*Will re-arrange big changes into 4 categories: Content, Mechanics, Skills and Itemization.
18.)Better match-making in public games: People seem to be complain about other players, who are generally much higher level than them, running and head and clearing the levels with ease, leaving the weaker players behind.
This is probably due to mismatched pLvls/cLvls and can be fixed with a setting that reads, ”Prioritize closest level range”. [Thanks Eaglespot!]
1.) Diablo I Dungeon: A 16-level dungeon, built with the same atmosphere / environment / bosses as Diablo I. This would really appeal to the old-school Diablo-ers and others new to the Diablo universe with a lapse back in time.
This basically contains 16-levels with 4-level sections. Each section has its own environment: A dungeon, catacombs, caves and hell. The only problem with implementing this is the art. It will be a very time consuming project. Most of the mobs in Diablo I are already in Diablo III. Bosses will also have to be re-done, and below is a small discussion on how they can probably be implemented in such a dungeon.
How do you implement the bosses of Diablo II in areas that are so different to the way they are implemented in Diablo III? I can see a couple of options here:
1.1.a) Direct boss Import from Diablo III.
The Butcher, on level 2, can have a room with a door. Once you click on this, you are transferred to the Butcher fight at the end of Act I. Once you exit at his top-door, you return to the butcher’s door. Similarly to the level 3 King Leoric fight, the door to his chamber will transport you his battle in Act I and back. Archbishop Lazarus, on level 15, can be imported as Zultan Kulle. Diablo, on level 16, is simply the final fight of Diablo.
If a direct import is to be implemented, it would be nice to know if the bosses can be transferred to other rooms without compromising their AI scripts. Say, if Zultan Kulle was moved to Ghom’s room and just added some really tough succubae. This leads to the changes, if possible, in 1.1.2).
1.1.b) Direct boss Import from Diablo III, but in an alternate setting.
The butcher can placed in a room, with a lot of bloody corpses. King Leoric can be placed in a room similar to the quest where one discovers the town portal ability. Archbishop Lazarus could be placed in Ghom’s room (Although it would be nice if there were extensions to that area) and Diablo is fought only in the realm of terror, but with some retexturing. The dungeon would work better if the boss fights were more like “elite” packs than scripted dungeons. This can be done via an indirect import from Diablo III.
1.2) Indirect boss Import from Diablo III.
Using the models of the bosses in Diablo III, they can be turned into “elite” packs with a bunch of affixes, and the spells/abilities they currently possess. This will simulate the closest feeling to Diablo I than the other two options.
With the talk of endless dungeons or variations of it, this idea seems fitting with more monster slaying content.
2.) PVP Dungeon: Instead of all the players fighting together, this one forces the party to go against each other for loot.
There is an initial pause phase where builds can be changed (All builds revert back as pre-dungeon and NV stacks are kept.) Once inside, all loot dropped is visible to all players. Players can kill each other, and random loot/gold picked up from the dungeon will drop for the other players. At the end of the dungeon, people laugh the clashes off and continue their pre-dungeon doings!
This is the ultimate grief-spot for those we seek griefing back in Diablo. The rewards must be worth it! It must be balanced though. This can be balanced by making the drops, in total, the same as if all players received their own respective loot. Thus, if shared it would be same amount of loot. However, the one who happens to survive through a 4-player dungeon and kill everyone gets about 3-4 times the amount of loot as usual.
I believe this is a good refresher from simply farming all day as PvE, and an interesting inclusion to PvP.
4.) Improving Gold/Health globe pickup radius: Having pickup radius increase the radius of the player's area-effect skills, too, is actually about it for my ideas on this one, unless they also wanted to add light radius mechanics into the game, in which case it could also be used for that. I don't think that'll happen, though. [Thanks Waitubold!]
The AOE spells will have their radii slightly increased with any increase in Gold/Health globe pickup radius.