Hi All,
This post is going to be focusing mostly around loot and ways the game can be improved to make things a little more interesting.
Bare in mind these are my personal opinions, you don’t have to agree with them and I don’t expect you to agree!
Change to Legendary / Unique drops
Legendary drop rates
This game drops legendary items like candy in a candystore. It’s far too often, one of the thrills back in Diablo 2 for example was after 10 boss runs you finally get a unique which in general was more useful than the uniques you get in Diablo 4.
Diablo 4 has hundreds of legendary items, which are basically just a “rare+” type item because the aspects and stats are always different.
Unique drops
Uniques are largely useless in Diablo 4 and as a result gear progression quickly stagnates.
The best solution to this for me would be to decrease how often uniques drop from regular monsters and make it so you can either change the aspect, extract the aspect or change the stats.
Alternatively just introduce a lot more uniques with useful stats/aspects on them so that you don’t have to modify them
For those who will suggest that the item will no longer be unique, if we look back into the past with Diablo 2 for example you could get Magefist gloves with anywhere from 20% to 30% enhanced defence and then if you wanted you could use a Horadric cube recipe to upgrade the tier of the item
Boss Farming
Boss Loot
The boss loot is very much underwhelming in this game, I believe that every boss should have a way higher chance of dropping a legendary and also have an increased chance of dropping a unique (pairing this with my changes to unique items)
Dungeon Boss Design
The bosses in dungeons are all basically a carbon copy of each other, the arena is small, they don’t move around much, they do the same patterns and you can’t easily run away/retreat because you’re locked in a cage with the boss.
There shouldn’t be a barrier behind that closes when you are fighting the boss. If you want to run away you should be able to.
The areas where these bosses live should be vastly different in design.
World Bosses
The world bosses are currently too easy in Tier 4 because players over level 80+ destroy them which makes the world bosses rather boring.
The world bosses need to be much harder with either less predictability in what attacks they’re going to be doing or simply less time to react. If we look at Ashava’s double ground stomp and swipe back… you can go make a cup of tea and come back to avoid the swipe back.
Their loot that they drop is diablolical (yes I spelled it wrong on purpose)
Dungeon Bosses
Currently users who farm dungeons often skip the boss because it’s a waste of time, they’re boring and waste time because their loot is terrible.
After doing an entire dungeon I believe you should have a near 100% chance to having a legendary item drop.
The bosses XP needs to be way higher, back in Diablo 2 it was essential for higher level players to kill the bosses like Diablo and Baal because they gave you a very healthy chunk of XP.
Ultimately making them harder, with more attacks/different arenas, more xp, better drops would improve the dungeon bosses a lot.
They should be as hard as Elias is to level 70s so that a good party/teamwork is needed to kill them.
Quest Bosses / Single Boss Farming
Diablo 4 currently forces you to do long dungeons just to kill a boss but there aren’t any real bosses that you can just travel to and kill.
In Previous Diablos you could if you wanted skip past all of the enemies rushing to a boss to farm the boss for that increased chance of loot + good XP.
Diablo 4 needs exactly this, the ability to farm single bosses if you choose.
Farming for specific items
The game needs an overhaul so that instead of items being 100% random everywhere across the map make it so certain areas/bosses/dungeons have increased chances of dropping certain items/aspects.
This is so the users struggling to find one specific item for their build aren’t stuck until it random drops rather it allows them to go and farm a specific boss/dungeon/area to get that item.
Maybe make it so each season has it so each act will drop higher amounts of a class specific items/aspects so for example Rogues might want to farm “Dry Steppes” because it will have a higher chance of dropping their class specific items/aspects. If other classes farm the same area then instead of getting class specific items they’d just see an increase in global aspects/gear.
Nightmare Sigil Farming
The nightmare sigil dungeons are currently a big disappointment, they’re very much like Diablo 3’s rifts which were relentlessly boring.
There needs to be a leaderboard system added tracking your personal bests with your times going into a “Friends Leaderboard” and also a “Global Leaderboard” so that you can actually challenge yourself to completing it as fast as possible just to try and make them a little less boring.
The loot at the end of a dungeon needs to be better and better the higher the sigil you complete, maybe every x levels of sigil = x% increase in legendary/unique drops at the boss/end of dungeon.
Map Generation
The maps are incredibly boring, the main reason farming of specific dungeons exists at the moment isn’t so much because of the density but more because the layouts are always fixed.
We need randomly generated dungeons so that they’re always different, the density is increased and so you don’t just know the map layout.
Again, if we look back at Diablo 2 and look at farming Mephisto or Andarial for example, there were ways for people to work out roughly the best routes to find the next level but for the regular player it wasn’t an easy thing to learn but even once learned it was still more challenging to find the route to the boss.
World Tiers
Currently one of the biggest problems we have is that World Tier 4 is far too easy for anyone over level 80. This includes for world bosses.
As such I believe we need to have World Tier 5 and World Tier 6 introduced but with some extra restrictions (Maybe these resitrctions should also be put on World Tier 3 and 4)
World Tier 5
Introduce a new capstone dungeon to unlock WT5 and in order to move into WT5 you would have to be a minimum of level 80.
The difference in WT5 would be that enemies are harder, gold is more plentiful, loot in general is less common but items will all have an item power of 800+
World Tier 6
Make it so the current Echo of Lilith dungeon is the new event to unlock World Tier 6 but to get into World Tier 6 you would have to be a minimum of level 90.
Again, increase the monsters strength, increase the gold pile size, reduce loot but make the loot that drops have a higher item power of 850+ (We’d need more item power increase)
Item Filters
The game needs a bunch of item filters introduced because rares are so damn common with so many variable stats that 99.9% of them are useless and just get salved/sold. It’s boring going through each one.
What’s the definition of rare… not the same definition that Diablo has.
If you have any thoughts, criticism or can point out things I’ve missed please do share them!
Thanks