What ideas do you have that could be added in the future?

Just wanted a place to come up with interesting ideas based off the game as we know it is now. Things that could be added later in seasons and DLCs. What ideas do you have?!

(This is not meant to be a place discussing what you don’t like about the game as it is now. Only new ideas and not about removing current systems in some future season/dlc.)

I will start it off with…

  • Mythic Aspects - Based mainly in name to the 2019 reveal of “Mythic” items. Instead of having it be an item tier, allow through some process to upgrade an Aspect into a Mythic version. Maybe like fuse 4 of the same aspect or by using a rare type of resource. Or Both? As for what making an “Mythic” Aspect would do? Maybe we could make it a type of choice where you get a handful of effects to choose from that can be added to the Aspect, these could be preset choices that match the aspect. Such as
  • making the aspect have a chance to inflict different status conditions
  • Idea for the Rogue adding a chance to stealth to the aspect, like a dash aspect could have this added onto it, giving a chance to stealth after using it.
  • Having aspects increase the durations of a status condition
  • Barb - chances to activate Berserk
  • Sorc - chance of crackling energy
  • Necro - Chance to spawn another minion for x seconds
  • Druid - Honestly don’t know druid enough :face_exhaling: , So lets just say chance to foritfy
    Not a final list, just examples of stuff that could be choices when upgrading an aspect to Mythic.

(the chances could be stackable, so it could start with like a 5% chance to stealth after using dash, but you could upgrade another Dash Aspect and if the choice is there to add a similar effect you’d have a 10% chance to stealth after dash.) These stackable choices gives you the ability to focus on a more specialized playstyle.


Another option for Mythic Aspects could be that when they are turned into Mythic Aspects the power they gain from specific slots is increased a little bit. So example is 2-handed going from what was it 100 or 150%? to either 125 or 175% depending on what it was. The rest of the slots would get a boost in a similar way.

(This option kind of adds a bit of power creep into the mix, which is not the worst as long as it was a season only thing.) If it were to make it into the base game I’d prefer it be balanced and introduce as little power creep as it could.

This was the idea I had! feel free to discuss it and/or post your ideas!

not that deep but i’d like some kind of way to change which slot is the “powerful” one on aspects.

like i could chose to have +3 mages or +3 skirmishers but no way to get +3 to both as the only slot making it go from 2 to 3 was the neck. some way to play with that could be interesting.

obviously it’d need to be something to work for and not just free

Making an individual aspect be boosted from say the boot slot instead of the Amulet slot? Like that? I suppose if it were limited to being able to do that once or twice maybe?

Similar to my 2nd Mythic Aspect option, but with a twist, of changing the slots that give boosts instead of actual power increases. Could have an RNG mechanic to it.

Some possible balances to it.

Occultist option (Aspect Altering) Placeholder

  • Using some gold and resource you can randomize the slots that grant a bonus to the chosen aspect.
  • Each randomize has a chance to lower the power of the aspect and lower the % that each slot bonus gives.

Wouldn’t let me make another post. So I’m editing in my other idea here.

I liked Jewels from D2, but I think I’d like to see them come back in the form of a crafted item.

  • Crafted with gems and an Empty Jewel
  • Can be Magic or Rare. Maybe Legendary?
  • The gems determine the type of possible affixes that can roll and the tier of gem determines the strength of the rolls. (Can’t roll the same affixes as what is already on the gems, to keep them somewhat relevant.)
  • If legendary is possible - Roll special affixes, like attribute based ones. - .1 Attack speed per 100 strength. Or things like 5% chance to cast extra fireball.
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  • Ability to reset skill tree so you ae not stuck with it if you make a wrong choice …paired with…
  • An ARMORY to save the prior build and skill tree settings you choose allowing for different builds…paired with…
  • Enough stash space to cover up to 5 builds
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I would like to see the following added with some restrictions. Here are things I would like to see:

  • Raids which give 1 extra item drop and a small boost to RNG on legendary/higher quality gear (no exclusive gear) and fashion.
  • Clan quests, a clan hall, and giving the Clan system more value in the game.
  • PvP content and rewards that gives fashion along with possibly a currency that can be converted to gear you can get by doing other content in the game.
  • Balancing classes enough so all classes feel enjoyable to play.

My main hope is that everyone can get every piece of gear regardless if they want to focus solo gameplay, group play, or PvP content. As long as all gear is accessible you can make drop chance a bit higher in raids/group dungeons and purchasable in PvP. This way no one feels excluded but more content has a reason for existing.

-Bone Spikes to be subterrainean a la d3.

-reverberation on bash a la d3.

-i miss rag-doll enemies. maybe in this more grounded one it should be all the time but maybe depending on which skill it is and or how intensified the skill is based on points into it, from items and “redacted”.

-the real Pulverize skill from Titan Quest copied. the rumble is what makes it mostly.

-more customize options.

-black dye. surely this is coming though?

I’d mostly just look to add more classes, though that’s likely coming with whatever expansions come down the line.

Crusader (or other holy warrior archetype) being the obvious one.

Other extremely half formed ideas would be (largely ripped off of ffxiv)

A samurai type class. 2h sword user that combos attacks in various ways and is more complicated to play

A duelist type character that is both melee fighter and caster (basically red mage from ffxiv, though I’d aim for an edgier story… Perhaps lore wise they could be physically and magically augmenting themselves with Demonic magic, kind of like a dark counterpart to paladins)…

I’d be curious to see another caster dps as well.

Mechanically, I’d like to see more ripping things off of lost ark… Abilities that scale by how long you press the button, for example… Or that can hit different areas depending on button usage, etc.

Some sort of group finder, whether it be automated matchmaking or a list/apply lfg board. Still baffled the game doesn’t have that.

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Somewhere it would be nice to see elaborate mazes or labyrinths (whatever you want to call them). containing traps, hidden passages an occasional surprise boss fight with enough randomization to allow for major replay-ability.
Maybe even selected PVP ones.

barbie diablo spinoff. a simple character generator where you can create a character to your wishes and then take a selfie and post it in a gallery and brag about it. they should make it free, but whatever options you could unlock only through purchase. judging from how seriously some are raging about druids, that would be a real money maker. can already see the dlcs, where you can add dance moves, emotes, pets, mounts, wings, etc. (all at a convenient price)

A trusty boob/butt slider and wiggle mechanics :crossed_fingers:t2::frog::crossed_fingers:t2:

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Hopefully two or three specializations.
Same like it is in wow with talent trees.
You can have more of them and swap them when needed.

I can imagine having 2-3 build pages in skill tree that you make and can swap between them as you want.
Any respect to these things will be full price, but you can have a PVE farming, a PVP and a Boss fight builds, at the same time, without needing to respec each time

And I hope we will get character builder from the start.

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  • A fire damage tree for Druid
  • Better looking shapeshift models (somehow the bear in the trailer looks more like a bear than in the beta)
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Fully suported.
Fire damage tree for druid is really missing for me.

Also full poison for necro.

(more seriously, as a afterthought) what i’d like, is simply that all that “additional content” they spoke about for seasons, were actually meaning each season unlocked a new sanctuary area (where you’d find new monsters, drops, etc). not necessarily a big area and huuuge incredible changes to the existing game (that could be coming in expansions). a new region, a bunch of dungeon and quests to level in your new char, enough to keep players busy til next season and always interested in those coming.

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As I stated in another thread. It looks like D4 is going MMO and that means no D5. However, that does mean content for the next 50 years (Dungeons and Dragons Online is almost 20; Star Trek Online, Champions Online are close behind; World of Warcraft will be 20 next year). So, we can expect many classes (as some poster has put 50 as the number) to include Monk, Paladin, Witch Doctor, Amazon, Assassin, Demon Hunter, Crusader from past games. Also, we can expect some different sort of changes to current themes. We do not have another wizard class, a true cleric class, etc. and that will be down the line as well. In terms of content, we do not have Shassar Sea or any or the regions from Diablo Immortal; we do not have the population centers of Tristam, Westmarch, etc. in the game; we may or may not have versions of many, many previous map areas in the current game but that still leaves plenty more areas to “appear”.

I think it would be kind of neat to return with the rune system they first announced, but as something else like shards or something. I thought the cause and effect nature they had was a neat idea.

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I posted a couple of idea threads specifically focused on some ideas, but all i got were arrogant elitists insulting me. Hopefully you do not fair the same.

Anyway, fusing aspects sounds fun, could really give reason to not blindly breakdown/sell off legendaries with poorly rolled aspects.

However, making it a seasonal feature would create a gap in power building that non seasonal players and non elitists would suffer from.

One thing I would like to see is an addition of east asian aesthetics. the game mostly focuses on European and middle Eastern, but skimps on everything else, near as I can tell.

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I would like to see a feature between seasons using something similar to the stronghold concept, but would be a branching side quest progression. The side quest would be offered only from one or two quest givers in one main town per zone- though not necessarily the same quest giver (like Koshvyad in the Fractured Zone and whatever the other zones might be).

( key point to this is this is side quest changes- this offers no better item or experience rewards than those that don’t want to do Branch B, C , D over multiple seasons.)

For example, you would have a finite set of branches as it could get very convoluted. Branch A, B , C, D. Each branch would be tied to a season, so one character couldnt complete but one branch (branch A).
Everyone would start in branch A to begin and the choices/actions of their quest would branch to B for the following season if they decided to represent their prior season characters choices going forward (if you say your new character was related or friend with that prior seasons character- like carrying their essence forward- in the form of a click box upon character creation). At any time you wanted to start back at branch A, like if you didn’t your results of your quest- you wouldn’t select to represent the past character. Each branch would represent one season, so you couldn’t get to branch D until you had played four season. (Doesn’t have to be consecutive because I think the type of player that would enjoy this might be the one that doesn’t replay season after season back to back).

A more concrete example of this would be in branch A you might have a quest to help defend a wall or arsenal of the city from an attack, if successful you keep the guards alive along that wall, you fail or skip it that portion of the city is destroyed. Or a lady in town asks you to save her son who was captured by monster’s/ gang. It is timed and you have an hour to find him and kill the monsters holding him or he dies. Now the following season , branch B would begin if you elected to carry forward the past characters choices. If you saved the boy perhaps he idolized his savior from last season and joined the guard of the city to protect others if you also saved the wall, or if the wall fell he becomes a mercenary instead and asks you to help train him in a type of escort quest or the like. So the boy would be a new branching quest giver.

Or if in branch A you failed and the son dies the mom hates you and spits at you when you walk by, and at some point she hires a group of mercenaries to ambush you as you are traveling in town, you defeat the ambushers and find out they organized the attack of the town from branch A to steal some weapons/money from the arsenal.

Anyway , the actions of your quests can carry forward (if you choose to do so) and add new incentive to enjoy a past season. This would more be for those that aren’t chasing the ladder I’m sure and might be more against wanting to play a new season. Course those that don’t care about a branching story and don’t want a couple new quest objectives wouldn’t select to go to Branch B etc.

Anyway I think this would be something I would enjoy but I might be alone on this.

Thank you for those that read all of this and I apologize if this wasn’t explained very well or is not something anyone would like.

Sacred damage affix type that can roll on each weapon (sometimes jewelry also) that isn’t affected by anything (i.e. not reduced by any resistances nor armor)

Altar of balances = sacrifice damage from one skill into another, or sacrifice damage from skill to gain a specific elemental damage component of type (for ex. sacrifice 15% of damage of “firewall” to gain X for X seconds of damage type poison, the “balance” must always be slightly negative in total output but have that option for people to “alter” their skills for countering resistances in a semi/intended manner)

Augmented mobs (Frozen/Organic/Fire-imbued/e.t.c. weapon or armor on top of a mob, these could happen on any single mob or group of mobs)… I guess the “pinnacle” could be a mini-boss like the Butcher with say Fire-enchanted axe and Frozen armor

Mob packs (some of the trash mobs to gain X% extra stat per pack member, or say per missing pack member)

Stuff like those :slight_smile: