Season 6 and Expansion Review

This post is going to be long so prepare yourselves. I doubt it’ll get any traction but i really hope blizzard see’s this and considers the things I’m saying.

First off i just want to say that this is the first Season i have actually played consistently and haven’t quit after few weeks of playing. So everything they’ve done has been huge!

Dark Citadel:

  • Cosmetic is underwhelming and not worth the grind
  • Needs a way to sacrifice something in a stone to make it more difficult in order to increase rewards and increase difficulty

Undercity:

  • Great concept
  • Add a way to sacrifice items to target a set of items and increase chances of finding those items. For example, sacrificing 3 ancestral Gloves increases your chances of ancestral quality gloves dropping.
  • Increases rewards at the end
  • I ran 10 Legendary Resolute with the same affix and When selecting bargaining’s like + to skills for 5m, i only received 4 out of 36 Legendaries with a + to skill stat on it. This needs to be retuned.
  • Add a random craft to the mystic for the Tributes that use Sigil Powder

Infernal Hordes:

  • Add a random craft to the Mystic
  • Add a Tier system and remove wave count from the sigil. Default 10 waves.
  • Tier system increases the difficulty past your current World Tier which will increase the chances of Ancestral’s to drop.

Runewords:

  • I believe these are fantastic but their isn’t a lot of diversity in using different runes.
  • Add Mythic Runewords.

Legion Events:

  • Seem useless now, Season 5 they had a very good purpose.
  • Add Runes to Legion events at a higher chance. Only drop blues so that it encourages continued run’s in order to collect and exchange later to try and upgrade.
  • Add tributes at an increase chance to drop

Helltide:

  • Felt like it wasn’t really worth running or needed to be ran anymore.
  • Needs to have increase chances to drop Tributes to incentivize more reasons to run it

Pits:

  • Felt great, i love the new way to level glyphs
  • Anything past world Tier 4 difficulty needs to increase the chances of Ancestral Gear to drop. Tear 100 and up need to garentee Ancestrals to drop and the further into 100’s further increases the chances of more dropping.
  • Getting to Floor 3 but not having all you need to go to the boss doesn’t feel good. Needs to be fixed
  • All Paths should lead home, delete dead ends
  • Add treasure goblins. Each one you kill adds a chest at the end.

Nightmares:

  • Felt great!
  • After getting all your Glyphs the need to run them fell of and left the content as a less efficient way to farm obdocite then Infernal Hordes.
  • Needs to add more things to the loot pool to diversify the areas you can go to in order to farm things

Boss Rota:

  • I like that you removed legendaries from the pool of loot
  • I would like it if you removed EVERYTHING other then Uniques and Mythics and other Boss mats from dropping from the loot pool. This will incentive other forms of gameplay outside of boss rota’s to farm the things you need while maintaining a viable way to farm pivitol Uniques
  • Bosses are to easy. Heres out to fix it:
    1. Each Health marker triggers a invul state for the boss where it phases and does some mechanic you need to avoid or what not. It is impossible to skip these triggers or burst through them.
    * When you do this you need to add a way to sacrifice more materials to increase the difficulty of the boss like we had in Season 5. Except add Tier system like Pits. Each tier increases your loot amount and chances at GA items. But isn’t a one to one for boss material sacrifice. This will compensate for the time investment and reduce the amount of rotations needed to achieve the desired goal
    2. Add multiple tiers in difficult to increase loot find and rarity find.
    3. Make the effects WAY more noticeable and have contrast.

General:

  • If Legendaries have a chance of dropping aspects from 0-80 then Ancestral’s need to have a chance to drop it at 40-100. 1 GA from 60-100, 2 GA 80-100 and 3+ 100. This should apply to Uniques and their Aspect as well.
  • Add a salvage potions option at the Alchemist.
  • Add a way to convert higher Rarity Stock Goods for lower tier and vice versa.
  • Gem fragments need to revisited.
  • Legendary Glyphs feel very underwhelming. Add a level 100 Effect.
  • Add more synergies in paragon boards that incentive taking defensive stats which will increase damage. For example. Deal 2x times the % of healing received.
  • Add more risk vs reward Uniques or skills or something to that effect. for example. Lower all resistances to 0 but increase damage based on the OVER resistances of 0 multiplicatively or maybe add these conditional effects to runewords so runewords turn out to be build defining.
  • For crying out loud give me a SELL ALL BUTTON!
    *** Auction House**
  • I would not be Giribaldi without saying “Buff Temerity”

Next Expansion Idea:

  • Kanai’s Cube
    1. Add 1 Offensive, 1 Offensive or Defensive and 1 Defensive or Utility and 1 Utility or Mobility. 4 Total

I look forward to seeing what everyone else thinks!

6 Likes

A lot of good feedback here. Well done.

2 Likes

Thank You. Feel free to add or subtract from what i suggested or said!

1 Like

i wont go into every point of your post, i can for sure agree to a thing or two there. The Legion point got stuck tho, they really feel lackluster. I only did it for the seasonal journey to be honest and dont see myself doing any other this season. I also didnt really see a big purpose for them in s5. Infact, i think i never really did them since s2.

Btw, hats off - one of the few pretty constructive feedbacks. youd be surprised how rarely one sees those here.

1 Like

I agree completely. After Season 2 i stopped running them and in Season 3 i started preaching that after the helltide revamp Legions lost their appeal altogether. They used to be a really good XP alternative and dropped REALLY good stuff too. Now there isnt a lot of incentive behind running them anymore

1 Like

yea, they are rather boring and dont really offer good rewards. not a great combo at all ^^

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The Dark Citadel cosmetics really are terrible. The Reins of the Longfur Beast, which you get for completing the Dark Citadel in the first month of release, looks like a plain old cat. Meanwhile in the item shop there are really cool mounts that change color based on night / day cycles etc. Same goes for the armor sets. The citadel cosmetics look amateur and cheap compared to shop sets.

Cosmetics you have to earn by taking part in limited time events should be just as cool (if not cooler) than RMT shop cosmetics.

Have to disagree with this one because of Blizzard’s long running tendency to mess this up. Andariel and Lilith are the current examples of this in-game and they do seem disfavored, even hated (at least in Lilith’s case).

The problem is Blizz goes for “instakill, now start over” mechanics and makes it difficult to anticipate due to the elimination of progress crucial for solid learning. IMO we would all be better served by games companies employing psychologists who are experts in how people learn so they can implement that aspect in the games.

1 Like

I don’t disagree with you on this point of hiring a psychologist. I think something needs to be done though that makes it so that you RARELY need to run the boss and if you do you don’t have to run it very often. SO making it difficult wouldnt be so far outside the realm of normal while also boosting the rewards to compensate the difficulty while making EASY ways to target farm them in the overworld whether thats unique level Tributes or what have you.

i just wanna get outta the Boss Rota meta and keep it very NICHE. Like Dark Citadel is NICHE

1 Like

I wouldn’t say you’re wrong for wanting more options, though I would say that Citadel would be a poor choice. You’re really swapping one loop with another, but in that case you’d be going from “loop you can do solo” to “loop you need others to run with you” and that just isn’t a great choice for a Diablo game.

We did have difficulty changing options in prior seasons/iterations (tormented bosses), but they either proved unpopular (possibly due to implementation) or misinterpreted by Blizzard (Profane Mindcages).

I liked the mindcage option, yet did not like the “triple summoning materials and add another” aspect of tormented bosses. Partly because the reward did not scale well with the effort needed to enable that. In order for it to work, it needs to be more than 3x the reward - because it takes more than 3x the time to get the additional summoning mats, far exceeding the time to kill the boss (which should also increase). You basically had to kill Varshan and Lightning-boy each 3x more.

Frankly, I am even souring on the “kill boss X and Y to get an audience with boss Z” mechanic. Maybe the first time (each season), but not endlessly would be a good middle ground. And it isn’t difficulty, I can down any boss short of Andy and Lilly in seconds, even with my sorc.

Blizz has somewhat acknowledged this, in that now we can get those drops from non-boss encounters. So I don’t think I am alone in recognizing that issue. Though that started last season and may have been an attempt to make up for the 3x requirement.

The mindcage also allowed me to increase my difficulty (and rewards) when playing with friends who couldn’t run the higher difficulty yet. I would like to see something like that come back. This is where I think Blizzard misunderstood our collective use of them.

Something along those lines for bosses or dungeons would be nice, so long as it was limited to me and didn’t require a much larger time sink just to have the option. Heck, even something like the “spend gold for an extra gem rank” in D3 that was player specific would suffice I suspect. Here is where I think your idea of sacrificing an item could work.

Imagine sacrificing a unique that increased your difficulty for a dungeon/pit/hordes/ only, and biased the loot toward that “type” of item for your smart loot. Similar to tributes but for each player. Some UI issues to work out there, but a decent base to build on IMO. Alternatively something like Mindcages but the effect carried wherever you were. Say a “Profane Mindcage of Staves” or other category (such as “Offensive Mindcage” for “offensive aspects”) of loot that biased your drops toward that.

But they’d have to be craftable, rather than just relying on RNG drops as long as they are differentiated.

1 Like

This post is going to be long so prepare yourselves. I doubt it’ll get any traction but i really hope blizzard see’s this and considers the things I’m saying.

First off i just want to say that this is the first Season i have actually played consistently and haven’t quit after few weeks of playing. So everything they’ve done has been huge!

Dark Citadel:

  • Cosmetic is underwhelming and not worth the grind
  • Needs a way to sacrifice something in a stone to make it more difficult in order to increase rewards and increase difficulty

Undercity:

  • Great concept
  • Add a way to sacrifice items to target a set of items and increase chances of finding those items. For example, sacrificing 3 ancestral Gloves increases your chances of ancestral quality gloves dropping.
  • Increases rewards at the end
  • I ran 10 Legendary Resolute with the same affix and When selecting bargaining’s like + to skills for 5m, i only received 4 out of 36 Legendaries with a + to skill stat on it. This needs to be retuned.
  • Add a random craft to the mystic for the Tributes that use Sigil Powder

Infernal Hordes:

  • Add a random craft to the Mystic
  • Add a Tier system and remove wave count from the sigil. Default 10 waves.
  • Tier system increases the difficulty past your current World Tier which will increase the chances of Ancestral’s to drop.

Runewords:

  • I believe these are fantastic but their isn’t a lot of diversity in using different runes.
  • Add Mythic Runewords.

Legion Events:

  • Seem useless now, Season 5 they had a very good purpose.
  • Add Runes to Legion events at a higher chance. Only drop blues so that it encourages continued run’s in order to collect and exchange later to try and upgrade.
  • Add tributes at an increase chance to drop

Helltide:

  • Felt like it wasn’t really worth running or needed to be ran anymore.
  • Needs to have increase chances to drop Tributes to incentivize more reasons to run it

Pits:

  • Felt great, i love the new way to level glyphs
  • Anything past world Tier 4 difficulty needs to increase the chances of Ancestral Gear to drop. Tear 100 and up need to garentee Ancestrals to drop and the further into 100’s further increases the chances of more dropping.
  • Getting to Floor 3 but not having all you need to go to the boss doesn’t feel good. Needs to be fixed
  • All Paths should lead home, delete dead ends
  • Add treasure goblins. Each one you kill adds a chest at the end.

Nightmares:

  • Felt great!
  • After getting all your Glyphs the need to run them fell of and left the content as a less efficient way to farm obdocite then Infernal Hordes.
  • Needs to add more things to the loot pool to diversify the areas you can go to in order to farm things

Boss Rota:

  • I like that you removed legendaries from the pool of loot
  • I would like it if you removed EVERYTHING other then Uniques and Mythics and other Boss mats from dropping from the loot pool. This will incentive other forms of gameplay outside of boss rota’s to farm the things you need while maintaining a viable way to farm pivitol Uniques
  • Bosses are to easy. Heres out to fix it:
  1. Each Health marker triggers a invul state for the boss where it phases and does some mechanic you need to avoid or what not. It is impossible to skip these triggers or burst through them.
  • When you do this you need to add a way to sacrifice more materials to increase the difficulty of the boss like we had in Season 5. Except add Tier system like Pits. Each tier increases your loot amount and chances at GA items. But isn’t a one to one for boss material sacrifice. This will compensate for the time investment and reduce the amount of rotations needed to achieve the desired goal
  1. Add multiple tiers in difficult to increase loot find and rarity find.
  2. Make the effects WAY more noticeable and have contrast.

General:

  • If Legendaries have a chance of dropping aspects from 0-80 then Ancestral’s need to have a chance to drop it at 40-100. 1 GA from 60-100, 2 GA 80-100 and 3+ 100. This should apply to Uniques and their Aspect as well.
  • Add a salvage potions option at the Alchemist.
  • Add a way to convert higher Rarity Stock Goods for lower tier and vice versa.
  • Gem fragments need to revisited.
  • Legendary Glyphs feel very underwhelming. Add a level 100 Effect.
  • Add more synergies in paragon boards that incentive taking defensive stats which will increase damage. For example. Deal 2x times the % of healing received.
  • Add more risk vs reward Uniques or skills or something to that effect. for example. Lower all resistances to 0 but increase damage based on the OVER resistances of 0 multiplicatively or maybe add these conditional effects to runewords so runewords turn out to be build defining.
  • For crying out loud give me a SELL ALL BUTTON!
  • I would not be Giribaldi without saying “Buff Temerity”

Next Expansion Idea:

  • Kanai’s Cube
    1. Add 1 Offensive, 1 Offensive or Defensive and 1 Defensive or Utility and 1 Utility or Mobility. 4 Total

I look forward to seeing what everyone else thinks!

You put more work into that than blizzard did with classes.

1 Like

They can’t make anything from the Citadel very good or the people with no friends will get mad.

1 Like

LMAO yah. i didn’t wanna touch on classes in this post because Classes are a COMPLETLY separate s%it show.