Ideas to ASSIST Blizzard on fixing season 5 and moving forward - Constructive

  1. add 5 different bosses for end of horde, sometimes it can be diablo lets say, another time baal, another time King Leoric etc… and have each end horde boss have different loot, and introduce new types of loot in this even , whether its legendary gems, angelic/demonic cloaks/capes or whatever they should to create. Another idea would be sometimes at the end of a horde your in Baal’s throne room from d2 fighting baal, or in Diablos Chaos Sanctuary fighting Diablo.

  1. Treat NM Dungeons like Path of exile treats Maps, Add permanent mechanics in dungeons, example, a crack in the ground you can enter, kill the mobs and boss for a new item (abbysal gem) poe does, Or other mini events they have such as legions etc… because atm NM DUngeons (lvling glyphs) are so BORING.
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  2. Make Cellars worth doing, maybe add pieces of a treasure maps you can find in cellars, once you have the entire treasure map, follow the clue or coordinates somewhere in the world to dig up an ancient chest, inside you can get maybe Unique items with alternative look/artwork or maybe DEMONIC Uniques, which are exactly like normal uber uniques except the ASPECT STAT is completely different, and make these uniques very rare, kinda like ‘Clue Scrolls’ in the game RUnescape.

  1. add new things to discover throughout the world, give us reason to do other things early-mid game then just Helltides

Anyways there are tons of ways to make D4 great, I just hope it happens

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This is a great comment, D4 talent trees are so basic and boring. How could D3 talent have so much better and more impactful? How did we go backwards? In D3 you could customize most skills to do any damage type wanted and that was fun, fire blizzards and electric tornadoes, making a build was fun and impactful. When I got my first Tal ring on Sorcerer in s2 and it was so joyless to try to get a stack of each element I definitely was wondering why it was so much more fun to proc the Tal Rashas bonus in D3 and it was become players were given a bit more control over their skills.

Otherwise my suggestion would be to reconsider unleashing the overpowered new items on the PTR like Lucion in S5 and to instead put the work in to balance and fix all your current items and bugs. Most importantly fill the chasms in class in balance.

These are great ideas! Things i’ve never even had an idea of. I like em’ !

I now think it was Blizzard’s biggest mistake to let the community influence the balancing. i think the game would be a much better one today if Blizzard had pushed through their vision from the beginning without listening to the streamers and community.

So they try to please everyone, and then there’s always the back and forth like we have now.

2 Likes

How’s the view from up there?

Adding new things to do in the game is all well and good, but the top priority for them leading into VoH and S6 MUST be class balance!

S4 essentially acted as a reset for the game and with no seasonal shenanigans distorting the picture, it’s become painfully obvious that disparity between the top 3 (Buffarian, Necro, Rogue) and the bottom 2 (Sorc, Druid) is hilarious!

They surely can’t allow this to persist for yet another season. Surely?!

The thing with balance in games is - it’ll never be balanced. I do agree though, the disparity is mega huge.

I honestly couldn’t believe when they announced the expansion. It was like… waahh? Already? This game isn’t even functioning and they are doing that?

PoE 2 is coming out around then too… So long D4. lol

It’s too bad because the whole image and just from suggestions on this post, what people want from this game isn’t even a stretch but they cannot get it right and we as consumers can go as far as making a post and that’s it.

D2 is still rocking and rolling. lol… “boss running in d2 worked” - Hey lets have gated mats and dog !@#$ layouts instead of setting a real dungeon and pushing to diablo, duriel, whatever. Instead it’s 10-20 steamroll mobs to a thing you click and a boss poofs. Such anti climactic let down.

Skill tree in d2… for it’s time, amazing and still decent. D3 and D4… ? Ha.

Etc…

didnt they say classes are getting more skills at expansion?

Instant gratification Must go

Stronghold Boss, World Boss, and Uber Boss were designed to challenge players, and upon completion, they are rewarded with loot. I remember during the beta having fun while trying to clear the Malnok Stronghold, even though I died a couple of times with my character equipment with yellow and a few legendary.

In the current state of the game, I don’t think anyone is challenged by those events anymore. It feels like you’re just mindlessly hitting the pinata 2-3 times without getting any satisfaction. The fun factor is gone, and there’s no sense of accomplishment. You don’t get a dopamine effect from anything you kill, as legendary items don’t feel special anymore - they feel common.

The leveling process is valuable, but the game’s end-game content is minimal.

I disagree with the developer’s vision that the player must be rushed to level 100 quickly to enjoy the end game. (The end game doesn’t exist, what end game are we talking about!)

The leveling process is something I enjoy during my journey, and I completely disagree with the idea of skipping it. I believe the pace of leveling is too fast. The game lacks content after reaching the end, which doesn’t justify this design choice.

I would like to link a video

In short, he says that is not interesting to ‘‘farme’’ Nightmare dungeons around level 50-60 to push for 100.

“Why doesn’t he like it?”. Well, I believe it’s because it’s too easy. Like any decent player, he has an optimized build with lots of legendaries. As a result, he doesn’t find any challenge or fun in the game because he doesn’t have the mindset of playing carefully and trying to find new items to further optimize his build. At this point in the current version of the game, he already has his gear optimized and just wants to rush mindlessly to level 100, which makes it feel like a chore.

Conclusion

  • Slow the leveling process of the current game any way you’re end game is trash.
  • Instant glorification is bad for the game please stop it
  • The game difficulty should be turned up a bit. The level of difficulty shouldn’t be compared to the Banana game on Steam.
  • Better class balance and balance between class build (All my conclusion points are not valid if the balance is bad.)
  • Stop creating games for casual players, as they are the first to leave and often request the game to be dumbed down. (Sold millions of copies of the game and the game chart indicates that not even 100k playing this game.)

Sidenote: If you can’t defeat Lilith, then perhaps you need to consider that you may be a mediocre player and not entitled to having the game cater to your needs.

1 Like

This is my feedback after getting a few SSF characters to 100. I will start by saying reknown needs to be rebalanced and boosted to be less of a drag, give better quest rewards too,.like better loot or revealing altar of lilith locations. I liked that some quests start as loot drops for players to turn in as an alternative to fetch quests.

We are well aware that the player base is split between the hardcore fans who want more Diablo 2 elements implemented and the casual audience who prefer more Diablo 3 elements.

I think the move that makes the game feel off is the decision to park all endgame content in Tier 4. The harder difficulty and resistance penalties just means monsters hit harder and you have less resistance; the trade-off for higher difficulty yielding better loot is not so great.

My proposal is to continue what Blizzard did with Helltides. Instead of forcing everyone to play on the hardest difficulty level, they should let players decide and put all endgame content on both Tiers 3 and 4. Post level 100, drop Ancestral Legendaries in Tier 3, and allow Uber bosses at level 100 to be soloable and less tedious. The same goes for the Tier 3 Pit; more resistances mean getting one-shot killed less at the expense of lower quality loot.

World tree bounties should generate random mini boss fights to feel earned and add unique items to the world tree loot pool.

Also, expand paragon growth opportunities. Capping paragon makes no sense. Diablo 3 was playable endlessly because there was seemingly no cap on paragon, so the more time invested in a season, the stronger players became in a season, retaining seasonal perks upon returning to the eternal realm. The Pit should have paragon nodes at the end of pit runs. When a Pit maxes out, instead of teleporting to the boss zone, have the boss character teleport right to the player with a summon spectacle, like they do in Helltides, also similar to how they spawn in rifts. Blizzard needs to make the Pit feel like Rifts, not Greater Rifts and remove the timer. Rifts started at level 1 and worked as an alternate, more targeted way to grow seasonal characters from 1 to 100 without having to get on a horse and be forced to explore, with Pit-related goals to gain renown. Adding errands to dungeons makes Nightmare dungeons cumbersome over time. I liked the condensed, action-focused nature of the Pit better as an alternative way to build paragon.

Stop the caps, it makes no sense to go open world with so many limitations or limiting unique item drops to piñata boss fights that are one-shot kill capable, and just add them to the overall boss fight loot pool, including Pit bosses and nMD bosses.

Redo unique items to be strong enough to enhance popular builds. Top-ranked builds from the leaderboard should add items that support those top builds in later seasons, as well as roll out unique items that greatly enhance underused skills with unique aspects to make them interesting.

Instead of power creep, build all characters to be on par with what’s most powerful before nerfing things to unplayable oblivion. Things seemed the most balanced before the S1 nerfs, and there’s been no sense of equilibrium since.

Give me more ways to finish my character build post level 100 in Tier 3 to get strong enough to take on Tier 4 challenges.

I think that would open things up more and buy the devs more time to make the game more fluid and less inclined to force us to play the game a certain specific way with specific builds or otherwise be indirectly penalized.

I think that would open the game to be challenging for those that want to be challenged, and fun for those that just want to be powerful, as well as provide fewer death penalties that discourage players from giving harder content a try.

Also, boss fights are backwards. What’s the point of wearing down a boss health bar only to find them grow more powerful after getting beaten down? Shouldn’t bosses be getting progressively weaker and losing previously powerful attacks as players wither boss health bars down? The health bar should literally represent a boss character’s will to keep fighting, as well as serve as return points after dying in solo boss fights.

Diablo 3 used to be the anti-MMO RPG with a focus on action and a seasonal gameplay loop. Anything remotely quest-like came with a lot of rewards and played faster. I liked when loot was not locked to a class, especially particularly strong items encouraging the player to try building a character of a different class and playstyle after acquiring items worth building around.

Subsequent seasons should be focused on making the journey from levels 1-100 instead of just slapping on more end-game content/gear and calling it a season.

The only timed periodic event that made more sense was the challenge rift. Being able to test drive top-ranked builds at max level in weekly challenge rifts that greatly rewarded you if you completed the challenge was a great way to boost the start of a new character or replenish cash and crafting materials.

Overall, make everything locked behind Tier 4 available in Tier 3, then add a Tier 5. A step back and a step forward.

If everyone’s flocking towards a specific build, as long as it’s not bugged, don’t nerf it without a counter-balance buff. The buff doesn’t have to be stats-based; it can be a buff that makes other skills in the class more tempting with new weapons, armor, or aspects.

Well, those are my notes…

  1. Class balance Needs to be addressed
    Method: Make all equipment setups for all classes like the Rogue, except Barb. they get the Benefit of there additional 2hander slot for stats/effects. Allow all classes to have 1 2handed weapon and 2 1handed options equipped for stat purposes and allow a toggle for weapon use like the barbarian gets, then let the barb hyper focus how they choose to be “Different” but still balance the scales closer in terms of damage etc…

This will fix the class balance damage wise, then remove a large amount of the large multipliers of damage from the game , this will rein in damage across the board so we don’t end up fighting lv 300+ bosses with trillions of health.

  1. Survivability Should Matter / Defensive Play Should be Supported
    Make building a character that can take damage an optional play style, sure they won’t one shot bosses etc… but that’s the point, single shot killing Any boss shouldn’t happen, the Fight IS the enjoyment and the Challenge.

  2. Damage / Stat Caps
    install diminishing returns caps on Damage Stats past a certain point, just like there are diminishing returns on defensive stats at this time past a certain point.
    Ex: No character should have 5000+ critical strike damage and a 75%+ critical strike chance, this destroys game balance entirely. (I have seen even higher stats on certain builds,etc…)

  3. Make things like the Pit, etc… Endless and scale rewards appropriately for difficulty completed. Add achievements, titles, etc… for completing more difficult content either solo or grouped.

  4. Encourage Group Play, this is an MMO Open World style ARPG, why are we penalized for grouping? IE main person who starts event gets Max materials, while other grouped players get Half as a “reward” yet the difficulty gets Harder the more players you add.

Resolution: When Party leader opens the Rift…err Pit… a popup to accept should be given and each player in the group should be charged the resource required to open the Pit or event and rewards given equally to the group IE, everyone who participates in the group activity should get 60 Nether iron, etc… depending on difficulty completed and also scale rewards based on the amount of players/difficulty.

  1. Risk VS Reward
    This needs to be adjusted in the game across the board. The More effort required, the more players required, the rewards should be greater.

Allow summoned Bosses to be scaled and increase drops/ drop chance according to difficulty, while increasing the materials required to summon accordingly.
Ex if a 4 man group wishes to summon Tormented Duriel with a greater chance at more drops and more chances at Uber Unique’s, they should be able to input a scalable amount of summoning materials, this will also increase the level of the boss accordingly and difficulty as well.

  1. Build Diversity / Talent Tree expansion / Skill Rank Benefits / Paragon System
    To increase build diversity across the board look to things like the sorcerer’s fire ball being shot through firewall and it splitting into 3, etc… style effects for all classes. Make combining skills of different types to create weird effects like that, which will open up gameplay for each class.

Please Increase the Talent tree’s size Ex: Add more Talents, move the Paragon board to Lv 100. Allow talent points to go up to 100, then increase max ranks in skills from 5/5 to 10/10 and passives to 6/6 through talent point investment, allowing people to focus where they want and increasing build diversity.

Increase the benefits for skills accordingly so that having max ranks in skills actually Matters, vs what is done now for most builds which is Rank 1/5 then 2 points for the skill branches. Make it more worth while to stack Skill ranks through items.

Make paragon points effectively endless when at lv 100+. you have 5+ boards to fill for each class, with effort and play time they should be allowed to Fill them all.
To allow this make the xp required to gain paragon points scale up the higher the amout of paragon points you have. Ex if you have say 250 Paragon points, but to get to 251 you need what it cost to get the 250th’s paragon point (you can set this scale accordingly) + 10%, each time it increases to proceed further.

I burnt 3000 steel in S4. Not because I wanted to but because i had so many summoning mats. They need to move mats into the materials tab because they drop like candy. It would also be nice to increase the boss level so only 925 items drop.

Its sad when im lv 55 grinding nm dungons and getting better loot then the boss ladder at lv 100.

I think with uniques being able to drop in more content in S5 Blizz could safely reduce summon mat drop rates.

They wont tho. But since there is no iron wolf rep to get welfare mythics and cages are gone S5 might sort that out naturally.

Longer PTR’s and multiple iterations on the PTR build.

Can we give the man 1000000 likes and fill every threat with exactly this statement.
Cause this is the number 1 issue of the game.

The main problem with itemization is same like with rest of the game. They don´t understand gaming itself. It really feels like if you take some bushmen from nowhere in Africa and let him controlling the flight tower in LA.

“you can drop GA, that has bigger number, that means it is better item” They don´t understand that GA LPS or ressist really isn´t better item than random blue on ground.

And bcs they are cluless it will always bit hit on miss if they on random do some changes.

I mean it they would hire 10 random above average gamers who sink a few hour every day as consultants game would be much better.

Removing them entirely would work but seems drastic. Capping the number of multiplers from gear and the number of multipliers you can use from paragon seems like a better approach. This would leave some room to grow your damage where appropriate but you would need to choose which ones are best suited for your build. And the multipliers themselves should not have so much disparity (eg 300% vs 20%). Capping how many you can use also makes other builds more viable. Currently if you don’t stack all the multipliers you are doing a lot less damage. And it removes barb’s (and rogue’s) inhernt advatage of having more spots for them.

Then the only issue would be tempered affix and aspects on the additional weapon spots. Which also is easliy solved just by using the active wepons on skill use. For barb you assign weapons to skills. For rogue you would need to use the tags for marksman and cutthroat…this may not be perect but should cover 95% of the usage.