Non Sarcastic Constructive feedback

Balance is the key to making a game that will outshine your peers.
This will have players engaged much longer, as they will have the desire to play many different builds.

Nerfs and buffs should happen during testing, and at any time it is necessary to balance the builds. All the classes should be within about 10 Pit tiers, being played at the same gear and skill level.

Class skills and key abilities like enchantment slots for example, should all be within the same power increase, between classes.

Gear and skill trees should change the activated abilities, not just increase the numbers.

Take the time and put in the effort to create a game I would feel great about liking and would feel good about sharing my time spent in Sanctuary with other people.

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They should have put real effort into balancing before the xpac came out. Season 6 would have been amazing and the expansion would have received much more acclaim. I don’t mean just not let bugs get through I mean actual balancing of classes and builds before a product is released. Do work Blizzard.

3 Likes

IF they cant get duping fixed once and for all then go back to no trading except in party and then buff the droprates.

2 Likes

Skills, items, activities, and rewards all need more synergy.

The game lacks discoverable secrets which could easily be thrown in every season or major update.

Example: When I first saw an item drop as “of Baleful Intent” and then realized there was a questline to unlock “Baleful Intent” cosmetic, it immediately hit me that a secret could have been thrown in where if you wear the entire set, and find matching jewelry/items with stats you can use that are named “Baleful Intent” it could unlock a unique visual effect for the cosmetic set.

Little things like that thrown in constantly without announcing them could add a lot of mystery and fun.

2 Likes

I’ve been advocating for D3 style trading since the game launched.

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How cool would it be if you were running a dungeon, and it kept changing as you get closer to the end. As a rarer instance of course, and with an invasion perhaps.

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That sounds interesting. I meant more along the lines of keeping you moving from one activity to another while constantly earning various types of rewards to keep you always moving and not getting bored of one single activity.

Example: Whisper Cache should drop Obols and so should Bosses. Bosses should also drop Legendaries again. Whisper Cache are mostly done well seeing as how they drop gear, boss mats, and undercity tributes. They should keep that momentum going.

Cinder drop rates should remain high. Maybe not as high as the current event, but somewhere in between. Blasting through Helltides is actually fun. It’s fun right now because it’s efficient. Efficiency in a grindy loot based RNG game is fun. It makes you feel like you’re accomplishing something whether you get that special drop or not, and it does increase your chance while not overhauling the actual drop rates themselves.

And I’ll mention again, skills (and passives) need more synergies and they need to be creative and interesting, and more than just numbers. Think Aspect effects but baked into the skills or passives themselves, then aspects further playing on those effects. Same with Paragons, need more synergies there.

Paragon Glyph Legendary bonuses were a good start to this. Using X board and X glyph combined with Y board and Y glyph further multiply the effects of yadayada.

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I think it would be best to have higher chance to get better loot, as the difficulty increases.
And to separate the best loot to drop only in higher difficulties and tiers.

I agree with you good sir, aspects, skills and all abilities need to be altered to function differently, instead of only getting number changes.

A great example of this is Whirlwind on Barb. Get rid of the Whirlwind pull aspect completely. Bake that into the skill itself as a passive upgrade, then use Aspects to further be creative with how that effect functions.

Aspect: While pulling in enemies with Whirlwind, will also pull any active Dust Devils to you as well, focusing your damage.

I’m sure someone can come up with more creative ideas. That was just something off the top of my head.

4 Likes

Pulling in the Dust would be great to concentrate the damage.

Hopefully they make the decision to take their time and create the best game they can, instead of just pushing things out.

That’s actually a pretty good idea. Many aspects that change how skills work are fun to use but get overshadowed by multiplier damage aspects. Either those effects should be added directly to the skills or their enchantments, or the aspects themselves should include a small multiplier (just thought of that while typing this).

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The way I envision it the Dust Devils would keep flinging in and out of your location while pulling enemies in to you. Could add a way to extend Dust Devil duration, too, as a way to have more active focusing even more damage but also allowing them a reasonable cap on just how many you can keep going at once. Like a Whirlwind Dust Devil Vortex.

Clearly I’m biased cause WW Barb, but apply similar creativity to all skills and classes obviously.

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Damage for skills just need to mainly come from paragon, gear stats, passive tree, and skill themselves 5/5. This stacking aspects for multiplier damage needs to go bye bye and aspects need to change gameplay up. This also makes the game and skills easier to balance.

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Once 10 Dust gets pulled back in, a huge persistent one spirals outward.
It’s really endless, and I really wish they would take the time to create more quality interactions.

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And that would tie in perfect with my idea to have aspects focus more on creativity adding more functionality.

2 Likes

Exactly, I have always thought it was weird to rely on aspects to make the skills even viable.

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Aspects need to be the icing.

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And to elaborate further on that one example, and for more “synergy” as I mentioned. The Whirlwind Pull baked right into the skill as an upgrade can scale based on your Attack Speed. Faster you spin, faster you pull things in.

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I’d like a character in the game who you could take runes to, salvage for parts and apply an upgrade system so you could farm them to get better rune stats and craft them when you need.
I think this would help with the issue some people are having with such limited stash tabs too.

1 Like