Didn't play much last night as I was pretty sleepy. Still continued with the physical build, but used Pain Enhancer this time. Probably should get more Fetish Army affix compared to dog affix on my gear.
Anyway, here's some suggestions to make Diablo 3 a more enjoyable game:
1. Auto pickup of materials and gems.
Not quite sure why they haven't implemented this. Complete no-brainer and a massive quality of life improvement for players. Should also include a toggle for players to decide what not to loot (i.e potions), or simply make it automatic that if the player has a legendary potion then the auto-loot for health potions is turned off. Simple fix in my opinion.
2. Make pickup radius a useful stat.
Simply make pickup radius extend the the AOE of any effect, say 25% of PUR is added to the range of any effect. So a single target skill will have some AOE now, a skill with AOE will have a wider AOE now. I think it is a good change, as it opens up a lot of possible builds, and makes several skills suddenly viable, i.e Carnevil WD. Imagine the darts you shoot are all AOE now. This also makes everyone gear up differently.
3. Allow enchanting of one primary and one secondary.
Right now some pieces of gear are somewhat not optimal, because the secondary is a resist affix and therefore you can't roll for all resist for the primary. And most people roll for primary affixes as they are stronger, and completely leave the secondary to fate. Allowing rolling of one secondary will fix this inefficiency in gear.
4. Allow reset of enchanting.
Simply put, some people screw up, and patches change the way we evaluate items now. This will help correct for mistakes as well as the introduction of new patches, without making the player hunt for the item again. Just make the cost the existing cost of enchanting right now. Doesn't need to be punishing. Might be hard to implement if Blizz does not store the pre-enchanted state.
5. Hellfire keys drop rate.
Just make the drop rate equal to the organ drop rate (i.e 100% for T6). Not sure why they didn't implement this. In fact i'd rather they implement this than the organ drop rate. At least I can consistently make machines to hunt for the organ I miss. Now I just have unequal stacks of different keys and hope RNGesus gives me the right key.
6. Make thorns a % instead of flat damage
Like area damage, make the thorns affix proc X% weapon damage. This scales well and is easy to understand compared to the existing thorns implementation. It is also easier to assess if 200% thorns dmg is worth gearing for, compared with 80,000 thorns damage (which is also affected by 25% of your mainstat, omg).
7. Change all proc mechanics to be like Life on Hit
Just have the same proc chance per cast when the skill lands on anything. Makes both AOE and single target viable, and players do not need to worry about proc coefficient whatsoever. Opens up more skill choices.
8. Gem exchange.
Allow players to trade any 3 gems for 1 gem of any colour they wish. Or let players break gems into gem splinters (1 splinter for Marquise, 3 for Imperials, so on), then use splinters to make gems (3 splinters for Marquise, 9 for imperials, so on). Might be a cleaner solution, but slightly more tedious.
9. Materials Vendor.
Right now gold is somewhat overflowing due to Boon of the hoarder. Even enchanting can't quite keep up the rate that the gold is falling (if using a Pet WD). Create a materials vendor that sells crafting materials and gems. Like enchanting, the price of each unit is increasing, albeit at a slower pace than enchanting.
If we start at the cost of 1 per unit, increasing by 1 each, the first 1000 materials will cost ~500k. The first 10,000 materials will cost ~50m, and the first 100,000 will cost ~5b. Not quite sure if players will get there, but this scaling seems reasonable.
Hopefully this gets players excited about crafting and enchanting. It's always a downer to run out of materials.
10. Ramaladni's Gift on all equipment
I forsee that this will happen in the future. Currently makes no sense to shift the burden of a socket from weapons to all jewelry. So now instead of 1 item that is deemed useless without a socket, we have 3. Let players have their trifecta rings and ammys, and also give them a socket. Players want to feel powerful, not gimped.
Here ends the current iteration of suggestions. Will post more if I have more ideas.
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