Hordes: Too long too boring… I would halve them. The final boss would be optional, by a choose at the end, boss, chest, final horde, or whatever more
Glyphs: Exp by consumible item that drops anywhere, chest, mobs, whispers… No more pits.
Obducita: Same, drops everywhere by random
Crafting: Let me change the % by adding, dont know, gems to the options, so it can be 80%-7%-7%-7%. Let me decide what i want to craft!
Legendaries: They are not anymore. Too much lights in drops to pick nothing. A light in drop should mean something nontipical, now it is like a rainbow. The legen powers should be items (like poe gems!) and the main item should be rares! and craft them with legendary powers to upgrade. An the uniques and uber uniques should be the only with ligthbeam on the floor!
Scaling- destroying progression, itemization and etc.
Borrowed powers from the gear aka aspects, they should never be on the gear, it is absolutly destroyed itemization
Loot 2.0 aka personal loot - absolutly destroyed variety of items, you will never ever find an item and think that this is so good to make a new char. At least give us seasonal league without personal loot.
Blatant skill tree, +1 or +5 to skill do nothing, you choice doesnt matter
Endgame activity - pit is absolute trash, please make map content.
There is a lot more, but i don’t think that anything can save this game at this point.
Hello, I love the game, here are some ideas to perhaps improve it :>
Legendary aspects that don’t scale into the endgame or are otherwise useless past leveling, only have a 10 hours to shine while leveling, for this reason, I think these should have a high drop chance in the leveling phase and as you character nears max level or is past it, the drop chance should taper down significantly. Also, these “leveling aspects” should only have 1 rank. The goal is that these should feel “punchy” and drop when you need them, rather than later, when they are useless, at which point they are just noise that could have otherwise been an upgrade to an aspect you are interested in but instead is just garbage. Or EVEN better, make these effect core to the skill, integrating them into the skill tree.
Legion events should have a much higher difficulty base. As it is, the gameplay offered at legion events is moving from A to B and monsters don’t even finish spawning before they are obliterated. I think the difficulty should be tuned midway point to the next difficulty tier, for example, at penitent, it should be tuned at pit tier 10 if I’m not mistaken. The reward should also be revised because it feels a bit “meh”.
The butcher felt so much better back in season zero when he was swift and brutal. I want the butcher to feel scary again, give us optional ways to SIGNIFICANTLY power him up (I know some people despised him back then that’s why it should be optional). Additionally, in torment difficulty, give him some buddies to help his cause, like the S2 blood seekers, as they were then (meaning unbreakable suppression fields but maybe with a longer cooldown and a medium duration). As a hardcore player, if you one-shot me, I feel robbed of the opportunity to experience fear, but if the damage numbers are tuned, just right, where I feel pressured to utilize every available tool to the best of my ability, and still feel uncertain about my fate, whether “I’ll make it” or not, that’s where difficulty should be aimed at. The butcher back then, would deplete your health, super quickly, but slow enough to let you “react”. At max torment, you will inevitably out scale him eventually, which is why I think we need ways to buff him at player discretion.
Give us an in-game toggle to auto-salvage white, blue and yellow items. I think is needed well before Torment I. I would say is a matter of minutes as the season starts. Additionally, a way to auto-salvage non-ancestral legendary items later. I think this could be in the pet submenu.
Allow us to complete more tree of whispers objectives without needing to cash in. The issue is that our inventory doesn’t get full, by the time the tree of whispers mission limit is accomplished. By the rate I ignore item drops, I would say I need a 10x increase in the number of tree of whispers objectives I can turn in.
Speed up the process of opening caches, it can become annoying waiting for all the content of a cache to finalize dropping. This complaint also includes the infernal hordes chests.
Paragon levels. There is a point in our character progression journey where XP only seems to move forward in the pit and the hordes, and this fact kind of kills our will to do other activities past certain point. It feels like the game is telling you to stop doing certain activities, but I think having many activities is better for variety and fun factor, for this reason I think XP should remain relevant for all activities. I think XP gain should be balanced around time played while killing monsters per hour. I don’t mind that paragon 300 is almost like chasing the rainbow. Is just that the way XP is balanced for different activities doesn’t seem reasonable versus time spent.
Bring back the trials, but, instead of a global leader board or, in addition to a global leader board, make it more relatable, more approachable with small races and a frequency like the world boss, organized dynamically by selecting a dozen players in the area, friend list and clan. Just one attempt, high stakes. I think this would make it feel more genuine and thrilling. Build an internal damage meter that the game uses to pair players with similar outputs. (meta builds are hundreds of times better than other builds). First place gets a 3 GA legendary amulet with a guaranteed passive modifier. The rest get a cache of random items or mats. Players who have won accumulate a higher chance to participate with other players who have also won for future trials. I loved the trials until I realized some players are willing to specialize their build and run for literal hundreds of times to improve their time and as that became the META, I just ignored the activity. It felt like trying to qualify for the Olympic games, but that’s not something I would do. I want to compete against people I know, or that I can see around me, OR myself. The whole world is too much, because most of us play a few hours per week, and some play like their lives depend on it. Most of us befriend people who are similar, it would be more relatable this way. Back in arcades, you probably knew the people at the leaderboard, they were part of your social circle. Seeing people in the leaderboard, where all their equipment is 3 or 4 GA and triple crit the same affix, everywhere, is simply something I would never do, cause I don’t have time. It’s like tunning, and comeparing myself to Elliot Kipchoge or Usain Bolt, it’s not comparable…
I love the Infernal Hordes mode, but it feels disconnected from the rest of the game. I would love it if it had high stakes in universe. For example, we could be defending a town from the hordes, or some role-playing mechanic that doesn’t make it feel like a different dimension. Also, I think 2 thirds of the modifiers don’t have enough punch. It should be easier to juice up the waves to give us the feeling that we might not make it out alive. I think it should be possible to juice it up SO MUCH, that we can’t complete it. You know, force us to use our scrolls of escape or be more carefull, Can I really handle 10 hellborne at once?!. That would be awesome. Speaking of infernal hordes, there seems to be a bug, with the modifier that makes elites explode, damaging other monsters, it’s super good a killing everything around it, but disables the aether from dropping, which seems to be unintended?
Vessel of Hatred campaign felt short, which I don’t hate, I think if that’s the way it’s going to be the writers could add moments where the player selects what to do next, and depending on what we choose we get to play different missions, like in Star Craft II where in Wings of Liberty one choice leads to mission inside cave tunnels to prevent getting attack from underground in the next mission, and the other choice is a different mission where we raid a flying super creature to prevent air attacks. (You probably know what I’m talking about). More stuff that gives replay value during the story mode. Also, I would love it if all golden path missions had a cinematic cut where the characters are talking and doing stuff. I think it was a mistake to add lore stuff explaining Akarat, in Youtube, where I think it should have been in the game. Plus a quarter of the people who follow you on Youtube, seem to hate everything you do. My enjoyment of the story was tarnish by seeing those comments, silly I know.
Unpopular opinion. I think player damage, needs to be lowered, (if I were a game dev I would start with at least a 50% cut but a 99.99% decrease doesn’t sound crazy to me, at the endgame) health regeneration and cooldown reduction as well. On one hand, we can scale our power so high, that in most game modes, monsters die, before they even finish spawning, INCLUDING BOSSES. I play sorcerer BTW not even the almighty spiritborn. The only exception is pushing the pit. Where monsters can have so much health, that IMO the game’s combat becomes a “mush”. And on the other hand, we can stack so much cooldown reduction, that our “cooldown” abilities, become indistinguishable from passive nodes in the paragon board or skill tree. Removing the strategic and tactical flare. The gameplay becomes this frantic button mashing, where there is no rhyme or reason for anything. I think, in future seasons, we need to fast, instead of adding stuff, the Diablo IV team needs to think “what can we remove, to make the combat feel more dangerous and satisfying”. I mentioned health regeneration, because you can easily get to a threshold where you almost NEVER use health potions, that seems wrong, also the game gives you too many health potions. I think the only class that uses health potions on a regular basis are rogues, but because they do more damage afterwards, not because they got hurt.
My first playthrough of the new progression system felt pretty good, but on subsequent playthroughs I was skipping the following: Normal, skipped, started on hard, then after some couple of hours, went straight into penitent (Which is the fourth one, not the third) My stay in torment I is super brief, maybe shorter than my stay in in hard. Torment II is also not super lengthy. Torment III and IV is where the game is at IMO. I think we need additional ways to modify the difficulty that can be used at the players discretion and is optional. For instance, sliders to increase or decrease monster density. Number of affixes of elite monsters. A countdown timer to forcefully face echo of Lilith, etc. Maybe this way we wouldn’t need so many difficulties.
I also think drop chance and quantity for items should be higher at lower difficulties, and lower drop chance at higher difficulty. But with the caveat that on torment IV, item drops should be scarce, maybe 1% of what they are now, but better item quality.
The boss ladder should be scrapped in the sense of repeated runs over and over. It’s just not super fun. I think, once you kill a boss, meaning Duriel, Andariel, etc, they can now randomly spawn in pits, hordes, nm dungeons hell tides and even legions. Because mythic drops would feel so much better when it just happens doing any activity rather than when we accumulate a bunch of summoning materials or buy enough of them on the Internet to do hundreds of runs. I think the expectation that mythic uniques will likely drop when bossing, kills the dopamine hit when they do drop. I know this is true because this season I got a mythic unique to drop doing regular stuff, and it felt so GOOD, much better than seeing one when doing bosses repeatedly.
As a solo player I don’t approve that you guys are utilizing valuable resources on “group only” content.
Find ways to make enchanting, tempering and masterworking, less time consuming. Also, I think the gold cost is way too MASSIVE for solo self-found players, and at the same time, NEGLIGIBLE for people who trade or buy gold. I see trading as cheating. I don’t even compute how people like trading, why would I want to spend my time trading, INSTEAD of playing the game. I am so against trading, except for giving items away for free to my friends, in the very rare occasions when I do play with a friend, which is less than 1% of my time played D4 and other similar games. If trading has to be in the game, please make gold costs, more reasonable. Looking at other games, Last Epoch invented a great solution, please use that as inspiration to improve Diablo.
I think rarity on runes denominated “of ritual” doesn’t make sense for Diablo IV. For instance, Ahu, sounds like it could be a great fit for sorc, but at no point in my journey from level 1 to giga boss fully deck out in the best gear and master worked, seem to do anything, And some of the legendary runes could be nice to level with, but not good for endgame. But if it’s legendary, it has no chance to be used to level. Also, If you play with alts, and have access to all runes, even at low level, you are most likely to use runes that make sense for your build, which are often the blue and yellow ones, rather than a legendary one. This is why I think rarity on runes is odd. I liked the runes, but I think the balance of most of them are locked behind high end game gear, so you are locked for many many hours to the crappy ones, and the powerful ones are unlocked at a point in time where you almost don’t even notice their impact, because you are using them at content that scales exponentially, the pit. Although as a Sorc, I loved the druid’s wolfs because they are SO GOOD at applying vulnerable.
On sorc, I have thoughts. I’m not super happy with how my damage is ratioed. A lot of my damage doesn’t seem to be produced by my abilities, core to my class, but by “stuff”, effects that are carried out by my abilities coming from my items in a ratio where it feels like my build is 1 to 10% of my damage and the “stuff” is 90-99% of it. This feels terrible. I do like that “stuff” in my gear does a significant portion of my total damage, but it should be around 20 to 30%, not most of it. (felt this while playing chain lightning, Lightning spear, ball lightning). Also, our two damage over time builds, incinerate and firewall, don’t quite hit the mark. Incinerate doesn’t feel like a damage over time build, because as soon as you stop casting incinerate, all damage stops almost immediately, where in DoT builds, core to the fantasy I think, is that damage transpires even if you stop casting, finishing monsters for you. Graphically, the fire coming from incinerate doesn’t have any physics applied to it. I would love it if the fire collided with monsters, slowing them down, seeing the flow of the fire engulfing the monsters all around. And Firewall, as a build, is awful. Fun to play though. But try it at a legion event and you’ll feel like a mosquito flying around. I think Firewall and incinerate need to be integrated into each other. I imagine incinerate used to blow through firewalls to quickly spread and multiply firewalls in the map. To create this all-consuming, RAGING FIRE. Once everything is lit on fire we fill in with hydras and the ultimate, and repeat. In a way where the DoT part is done by the firewalls, and the spreading is neatly done with incinerate. I would love to have builds that don’t use conjurations. I don’t hate conjurations, they are great, but I would like to have competitive alternatives without them. (I imagine a build, with DoT and no crowd control). A couple tweak that firewall needs is that on tight spaces, like corridors, the firewall should bounce off walls, to occupy a bigger area and also, I think as long as new firewall is connected to a stacked firewall, they should all do MAX damae. In addition I think DoT-based builds need to scale with crit damage, so we can integrate other stuff into our builds, like meteors, hydras, ring of xfal, many mythic uniques heavily favor crit chance, there is no high end gear, that clearly says “for damage over time builds” so what happens is that these builds don’t scale well, without adding too much work to the devs and clutter the game with even more items, make out DoT skills scale with crit. I beg you.
I hope the Sorc Paragon board and Glyphs continue to get major updates. For example, it was not clear to me that torch was the best glyph to use with incinerate. Poor choice of words in that one. In other areas, we have a glyph that makes you take 25% less damage when you are low on mana. If you are low on health, but high on mana, that glyph doesn’t do anything when you need it most. Breaking news, we never want to be low on mana. We engineer our builds, to avoid being low on mana, like our life depends on it, because it does. Even if we somehow make a viable low mana build, which I don’t want to do, we will never take that glyph, because it doesn’t give us more damage like the other glyphs do. I understand you want to give us “meaningful choices”, but if damage is the choice, in a game that scales content exponentially, damage is always the best choice, the only choice, even if a glyph gives 8% more damage and 20 damage reduction, versus a glyph that gives me 9% more damage and 10 damage reduction, that measly 1% more damage is massive in a game where the damage numbers are in the billions and trillions. That extra 1% can be the difference between completing a pit in time, versus failing to meet the countdown. How Glyphs should be balanced, is either, ALL glyphs add damage at the same magnitude, or none of them do, on top of something else. And the effects should be gameplay altering. For instance, the season 1 white heart, omnipower, was gameplay altering. Because it makes the gameplay feel like a shotgun or sniper rifle, instead of a machinegun, it alters the cadence. We don’t need you to add more glyphs now, we need our current glyphs competitive damage wise with each other and do something fun on top of that.
There is no real way to make a sorc, based on thorns and/or overpower. Why are those part of our item pool. Why in the world can we use maces, why not give us access to shields.
Please have the patch notes ready so we can read them and watch the campfire chat at the same time.
1-I would like better glyph frames. For example, it really irritates me to have rare nodules with 10% electricity resistance and I need fire resistance. Let us choose our nodules.
2 - Looking at POE 2 I even like the skill tree (Gem system is very bad) just improve them.
3 - We need a decent endgame. I miss something infinite besides the PIT. Let me summon Duriel level 140 monsters…etc
4 Improve late game progression.Poe 2 does this well with item corruption.While our perfect D4 items are practically useless.A 10% increase in damage in POE2 makes a lot of difference.
Horde mode is one of my favorite activities and I would be disappointed if there werent enough rounds to combine the special powers.
I believe 2 years ago I have seen a game system like that the first time, with 140 rounds and 14 boss encounters, where the later rounds could take several minutes if things go bad. It was very interesting to replay, but its important to take breaks.
Yeah this one is still a mystery to me since launch. Here and there the points will reduce cooldowns or durations (which should be a general thing for every skill. I also suggest visual boosts like size and projectile numbers) and I am happy that Ultimates were changed in that regard. But otherwise it is not really noticable to spend points.
I love putting points in my skills of choice. Pedantic, I know but I enjoy the fantasy of boosting my skills this way . The soft cap at +5 is offensive. It feels extremely restrictive and cheap. Accompanied by the fact they only allow you to gain +skill points via gear (Uniques), and you have a double whammy of a cake.
Omg dude, you come under all my posts trying to prove me false or whatever. You’re being extremely obnoxious. Clearly, there are +skill points in tempers. But who cares when it’s so stupidly restrictive that most often than not you can’t get the skill you actually want? I know, Shivera cares And you actually, unironically said you can get +skill points from legendaries? From a drop? Is that even a thing since loot “reborn”? What game are you playing?
Try defending the billion dollar company for the slop some more. You can do better, hopefully.
What’s your point mate? Theoretically yeah these things exist but in practice it’s crap because everything’s weighted. Are you people dense or something?
This is what i’ve been posting for months. Separate aspects from items, let them drop as items OR make Codex of Power similar to skill tree/paragon board where we get points to spent after completing f.e. NMD. We choose what aspect we want to upgrade. Make all legendaries into rares, there are too much beams on the floor atm, leave only ancestrals as legendary or only these made by us by inprinting aspect.
Combine Infernal Hordes with Dark Citadel, each wing has waves with mobs with boss at the end or multiple this; less puzzles more slaying.
Make Pits to be milestones for unlocking difficulty. F.e. after completing Pit90 we can „inprint” this difficulty onto Open World what would make it more interesting and its activities as well. This would make some end game, and open room to move upgrading f.e. glyphs etc. to something else than just Pits. On top of this there should be leaderboard on Pits, because we need something what we are gearing, farming for.
Also i would remove all main stats from gems, replacing them with something interesting, mandatory dmg boosters are boring.
Class and interclass balance needs to be way closer.
Get rid of the 1 shot everything combat and turn it back into actual combat. Probably have to decrease mob packs otherwise with real combat, people would get overwhelmed.
More power in the skills less in the gear.
More fun gear drops. Uniques are getting there but legendaries are boring. Temper has some good stuff in it though.
Resolve the end game with some pinnacle content. End game should not be 1 shot 2000 bosses per season and slamming you head against boring pit push.
Every class should be capable of getting their glyphs to 100. This should not be the new fun keyword “aspirational” that everyone likes to parrot but something that can easily be done by everyone.
There may be more but thats the top ones for me in no particular order.
This may be a weird question, and I don’t mean it to sound that way, however do you think if they lowered the cap of glyphs, but kept everything else the same, while still using their buzzword of ‘aspirational’ for difficulty tiers, it would’ve gone over better?
Instead of a cap of 100, what if it was, something everyone could realistically hit? The issue I see is that when they impose caps on systems like Paragon, Glyphs, Pit levels, and Aspects, it creates a sense of obligation to reach those caps. If players can’t make it, they end up feeling frustrated, which often leads to claims of bad game design.
Which isn’t a bad thing, this opinion is perfectly valid, just pointing it out is all. However to be fair, the devs have stated what their current expectations are for each class to hit. Pit 85 (roughly) being the sweet spot, for the time being until class balance gets better obviously.
Now when the game is more balanced this won’t be an issue. So do you think until it becomes more balanced they should not keep these caps so high if people can’t reach them?