I posted this before, but here’s a start:
DIV Improvements
QOL
- Bigger Stash/More Tabs
- Gem Tab
- Higher Resource limits
- Salvaging of items should be moved to the character to be able to do it in the field
- Horse Inventory
SKILL SYSTEM
- Resources should be expanded to all classes to be able to be used
- Skills should be made to support those resources
- Less reliance on cooldowns and more geared towards resource costs
- More options for each skill to branch out and be customized
- More levels for skills to be upgraded
- Continue to give a skill point for characters all the way to 100, and expand the skillboard to have more choices to grab.
PARAGON BOARD
- This really feels like a time-wasting system. Most of the time you are grabbing +5 to a stat nodes, and then you can grab a magic/glyph/legendary node every now and then.
- How about “building your own board(s)? You have to hunt for the board slots/nodes to install in them?
- Glyphs are way too monotonous to upgrade, and once they are upgraded, you are done. It is more of a chore you have to do, than something you want to do. Part of it is the majority of glyph levels do absolutely nothing. It would be far better if there were less levels, but far more impactful levels for them.
- There are far too few glyph options to choose from. What I mean is that once you have decided on your build, most of the glyphs are useless, and you only need to level the few that matter for your build. This is also a problem with the too limited choices for builds for each character.
DUNGEONS
- These need to be extremely expanded, in depth, breadth, randomness, a reason to explore them to the end.
- The unlock mechanics need to be expanded upon dramatically, or dropped entirely. Right now Dungeons are extremely repetitive and boring. Nightmare Dungeons do not change this up at all. Sure, they add a few minor effects to the mobs/dungeon, but the experience of running the dungeon remains the same.
- More “Butcher-like” experiences within dungeons are needed. And by that, I don’t mean extremely challenging fights that pop out of nowhere (those are good, but better used as a rare surprise, like the butcher is). Rather, I am referring to things that happen out of the norm that surprise you during a run.
- Dungeon affixes should not be the minimum roll all the time. It should be the minimum of what you have found currently. As well, every affix should have a dungeon for it. Maybe simply have multiple affixes per dungeon and you pick one upon completion? Trying to hunt for an affix on top of a better item as well just feels bad when you are trying to run a build.
BOSSES
- Dungeon Bosses need to be expanded upon. From their rooms that you fight them in (more environmental effects are needed, like lava/quicksand/falling pillars/dropping pits/etc), but the environments themselves need to change from flat, featureless locked arenas. Having different actions that you need to take in order to combat the boss is a far better thing than facetanking it until it is dead, dodging every now and then. There is a reason why legion/fortification bosses or the story bosses are more desirable, and it is because many of these fights are somewhat unique or have neat effects to the fight itself. This can expand to the World Bosses as well as to a degree to the random bosses that spawn in the overworld as well. They are nothing but damage sponges with a few effects to watch out for and dodge. They are extremely boring to fight.
MOBS
- There need to be more types of mobs, as well as more “personality” to them. Right now, they feel very “samey” no matter the type.
- Less crowd control, or far more affixes that the elites have access to.
- The effects of their flashy attacks need to be less “arcadey” feeling, and more like it should be a part of the world.
- I would like to see more differentiation between mobs for strengths and weaknesses. Having some mobs strong/immune to Vulnerable/Critical/Overpower/etc. Would make fights more interesting, as well as punish those builds with an over-reliance on 1 type of damage.
EVENTS
- Events are far too repetitive. There needs to be more randomness to them, from the length of time they run, to the different waves of monsters that appear, to the placement of the “fixtures” in the events.
- Remove the giant chest that pops at the end and the popup in the middle of the screen.
QUESTS
- Quests should be looked at. Remove the “farming” quests from the quest list, or at least expand them to feel less of a slog or an MMO fetch quest feel.
- Quests should be moved to after the story finishes. The campaign is a “we have to hurry to stop Lilith before bad stuff happens” and in the middle we have little Timmy asking us to pause to look for his grandfather or Jennifer asking us to hang an amulet on a tree. It just feels wrong. Having the quests occur after the story makes sense with the ending, as well as giving players something to do at the end.
- There needs to be better rewards to quests beyond items and experience. Where are the Charsi quests to imbue items? Where are the quests that unlock skills and stat points? Maybe quests to unlock additional carrying capacity or stash slots? Quests that allow you to further customize a skill in some way (permanently reducing resource costs, or cooldown or somesuch?). This gives you a reason to hang on to your build in some way. Quests to unlock paragon boards? Or alter paragon board nodes? Quests to add an affix to items? There is so much you could do with the quests beyond what was done.
STORY
- I would like to be able to replay the story with the same character. It was well done, but having the option to start a new world tier and running through the story (at a harder difficulty) would be great).
ITEMS
- More Gem Options and more gem effects when slotted
- Gems being slotted into more items/more sockets for gear
- More item types allowed for every class to be able to use
- Yellow items should have a 3-5 affixes to spawn, legendaries maybe 4-6
- Seeing Charms back, but with their own Charm slot(s) (so you can’t run with an inventory full of them, but having a reduced amound, maybe 1 of each size or some such) would be nice
- More affixes would be nice
- Maybe having quests to be able to put a second aspect on an item?
- There definitely needs to be some sort of fix to the affix system. With so many granular affixes, items just feel monotonous to look through. I honestly think that most of the specific ones should be moved to the paragon board exclusively, and have items with more open-ended affixes.
- Items should have more differences between each other. Heavy vs. Light armor. Reach with weapons. Mobs that are strong vs. types of weapons.
- More abilities to upgrade/alter specific items
CLASSES
BARBARIAN
I am only speaking to the barb, as it is the only class I have played so far.
ARSENAL
Arsenal system should be opened up to allow any item that fits to go into the slot. Ie. Any Two-Handed Weapon can go in either Two-Handed slot. Allow people to carry 2 Two-Handed Swords, or Mauls or Pikes, or a Sword and an Axe. 1 Handers already allow this, why not Two-Handers. This could allow more interesting skill decisions, as some skills may require specific classes of weapons to use.
EXPERTISE
Expertise system needs to be expanded. Once it is maxed out at level 10 for each weapon, it is done, and there is no need to really touch it again. Having the option to further customize attacks via leveling up the weapons on use would be a great addition that allows for further non-experienced based leveling.
There is also the option to expand it to Bows/Staves/Scythes/Shields/Armor as well.
SKILLS
There needs to be far more done with skill options. Especially with skill choices that simply give a small percentage to damage/defense/life/resource. These skills feel wasteful, even if the game “requires” them for certain builds to feel viable.
Basic Skills really need something to make them more customizable for people to use. Right now the resource generator/spender system feels really bad. The skills people “want” to use are the spenders, but they “have” to use the generators in order to do it. And they are only able to do it in short bursts, before moving back to the generators which just feel bad to use, having no real utility, design, or damage. Their only function is to generate resource, and feel bad to do so.
I would be fine to see Shouts remain with cooldowns, as long as the other skills move more towards the resource management side of things.
How about a way to get both (or multiple if they get expanded) twig options to a skill? Maybe a special unlock? Or even item affixes that allow it? Or a paragon board slot that allows you to pick a skill for this to happen to?
Allow more skill options to be chosen for your hotkeys. Allow the option to have different attacks/abilities that you can use based on the situational need.
“Ultimate” abilities are currently bad. The cooldowns are so large, that they are relegated to being unused or charging for a majority of game time, only being used for a very short “burst damage” against bosses/elites. They feel real bad to have on your hotbar, as opposed to having a skill you can actively use more often.
Where is the option to let you have a wider targeting arc for Death Blow? Or how about upgrades to Whirlwind to allow you to hit farther enemies (or the aspect that lets you pull enemies to you?) How about a skill that lets you set a skill to retaliate for free upon a hit?