s no way to control them. can you add a hotkey option to force them to attack a specific target? another option would be to add a pet bar for them like world of Warcraft where you can set them to “aggressive” “passive” “defensive” options allowing for them to either seek enemies, ignore enemies unless they attack first, or ignore them entirely. also a formation setup area would be nice to allow you to designate where the minions stand in relation to the player. and wether or not certain ones are supposed to maintain position(like putting mages behind necromancer and when the player moves the mages move with the player within reason. tolerance of 3-6 meters maybe.)
-doesn’t really make sense that we cant enchant unique’s. you are only able to change 1 stat when you enchant. why not let us? personally I would love to be able to replace the fear on howl from below(an odd choice of a lucky hit on a necromancer item) with literally almost anything else. fear causes enemies to run around wildly which moves them away from blight pools and blight corpse explosions. making it a very not useful affex. would also allow for more versatility in some build that need crit or vuln dmg to be able to get it out of their gear.
-gem conversions with materials such as veiled crystals and forgotten souls or coiled wards to convert 1 gem fragment type to another. and gold cost.
-we really need an actual gear crafting system. something to use materials to craft legendary items with random affex’s would be extremely useful. and allow players to use crafting materials more. which would allow for target farming specific gear as well that is not unique.
-re-temper system RNG is trash. far too often you end up getting the same temper that you don’t want at all over and over. id rather it rotate through the tempers then how it currently is. please institute an algorithm to rotate through tempers more. also far too often tempers result in the exact same number and temper roll. i also think tempers need at minimum double the amount of tries that are currently available.
-need way more defensive type tempers and utility tempers. very little selection in these two options. as well as mobility.
-tempers on rogue are used on other classes through marksman/cutthroat. and while I don’t think this is inherently a bad thing as it makes people play another class to get it. you might as well make a temper that covers critical strike chance, critical strike damage, vulnerable damage as its own temper that is class universal.
general aspect ideas-
-thorns damage is applied to skills. with a multiplier. have this be high % for burst dmg and possible be a lucky hit or a fixed % like retribution aspect.
-thorns is applied to all direct dmg have this be a high % chance(up to 100% on 2h weapon) but low-mid overall output.
Necromancer aspect ideas-
blood surge aspect to increase damage by 200-300% if only 1 target is available.
general unique item ideas-
-need more universal aspects. such as cleave on basic attacks.
-more utility based uniques would be amazing.
general temper ideas-
-need more thorns tempers.
-tempers should be able to continue to go past 5 if you have the crafting materials. this is a great way to force players to salvage vs sell allowing for them to also try to get the temper the have without “bricking” the item.
class specific skill tree ideas-
Barbarians-
-add a passive like siphoning strikes to barbarian tree.
-there are too many passives focused on the aspect of swapping weapons in gameplay. add passives to tree that do not involve this and aren’t specific to bludgeoning/slashing to allow for variety.
-barbarian aspects are also far too specific to skills or circumstances. need more generalized aspects that can be used by most builds.
Necromancer-
-add ALOT more passives to the tree. compared to the other classes necro has very specific types of passives but not much generalized passives.
-add either a temper or aspect that allows for a cursed “aura” like in the previous season where decrepify was an aura. allow this to be increased in size by temper. and have it apply both curses would be great. even if this was a unique item. cursed aura and have it apply both if so make them boots. cursed treads of trag’oul or something.
-add thorns based passives(barb and necro are the 2 classes that literally use and can utilize thorns yet there is only 1 passive node in necro skill tree for this.)
-more corpse oriented passives(why are there squared tree passive areas for all but corpse? this is weird to me. I understand there is some corpse stuff sprinkled throughout the tree but no actual tree? why? there’s even a minion tree…)
-crippling darkness is one of the least liked passives please change it to something else i think an actual slow effect would be more useful and give necromancers some much needed CC. the only reason it is picked up is because you literally strongarm people into doing this by putting it at the front of the tree. this is skill waste. if it was at the back of the tree square i guarantee it would not be picked at all.
-in corpse tree there should be something like corpse economy such as double corpses produced. make this an end node. could split it into 3 with % to get to 100%. another node can be creating a corpse generates essence.(instead of consuming a corpse like grim harvest.)
-why is there a limit to the amount of corpses that can be generated? this is something that’s bothered me since the game released. I understand that there is some limitations but the amount of corpses seems way too low. please at least double or triple the amount of corpses that can be generated and stay visible. I can literally watch as some corpses are made that others that I have not used disappear.
-why is blood the only square tree that has a off shot node? I think the off shot node is a great idea but needs to be more useful and should have 1 for each square tree node. maybe make this a lucky hit idea for each.
-need more blood orb generational abilities/passives/aspects or please buff embalmer to 50%.
game ideas-
-Kania’s cube upgraded with a slot for a unique- inherit the power of the unique that is in the slot. other 3 are slotted like d3.
-potentially allow unique’s to receive non offensive/defensive tempers(utility and resource only)