A nearly endless list of stuff that could be interesting for Diablo could be named. Some of the first things I would like to see however would be:
1. More significant death penalty in SC
Mostly by losing of NV stacks on death (see 2)
Goal: To make people care more about avoiding deaths and building/gearing a character for staying alive and not just DPS.
In many ways HC is just much more fun right now, since there is a real sense of danger. HC is still too severe though, especially in a reality where disconnects and lag exists, So add some actual death penalty to SC instead!
2. NV redesign
- NV lasts through sessions and acts
- NV stacks to something like 100 - offers maybe twice the MF/GF/XP bonus as it does now when capped
- Also, each stack gives 1% chance for an end boss to drop a legendary item (as in 100% when capped). Completing a quest similarly drops a lvl 63 rare item
- NV resets on death AND when you reset your current quest progression
- Mobs, chests etc. wont spawn anymore after you killed them in an area - until you reset your quests (a bit like TL2)
a) Rewards players for playing through the full game, and doing quests, instead of farming small areas repeatedly. You would always need to reset the NV stack eventually, just your choice how much of the game you play through before resetting.
b ) Adds a more severe death penalty
c) No punishment for playing short sessions since NV isnt lost anymore
a) Add more stat types. Especially focus on adding more stats that benefit some builds but not others, to add more variation and differentiation between the gear different specs want.
Such as bonuses for melee attacks or ranged attacks, bonuses for different dmg types, +%dmg against Crowd controlled targets, and certainly not least different types of +skill stats (for categories rather than individual skills, such as primary attacks, CC-skills, defensive skills, summons, etc. Inspiration for the bonusses could be taken from the pre-release Rune ranks.
Example: "+1 Primary attack" affix would benefit all primary skils (such as Magic Missile and Bash) but it would benefit them differently - just like +all skills did in Diablo 2.
However, there should NEVER be an "all skills" affix in Diablo 3. Once again, the goal should be "different stats for different specs".
Goal: There should be items that a specific Barb spec and a specific WD spec would both want for example. There should be items which were awesome for a specific barb spec, while nearly useless for another Barb spec.
Adding more useful stat types would in itself probably also allow for higher chances of potentially good items dropping.
The above would however decrease the likelihood of a dropped item being good for the specific build you use right now. On the other hand it might bring back the concept from Diablo 2, of speccing and gearing around awesome gear you find.
b ) Balance current stats better. The IAS nerf was good! Don't be afraid to nerf stuff if it improves the game!
c) Fix str, dex, int. It only serves to divide items between classes. Items should much rather be divided between specs than classes. A total redesign would likely be needed - but no easy solution here.
Possible solution: Make str, dex and int buff different weapons (str for "big weapons", dex for fast 1handers, int for staves, wands etc, essentially asking people to build their gear around the specific weapon types they have chosen to use.
Since weapon types doesn't really matter in D3 it would be an arbitrary choice of course, but nonetheless a choice that would help separate out items and main stats into their own "niche" (Note: in such a scenario, staves should ever only be able to spawn with Int on them etc. to prevent purely useless weapons from dropping)
Another solution: Spread the 3 stats out between different skills: Str affects some skills, while dex affects others etc. The issue here could be that it would direct people to oly picking skills that used the same main stat - essentially resulting in less options than before.
Or simply to a total makeover, remove all three stats, and make one stat which adds more % dmg, and two others with add dmg and other bonuses in other ways (like the old D3 pre-release system, or what is seen in TL2 for example).
4. More end game variation
a) Endless Dungeons - with RNG element: Enter an Endless Dungeon in act 1 for example. First lvl use tile-set from act 3 with act 2 monsters, next level use act 4 tile-set with act 1 monsters etc.
b ) Horde mode (endless waves of stronger and stronger enemies)
c) More stuff like Ubers - Such as bosses scaling 5% HP and DMG each time you kill them (and better drop-% of course), until you decide to reset the counter
5) Improved gear progression mechanics
a) Add 1 random affix to items (for a reasonable gold cost) - Possible to remove the affix again, but for a VERY high gold cost (like 10 million gold) if you really want to try again.
b ) More gem types - maybe even allow the players to add 1 stat from an item over to a "blank" gem, in exchange for destroying the item (more gear sinks, hooray). Some restrictions on the amount of such gems in gear would be needed of course.
c) The ability to add sockets to items:
Remove sockets as an affix, and let us "craft" sockets instead. By letting us add a fixed number of sockets regardless of other stats, it becomes easier to make gems interesting without creating imbalances. Would also open up for more weapons to be useful if socket affix weren't pretty much required on them - instead, all weapons would be socketable.
Maybe the current socket affix could be replaced with a "socket bonus" stat, which increase the effect of gems slightly in the item (like +5-10% socket bonus affix, giving 10% extra Crit dmg from a 100% crit dmg gem for example)
d) MUCH better crafting: Different quality types of crafting materials from gear - what if the game could somewhat judge how good a legendary item was (based on the stats it had rolled), and gave better crafting materials based on this? It ould be yet another gear sink, as it would suddenly be interesting to dismantle even decent items.
Crafted items would then become better (higher chances of high stat rolls) based on the higher quality materials were used. For those who played SWG back in the days, you know what I'm talking about!
6) Skill balance + redesigns. Yes it is still desperately needed. For every single skill/rune, it should be possible to answer "How and why would this skill be used instead of other skills?" All skills should do something that makes them worthwhile, even if it is VERY niche, compared to the other choices.
This can never become perfect, but surely it can be better than it is now.
Note: Ladders are NOT server resets. By ladders I simply mean the stuff you can find on Diabloprogress etc. Just in the battle-net interface, and with a lot more information.
For example: Fastest kills on boss X, fastest full clear of an act, in relation to Idea 4; Highest progress in Endless dungeons, Horde mode, and Boss Scaling. And whatever else could be tracked. Some fun stuff as well.
8) Anti-Disconnect for HC: If you, for any reason, lose connection to the game (DC, alt-F4, anything other than leaving the game normally) it should save your game in the exact state you left it in; your position, your HP, all enemies within 50yards etc. Then whenever you get back, you re-enter where you left. No more risk of DC, and not really exploitable either.
Of course this might be technically difficult to do, but one can dream...
Edited by Shadout#2849 on 1/24/2013 4:42 PM PST