What Would Make Diablo IV Better?

Let me start off by saying that I’m a big Diablo fan. I’ve been playing the series since the original was released (that should date me). As I got older and had kids of my own, I got them addicted to playing. Funny how we still play together, even though they have entered their early twenties.

D3 certainly had its challenges from the start and D4 is no different. However, give credit to the Blizzard team for learning from the D3 and D2 Resurrected rollout disasters. D4 was MUCH smother. Server Slam was a great idea to get the infrastructure scaled to the correct size.

With each new release of a game, players expect the new release will build upon the successes of the previous – in addition to – adding new content, features, graphics, etc., that will bring the game to the next level.

When it came to moving Diablo to the next level, the D4 team did not disappoint. The monsters, graphics, lighting, sound, character voices, open world design, story line, … FANTASTIC! The ability to ride a horse, climb up and down, evade, and participate in events all adds new elements to the game.

Now I’m going to shift gears and talk about where I feel D4 missed the mark and could be improved. Despite being a beautiful game to look at, and to play for the most part, there are definitely some shortcomings.

As I mentioned earlier, each new release should build upon the successes of the previous release. D4 is missing some of the things that made (and still make) D3 popular:

  1. Leaderboards. Games are made for people to compete. It drives people to want to play and be the best. Plus, it lets players like me (who are not the best) see what the best are using in their build so that I may improve my character.

  2. Pets. Sounds so insignificant. But finding new pets and earning them in the seasons was really cool. These little friends help do the tasks I hate doing — like picking up gold!

  3. Armory: The lack of being able to switch between builds, as we could in D3, is a big miss. Sometimes when I play, I want to speed farm. Sometimes I want to play higher level nightmare dungeons with others. Sometimes I just want to do quests.

  4. Leveling: The hard stop at 100 (with no paragon levels) is limiting and makes you feel like there is no real reason to continue to play.

  5. Paragon Level: This goes back to people wanting to play to be the best. It’s about status. In D3 when you ran across a player and his paragon level was over 2000, you knew this dude had been grinding. It’s like a badge of honor showing others how much time you have invested in your character. Whether it’s bringing back some type of counter for hours played, paragon, experience level (which would continue to count beyond the 100), it would be nice to show it off in the open world. (Portrait Frames??) Having a bunch of level 100’s is just bland.

Gold & Gems
Can’t have enough gold. Gold has become such a priority because of the outrageous cost of item enchantments. Gems… well… they are basically worthless. So worthless that I don’t even pick them up in the open world or dungeons. So how can this be fixed? For item enchantments, reduce the gold cost (by a lot) and add a gem cost like D3. (or make the gems worth a lot of gold so I can sell them) :wink:

Nightmare Dungeons
I’m sure the developers spent a good amount of time designing and programming items like Stormbane’s Wrath and Drifting Shade. Unfortunately, since these types of dungeons slow the player progress (and quite frankly are annoying) players tend to skip (salvage) them. There is no incentive to play them. However, if there was a reason to play them, such as a monster XP bonus, or guaranteed item drop, then they would be played more.

End-Game
I read a lot about the complaints regarding the lack of an end-game — the reason to keep playing once you reach level 100. I do attribute some of this to a lack of a need to compete or better your character, some of which I have already mentioned.

Uniques
I would love to see a couple of changes to Uniques to make them more interesting. D3’s Primal Ancients have more flare than D4’s Uniques. But with a few tweaks, Blizzard could turn that around…

Let’s start with the color. The gold color doesn’t distinguish it enough from the rares. There’s just something about that red from a D3 Primal Ancient drop. It’s just not the same with the D4 Unique. The gold doesn’t do it justice.

Second, there are a vast number of uniques that are not used in any character builds. The problem? We keep getting them and can’t do anything with them but salvage or sell. Seems like a waste. And getting your hands on an ultra-rare unique like the Harlequin Crest (Shako) is, well, ultra rare.

So, what if there was a system in place where the unwanted uniques could be salvaged for a special crafting material (like primordial ashes) and be used to craft/buy one of the ultra-rare uniques that are so hard to get to drop? This would get me to grind out more and not sigh every time a unique drops that I don’t need.

I know I’m only scratching the surface when it comes to things players would like to see changed. And I’m sure at the top of the list would be getting the balancing fixed and setting the monster levels back to where they were before the giant nerf bomb dropped. But the items I mentioned are those that have been on my mind as of late.

Thanks for reading.

11 Likes

The #1 thing for me is they really need to streamline dungeon navigation. There is just too much backtracking going on.

The other top 2 things would be: item hunt and cooldowns.

Cooldowns slowdown game play too much. Rework the skills as much as you need to to keep balance… but cooldowns should be minimal if not non existent.

Item hunt… it’s really bad when I do not get excited about a Unique item dropping. D4 items do not give that dopamine drip like D2 items and even some D3 items did. I get more excited about a common item from D2 that can be socketed and turned into a future runeword than I do Unique/Legendary items in D4.

So my list…

  1. Dungeon navigation and backtracking
  2. Cooldowns and slowdowns
  3. Improving the loot hunt
8 Likes

I think a new dev team need it to make a game better. i think they already focused on d5, when d4 loosing players daily. From over a mil online to 300k, would think give them a wakeup call…
This game turns out to be a grind for gold to roll on stats that doesn’t show up and hunt for gear that so bad, makes me want to play solitaire.
We have no end game, no goal to work for. No good collecting, or social futures. Any time one class finds a way to feel even somewhat powerful, it gets nerfed.
I don’t know if dev care enough to make it better, they got the money they wanted, after all.

8 Likes

Out of everything, thats your no.1 problem?

1 Like

The real question, and it would probably be a much shorter list at this point, “What wouldn’t make D4 better?”

1 Like

nah my frend D3 was never popular. 5k online 60m copies sold is not a popular game it’s a disaster.

There is no way that smthing would make d4 better in a short term. Although if they make huge changes for core game mechanics it can be pretty popular. But there is no short term solutions.

All i can see is D3 fanboy post praising a garbage game that D3 was. There is no way that D4 will be better with all your suggestions it will be only at trash tier like D3 was.

1 Like

Yep.

Right now Dungeons are the main content after the Campaign. And they are brutal to run on a regular basis even with the added density.

I could list some big things that will probably take months or even longer to achieve, but I am keeping my wish list realistic.

Give me better dungeons, with less cooldowns, and better items to find; and I will keep playing D4 for a while.

1 Like

Loadouts. Want to mess with other builds, but don’t want to spend 20+ mins respecing and spending gold to do it.

Better open world content. Whispers need to be guaranteed legendaries with random chances at unique caches. There needs to be an open world activity that lets you upgrade glyphs.

Xp gain really needs to be increased by like 30%. Absolute slog once you get to 70.

Better looking in game gear. Cash shop, of course, has better looking gear.

2 Likes

one thing would be great if they got UPS or Fedex to sponor the game and with that sponorship, we could get UPS or Fedex shipments from dungeon clears. So we can just breeze thru all the dungeons, not worry about picking up gold/loot and when its done, go back town and find in our inventory stash a shipped summary box with all the drops from the dungeon clear!

1 extended actioni/adventure time on the battlefield, 2 less inventory management, 3 no gatekeeper content.

So, larger procedural generated dungeons/landscapes. Also remove all Worded combat text, leave damage number options, it would be nice to enjoy the graphics instead of the whole screen being covered with “VULNERABLE”

Stats that are more precise with less wording that also feel meaningful and noticeable. So there is less time reading on each piece of gear. We went from one worded stats on older titles to now some stats have 8 words.

Nightmare dungeon Content gate keeping Glyph progression makes the nightmare dungeon undesirable as it feels like a slog to get through and leaves many wondering what happened to the fun.

The C-Suite giving the devs the time they asked for to finish the game might have been a start, but we’ll never know.

1 Like

Hate to say this but D4 is not beeing a good game ever. Just look at all the damage buckets just 1 example for the druid:
damage while shapeshifted while werewolf while werbear WTF and this list is really long
so they need to rework the whole drop system. Why do I get int on items not beeing a sorc ? usless and hopeless.
D4 is a mess and there is little hope it ever gets good. just look for other games as Blizzard wont fix it

Folks, let’s be real, the game has higher problems than “slowdowns” and inconveniences

I mean let’s face it - the game is unfinished… 80% of mechanics are “dead in the water”, and about 10% of it are unpopular so only 10% of every stat/mechanic out there is run by almost everyone

Overpower ?, no use, certainly no use in late game
Lucky hit ? - good luck finding a build with this before lvl70
Resource generation ? - not possible before lvl50, and can start making a build after 70
Thorns ?, might have some use but it really relies entirely on one single item
Endgame ?, run like a hamster from a NMD to another over and over increasing a level

Almost everything that you mentioned is either marginal or not impactful… We DON’T need a content post 100, repeat, we DO NOT need that, what we need is a game well-playable, non-repetitve reruns all the time, and points of fun for every build that can come out of skills & items possible (or at least close to that)

That also implies the same point - the GAME is bad, more specifically the game mechanics are badly balanced, fixing the “little inconveniences and slowdowns” won’t help, after all that’s one of the greater reasons why many are leaving (not because they reached too early or can’t reach 100)

I mean I know it sounds ironically but - if you “maxed out” on Crit, Vuln and Heart of Barber and beat/got to 100 fast, congrats on your success and skill, but should probably not give feedback about the state of the game, (no ofense)

1 Like

*improve 70 - 100
*waaay less backtracking…waaaaaaaay less
*robust loot filter
*pets
*followers I can equip (loved doing that in d3)
*get rid of sharding aspects and have everything going to the book.
*To be continued

3 Likes

A way to save builds and gear and switch to them automatically and let you pay the cost.

A way to export a build info just to post publicly or privately to other theorycrafters.

2 Likes

OK, I guess I was a bit pesimistic at my first post, will repost the most important things (IMO) to fix:

  • Lucky hit ? - make viable before lvl70
  • Resource generation ? - make possible to invest into (even at detriment of other things) before 70
  • Thorns ?, start rolling Thorns damage on some weaponry (Maces & Daggers come to mind), so people can feel like it’s a build and not a single item that they or they do not equip
  • Endgame ?, find a way to make Overworld (or anything other than NMD) viable option for endgame, do not force into re-running NMDs over and over

I mean, there might be something else but overall I’d be fine with fixing those 4

2 Likes

I would like to see:
1 more inventory/bank room, personal to each char storage as well.
2 more useful gear drops
3 meaningful, less expensive reroll system, with at least 3 options.
4 an auction house for the safe trading.
5 social/group finder
6 less renown grinding, after we completed once.
7 pets!
8 followers
9 repeatable bosses
10 the ability to play the speck you want, not just a cookie cutter that only one is working.
11 crafting
12 more rewords for our time spend and for casual players do not feel left out.
13 don’t have to push a button for the horse to run, consistent speed all the time.
14 world bosses in a q system not timer, you get enough people, you go defeat it, many miss the chance because of hour sparse they are.
15 linear dungeons
16 recourse dungeons
17 end game that is not leveling an alt and start everything over again.
18 pity system where we can choose an uber item we can work for.
19 drops that actually help us get stronger.
20 option to see completed quests and better rewords for them.
21 not nerfing chars and making bosses twice as strong every other patch.
22 All aspects to be unlocked and be avaible through codex, option to level them.
23 get paragon points past 100, it would add more meaning for the players who put their time in the game.
24 goblins more often with better loot.
25 no yellows in hell tide chests. less loss on death there.
26 a home base or a house we can work on building, crafting furniture for it, have storage, planting herbs on a little plot of land.
27 more group activities.
Just have a reason to log in and be exited to play again, not feeling like it is a chore, but i spend money for this game, so i should…

6 Likes

DIV Improvements

QOL

  • Bigger Stash/More Tabs
  • Gem Tab
  • Higher Resource limits
  • Salvaging of items should be moved to the character to be able to do it in the field
  • Horse Inventory
  • Zoom out the mini-map so you can actually see where you are in the world for navigation.

SKILL SYSTEM

  • Resources should be expanded to all classes to be able to be used
  • Skills should be made to support those resources
  • Less reliance on cooldowns and more geared towards resource costs
  • Fix the resource generators/spender paradigm. Allow people to affect their resource pool easier.
  • More options for each skill to branch out and be customized
  • More levels for skills to be upgraded
  • Continue to give a skill point for characters all the way to 100, and expand the skillboard to have more choices to grab.

PARAGON BOARD

  • This really feels like a time-wasting system. Most of the time you are grabbing +5 to a stat nodes, and then you can grab a magic/glyph/legendary node every now and then.
  • How about “building your own board(s)? You have to hunt for the board slots/nodes to install in them?
  • Glyphs are way too monotonous to upgrade, and once they are upgraded, you are done. It is more of a chore you have to do, than something you want to do. Part of it is the majority of glyph levels do absolutely nothing. It would be far better if there were less levels, but far more impactful levels for them.
  • There are far too few glyph options to choose from. What I mean is that once you have decided on your build, most of the glyphs are useless, and you only need to level the few that matter for your build. This is also a problem with the too limited choices for builds for each character.

DUNGEONS

  • These need to be extremely expanded, in depth, breadth, randomness, a reason to explore them to the end. Unique Dungeon only events. Hidden rooms/treasure. Secret bosses.
  • The unlock mechanics need to be expanded upon dramatically, or dropped entirely. Right now Dungeons are extremely repetitive and boring. Nightmare Dungeons do not change this up at all. Sure, they add a few minor effects to the mobs/dungeon, but the experience of running the dungeon remains the same.
  • More “Butcher-like” experiences within dungeons are needed. And by that, I don’t mean extremely challenging fights that pop out of nowhere (those are good, but better used as a rare surprise, like the butcher is). Rather, I am referring to things that happen out of the norm that surprise you during a run.
  • Dungeon affixes should not be the minimum roll all the time. It should be the minimum of what you have found currently. As well, every affix should have a dungeon for it. Maybe simply have multiple affixes per dungeon and you pick one upon completion? Trying to hunt for an affix on top of a better item as well just feels bad when you are trying to run a build.
  • Leveling glyphs should be less directly tied to killing the dungeon boss. There should be bonuses for exploring the whole dungeon/killing all the mobs, so as to encourage this over just rushing the bosses.
    Dungeons all feel the same. And I am going to lump Cellars in with these, as they have the same problems. These are instanced locations. Diablo is (was) known for being the game that had the maps randomized, to promote replayability. The dungeons were especially so, for the most part. Being instanced, these dungeons should have no problem being more randomized. In the size of each floor. In depth of floors. In corridor designs. In “traps” and other extras. In the mechanics/activities to “unlock” the next floors. As designed, the dungeons are repetitive slogs, and after you have experienced them once, you really don’t want to do them again, especially since the unlock mechanics are so unfun, and they are far too often repeated. And since dungeons are the #1 activity that everyone is going to do over and over, having them so repetitive is bad. What I would like to see is dungeons that are both more different from each other to begin with, and also get larger/deeper as the difficulty increases. And a significant increase in randomization within the dungeon layouts, and a huge increase in number of “unlocking” mechanics for progression and randomization differences so they aren’t so repetitive to run.

BOSSES

  • Dungeon Bosses need to be expanded upon. From their rooms that you fight them in (more environmental effects are needed, like lava/quicksand/falling pillars/dropping pits/etc), but the environments themselves need to change from flat, featureless locked arenas. Having different actions that you need to take in order to combat the boss is a far better thing than facetanking it until it is dead, dodging every now and then. There is a reason why legion/fortification bosses or the story bosses are more desirable, and it is because many of these fights are somewhat unique or have neat effects to the fight itself. This can expand to the World Bosses as well as to a degree to the random bosses that spawn in the overworld as well. They are nothing but damage sponges with a few effects to watch out for and dodge. They are extremely boring to fight.
    Bosses are not fun. This comes less from the designs of the bosses themselves, and more from the trappings around them (although some of the mechanics around them are just “meh”, and too repetitive). They are all in the same kind of small, enclosed arenas that you are trapped in. There are no real environmental concerns to watch out for, other than any skills the bosses themselves use. So every fight essentially revolves around dodging a couple of times, and then hitting as much as you can. There are no interesting challenges to overcome that make the boss fights memorable or even neat to play.
    Bosses should have a pool of attacks that they can draw from randomly. For example, they have 10 total special attacks, and they choose 3 separate ones from that group that they can use anytime they are faced, making each fight more unique. As well, each difficulty, they can get more attacks to use, so maybe on Nightmare they get 5 attacks, and on the highest they have 7, making the fights harder to having more attacks that you have to watch out for. Bosses having unique (and most importantly) playable mechanics to work through is interesting as well. It breaks up the fight to make it more than just about Dodge, Dodge, Wack, Run for a while until charges regain, repeat. Having different things you have to attack before you can hurt the boss to any realistic degree (not making them immune, however!), like killing the ritual performers before you can attack the boss, but instead, maybe having the ritual performers adding to damage or defense, making killing them a bonus for the fight.
    Bosses should have a health bar that is not so predictable. Getting them through each “phase” of their bar drops the health globes, and makes them slightly “angrier”, so to speak, moving faster, having a new attack, hitting harder, etc. The problem is these phases are always the same length, and are always the same every time you face any particular boss, so once you know the patterns, you have nothing more to “learn” or watch out for when facing them.
    If you are not going to have randomized dungeons, every dungeon should have a unique boss and environmental area to fight them in, so that every fight feels different. There should be quicksand, lava, wind that pushes you and makes it harder to travel in certain directions, etc. anything to make the fight more interesting to run.

MOBS

  • There need to be more types of mobs, as well as more “personality” to them. Right now, they feel very “samey” no matter the type.
  • Less crowd control, or far more affixes that the elites have access to.
  • The effects of their flashy attacks need to be less “arcadey” feeling, and more like it should be a part of the world.
  • I would like to see more differentiation between mobs for strengths and weaknesses. Having some mobs strong/immune to Vulnerable/Critical/Overpower/etc. Would make fights more interesting, as well as punish those builds with an over-reliance on 1 type of damage.

EVENTS

  • Events are far too repetitive. There needs to be more randomness to them, from the length of time they run, to the different waves of monsters that appear, to the placement of the “fixtures” in the events.
  • Remove the giant chest that pops at the end and the popup in the middle of the screen.

Events honestly suck. They were interesting the first time you run into them, almost like mini-sidequests, however they are far too repetitive. Although there are different ones you can find, and the monsters that spawn for them are random, everything about them is too predictable. From the numbers of monsters, to the order that they spawn, to when elites arrive to the “boss” of the event, to the time the event runs, to the placement of all the “pieces” of the event, it is all the same. And to top it off, the giant chest that spawns from mid-air with a giant flash, it is just too much of an “arcadey” feeling mini-game. It would be nice if these had something “more” to their makeup, from randomization of the numbers of mobs to the placement of the parts of them, just to make them more different from each other, and make them feel neat to run into, beyond the way to gain obols. There also needs to be far more of them.

Mastery should also mean something. I would have another level that actually involves a challenge to do, to make the event “Mastery” actually mean something.|

QUESTS

  • Quests should be looked at. Remove the “farming” quests from the quest list, or at least expand them to feel less of a slog or an MMO fetch quest feel.
  • Quests should be moved to after the story finishes. The campaign is a “we have to hurry to stop Lilith before bad stuff happens” and in the middle we have little Timmy asking us to pause to look for his grandfather or Jennifer asking us to hang an amulet on a tree. It just feels wrong. Having the quests occur after the story makes sense with the ending, as well as giving players something to do at the end.
  • There needs to be better rewards to quests beyond items and experience. Where are the Charsi quests to imbue items? Where are the quests that unlock skills and stat points? Maybe quests to unlock additional carrying capacity or stash slots? Quests that allow you to further customize a skill in some way (permanently reducing resource costs, or cooldown or somesuch?). This gives you a reason to hang on to your build in some way. Quests to unlock paragon boards? Or alter paragon board nodes? Quests to add an affix to items? There is so much you could do with the quests beyond what was done.

STORY

  • I would like to be able to replay the story with the same character. It was well done, but having the option to start a new world tier and running through the story (at a harder difficulty) would be great).

ITEMS

  • More Gem Options and more gem effects when slotted
  • Gems being slotted into more items/more sockets for gear
  • More item types allowed for every class to be able to use
  • Yellow items should have a 3-5 affixes to spawn, legendaries maybe 4-6
  • Seeing Charms back, but with their own Charm slot(s) (so you can’t run with an inventory full of them, but having a reduced amound, maybe 1 of each size or some such) would be nice
  • More affixes would be nice
  • Maybe having quests to be able to put a second aspect on an item?
  • There definitely needs to be some sort of fix to the affix system. With so many granular affixes, items just feel monotonous to look through. I honestly think that most of the specific ones should be moved to the paragon board exclusively, and have items with more open-ended affixes.
  • Items should have more differences between each other. Heavy vs. Light armor. Reach with weapons. Mobs that are strong vs. types of weapons.
  • More abilities to upgrade/alter specific items

Exploration

  • Lilith Shrines - Good idea, but having more different shrines to hunt for would be good as well. The issue is that there should have been far less shrines you “needed” to find larger rewards for each one, and then at random locations that they could spawn at. 20 would have been a far better number.
  • Buff Shrines - fun but don’t last long enough, and the mob density isn’t high enough to make them feel fun. The Greed one is especially bad, in that the amount of gold you get is laughably small from the bonus.
  • Other shrines - the “emote” shrines were interesting, and their bonuses do last for a decent time. Cursed shrines are very good, as they make the gameplay more interesting, especially if you need that health shrine, and instead it spawns a bunch of monsters instead…There should be other shrines to find that are more “temporary buffs that last for a playthrough” This is where the Elixirs should honestly have been dumped, as the Elixir mechanic itself is really lacking.

CLASSES

BARBARIAN

I am only speaking to the barb, as it is the only class I have played so far.

ARSENAL

Arsenal system should be opened up to allow any item that fits to go into the slot. Ie. Any Two-Handed Weapon can go in either Two-Handed slot. Allow people to carry 2 Two-Handed Swords, or Mauls or Pikes, or a Sword and an Axe. 1 Handers already allow this, why not Two-Handers. This could allow more interesting skill decisions, as some skills may require specific classes of weapons to use.

EXPERTISE

Expertise system needs to be expanded. Once it is maxed out at level 10 for each weapon, it is done, and there is no need to really touch it again. Having the option to further customize attacks via leveling up the weapons on use would be a great addition that allows for further non-experienced based leveling.

There is also the option to expand it to Bows/Staves/Scythes/Shields/Armor as well.

SKILLS

There needs to be far more done with skill options. Especially with skill choices that simply give a small percentage to damage/defense/life/resource. These skills feel wasteful, even if the game “requires” them for certain builds to feel viable.

Basic Skills really need something to make them more customizable for people to use. Right now the resource generator/spender system feels really bad. The skills people “want” to use are the spenders, but they “have” to use the generators in order to do it. And they are only able to do it in short bursts, before moving back to the generators which just feel bad to use, having no real utility, design, or damage. Their only function is to generate resource, and feel bad to do so.

I would be fine to see Shouts remain with cooldowns, as long as the other skills move more towards the resource management side of things.

How about a way to get both (or multiple if they get expanded) twig options to a skill? Maybe a special unlock? Or even item affixes that allow it? Or a paragon board slot that allows you to pick a skill for this to happen to?

Allow more skill options to be chosen for your hotkeys. Allow the option to have different attacks/abilities that you can use based on the situational need.

“Ultimate” abilities are currently bad. The cooldowns are so large, that they are relegated to being unused or charging for a majority of game time, only being used for a very short “burst damage” against bosses/elites. They feel real bad to have on your hotbar, as opposed to having a skill you can actively use more often.

Where is the option to let you have a wider targeting arc for Death Blow? Or how about upgrades to Whirlwind to allow you to hit farther enemies (or the aspect that lets you pull enemies to you?) How about a skill that lets you set a skill to retaliate for free upon a hit?

Replayability
There just isn’t enough. The game is full of different activities. But all the activities are the same as the activities you have already experienced as you leveled through the campaign. There just isn’t enough new or unique to work towards. For a simple comparison, I want to use Disgaea as an example. It is a turn-based strategy rpg. It has a “campaign”, a main story that you run through, and gameplay revolving around unlocking various aspects to grow your character(s), as well as item hunts, class unlocking, advancing your skills, leveling your items, and your characters. It has level scaling, so the monsters you face are always at your level, but the powers and abilities you gain end up putting you miles above the competition. The fun comes from “optimization” of your skills, items, group etc, as well as the constant unlocking and leveling of different things.
There is nothing of that in Diablo IV. For a deep endgame, Diablo IV needs far more things to do, beyond just hunting for the next minor upgrade. It needs more customization that you control, from transmogs to find, to items to upgrade through different activities, to customizing your skills and skill layout, to different, and deeper, socketing. Hopefully the game gets that over time, but right now, the game is extremely shallow, and very limited by the choices the devs made in their implementation. We are in the wading pool, and can see the deep end over there, but we aren’t allowed in. We can only make up our own “games” to play in the shallow end, to make it feel fun, but we really want to dive off the high board, or slide down the waterslide. I am hoping the devs remove the barriers for us to get over there.

There’s a start.

6 Likes

Having something to do at end game other than nightmare dungeons would be a start.

2 Likes

I’d like to see something dramatic instead proverbial “building a faster horse”.

I’d like to see 30 or so pre-built characters, with fixed skills and gear. Mixed and matched from any class. Each character would have different challenges. If you die, challenge ends. If you pick up something good, you can send 1 item back to your main character and the challenge ends. Or choose to keep going for potentially better reward.
A sort of resident evil mercenaries if you will + wc3 tavern of hired heroes. It would make for a nice quick arcade gameplay to take you out of monotony.
Of course this requires skills and itemisation not being terrible as it currently is.