Alright, quite a bit of this are great idea's and I support a few of them. However, many reiterate on more itemization, more competitiveness (ladder, pvp, ect), expanded dungeons...
I know the coding/scripting issues would be a pain, and many are trying to avoid more BoA equipment. Thus a few of these Ideas may help things out, and give us all we would like... and lure back the player base. But if a use for these exist beyond just shelf space exist. The desire to collect them will be much greater.
1) D3's story occurs many years after D2. So lore items that have sifted down through the ages
would have occurred,. make use of these: Scrolls/Maps, Books, Artwork.
(examples: Scroll/map - increases the chance of nameless mini dungeons to spawn.
Books - If a base dungeon is 1-3 lvls, additional volumes add the chance of an
additional 1-3 lvls to spawn with that acts nameless dungeons.
Artwork - Description/puzzle to increase the chance spawn/difficulty of Purples in
Act Legends - Like whimsyshire, each act has its dungeons that are named zones.
These are intended to be challenges beyond anything we have faced
before, and to just curbstomp/steamroll anything in here is a
little disappointing. Increase the challenge, however nessicary.
2) Since D2, our followers have been like family, some surviving longer than the player.
In D3, while being named NPC's they are often treated worse than some poor intern from the
80's. Thus increase they're usefulness, in the shape of items, paragon lvls, or their slightly
customization skill sets.Items that boost their abilities or reduce cooldowns on them.
Unfortunately this includes the poor craftsmen.[gold sink ahead]
(examples: -Templar - ability to increase the rolls of items dropped, a higher chance of items
with a +1 to +3 on a chosen core stat: str, dex, int, vit per every 2 paragon lvls...
-Scoundrel - boost gem frequency or favor a gem type over others, this will work
better with more than the current 4 gem types available.
-Enchantress - boost or alter the effects of subskills or runes applied to the players
current skill build. The elemental affixes of our skills are good, but if her presence
boosts Fire, Frost, Lightning, Poison, ect. by 1% to 3% per 2 paragon lvls..
-Smith - Equipment that alters the chance of rolls or increases garunteed stats on
crafted items, increased price via mats/gold. items are gathered and built like the
-Artisan- Boosts the effects of gems crafted at his booths, a cumulative bonus per
crafted teir, yes one could go straight from FS, but the boost would be smaller than
if a player nurtured that gem from a Chipped. Increased price via mats/gold.
-Mystic- Crafts/Alters runes. Of course some uber-elite runes would have to be BoA,
Like how the Marquee Gems are treated.
Rune functions: Lesser alters cooldown/resource cost +/-
Greater alters damage, crit chance/effect, proc's
Epic(boa) copies monster affixes, uses to a lesser affect.
Molten, Plagued, Arcane Sentry, Missile Dampening, ect.
-Brawler- Increases arenas, knows the Ladders. Sets up PvP matches and
mass PvP events. Earn gladiatorial rewards, monikers, ect...
Pay gold, gems and mats for prices for entry into Ladders
-Archivist- See the lore section above.
We bought this game to play the levels, face down the legions of hell and beyond. Not live on the ah hoping for a reasonable price, looking for that ever slight edge that just might let us live 10 more seconds. Hero's accumulate followers, the legacies are recorded in our Achievements list or Hardcore character's Tombs. This is a game, let us play it. So we can have memories like the following.
To state a quote from a friend, after his long days in D2:
"Its quite the picture to watch a lvl 70 barb chase a single fetish down,
disappearing into the underbrush. But only to come running out after
a few moments later being chased by a hoard of several hundred."