Balance Patches and Bug Fixes.
No but seriously I want our Campaign Cycles back with difficulty settings based off of the New Game Plus Cycles. They can still let players skip the campaign. Go straight to ‘end game’ and base the seasonal journey and battle pass on the current systems we grind.
I’d like to see them remove the multipliers, balance all of the skills and aspects to be viable for that one difficulty and make it a well balanced experience regardless of your build choices. Then after the foundation is set they can scale up from there. Higher new game plus campaign cycles with higher item power to chase, maybe start dropping certain things exclusive to the progression cycle.
I liked this idea about Tempering Scrolls being unlimited use BUT they are the only way to add Tempers onto gear. Made a bit rarer like Exalted Orbs. So 1 Scroll drop = 1 Temper on any piece of gear. You can overwrite tempers as many times as you like using another scroll. So it’s this rare power boost for your gear, an exciting to see drop that fires something up in your brain making decisions like saving it for a better piece of gear or slapping that boost on right away. Which piece of gear should you do first? Which Temper? That would hook.
Now maybe bring this idea forward into the Campaign Cycle New Game+.
Maybe the Default Campaign/Difficulty, the universal for seasonal content and battle pass progression, you don’t even get tempering scrolls to drop. Everything is again balanced for a good universal experience regardless of build choices. Cut some of the fat off to get the game balance under control.
Then after you complete the default difficulty to move into the next campaign cycle/skip to end game+, then those Tempering Scrolls start to drop.
This could even replace the higher item power chase so that you don’t need to replace any of your current gear (dads) but continue to build onto that gear during this next Campaign Cycle / NG+
Cycle 1 - Balanced Experience. No multipliers, get everything working well.
Cycle 2 - Tempering drops unlock additional power to combat increased difficulty.
Cycle 3 - Great time to introduce Master Working after all that Tempering.
Basically I want the balance to get in a good state and I want loot to be exciting.
I just don’t see them ever getting things under control with the difficulty slider and all of the different things players are in control of right now.
Skill Tree, Paragon Board, Gear Traits, Greater Affixes, Aspects, Gems, Tempering, Master Working, Seasonal Powers. etc. It’s all too much at once to try and get a good balance to the game. We cannot find a good risk vs reward setting for ourselves we need some level of crafted experience.
Take it back to Campaign Cycles and design a way to introduce all of these things spread out over time to combat the increases of difficulty instead of having all of these systems over lapping immediately.
For the player experience as well as for the dev team to gain control again.