WHAT CAN WE DO TO IMPROVE DIABLO 2? | My Wishlist

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  • Опубликовано: 5 авг 2024
  • Broadcasted live on Twitch -- Watch live at / mrllamasc
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Комментарии • 1,1 тыс.

  • @JJV7243
    @JJV7243 Год назад +252

    For armors, we really need to change heavy armors to make them playable as NO ONE every uses heavy armors due to movement speed penalties. Either give certain classes (werebear, barbarian) a way to ignore these movement restrictions, or add some base damage reduction (3% to medium, 6% to heavy armor).

    • @ghostpos
      @ghostpos Год назад +6

      merc only one who use heavy today

    • @Hyperion856
      @Hyperion856 Год назад +24

      I like the barb and druid ignoring the movement speed penalty

    • @gnole9815
      @gnole9815 Год назад +24

      Agreed! I feel like putting the required str to wear the armor should be the only requirement. If I dump 180 points into strength my character should be strong enough to run without losing movement speed. As it is now you get punished twice by losing all the vita and then losing movement speed.

    • @marcosc1676
      @marcosc1676 Год назад +6

      Maybe reduce movement penalty for heavy armor for every 10-20 points in strenght? something like that

    • @smeander2
      @smeander2 Год назад +10

      Reduce movement penalty with higher strength. More strength = more mobility with heavy armor.

  • @farrattalex
    @farrattalex Год назад +22

    The fact that we are discussing how to further improve a 20+ years old game shows how insanely good this game is.
    My wish: bring back TCP/IP based multiplayer as that would re-enable multiplayer mods. This is literally the only thing that D2 had but we are missing in D2R.

    • @ibepoopin
      @ibepoopin 6 месяцев назад

      Insanely good?? It's been 20 f'in years and you still get 1 shot because the game is actually trash and nostalgic feelings have people thinking it's actually good. Just like POE can't just enjoy the game have to grind for days and months just to still get 1 shot with the best gear... that spells Garbage if you ask people who actually think critically about how a game should operate.

  • @TheKmagz
    @TheKmagz Год назад +158

    In-game guides from Deckard would be cool as hell. Runewords, Recipes, etc..

    • @_Sammy_J
      @_Sammy_J Год назад +4

      YES!!!!!!! BIG YESSSS!!!!!

    • @springmaus1632
      @springmaus1632 Год назад +2

      YES, please!

    • @cariyaputta
      @cariyaputta Год назад +5

      Yeah, some built-in wiki/cheatsheet features would be great.

    • @simpa94
      @simpa94 Год назад +5

      holy grail/collection log on deckard would be sick actually

    • @EliteBeast
      @EliteBeast Год назад

      Good idea

  • @josephhurt7060
    @josephhurt7060 Год назад +28

    This game is fantastic. 23 years later and I am getting HOURS of game play out of it.

  • @ntall123
    @ntall123 Год назад +120

    More stash space is all I want. Specifically, I think it would be amazing to have a unique/set stash tab similar to poe so I could play the collection game.

    • @psycbr
      @psycbr Год назад +7

      Right if they increase stash space by 2-3x that would already be HUGE.

    • @JJV7243
      @JJV7243 Год назад +20

      Honestly, IF they just allows us to stack gems/runes, I wouldn't need any more stash space. As these items take up probably HALF of the space!

    • @Amanik_Capoli
      @Amanik_Capoli Год назад +6

      Without stash tabs it’s useless to do the rest. It’s one of the main reasons I don’t play d2r as much. Crafting would be so much better with more stash space but blizzard has some weird hick-up about adding stash space to their games.

    • @pizza.doctor
      @pizza.doctor Год назад

      Would be nice if the game tracked your holy grail too

    • @antares2097
      @antares2097 Год назад +1

      Yes yes yes unique collection game

  • @JJV7243
    @JJV7243 Год назад +86

    I can't believe you didn't discuss poison at all! 1) Make poison damage work when monsters get hit during that frame 2) Fix poison dagger/rabies duration to 4s (greatly scales DPS) 3) Make poison dagger autohit, have a 2s CD, but deal greater single target than poison nova. 4) Triple poison creepers late game damage.

    • @drpancakes1622
      @drpancakes1622 Год назад +7

      Add poison jav to that long duration list. 46sec at rank 20.

    • @Ubeogesh
      @Ubeogesh Год назад +6

      IMO autohits are bad design and need to be all replaced by AR boost, at the same time with changing the CtH formula do AR/Def has more weight than Alvl/Dlvl.

    • @JJV7243
      @JJV7243 Год назад +3

      @@drpancakes1622 100% yes. This needs to have its duration fixed to 4s as well (DPS increase).

    • @bobnewkirk7003
      @bobnewkirk7003 Год назад +4

      I'm not in the short duration camp. If you do the calculations with gear the damage is there, however if the duration shrinks the skills will need to be nerfed. Personally I would advocate for poisons to maintain their long duration but allow for them to stack on the target. Things like Poison Explosion and Plague Java would gain massive value on AOE as mobs would path through them and take multiple stacks, likewise Poison Dagger and Javelin would become ideal bossing tools as getting in close and poking repeatedly would stack up some insane single target DPS.

    • @Ubeogesh
      @Ubeogesh Год назад +2

      @@bobnewkirk7003 yeah, each poison source just needs to be independent on the enemy

  • @InspectaDech
    @InspectaDech Год назад +7

    what's crazy is I was just thinking about how Tyreals should have teleport on it, just kinda make sense for armor an angel would wear. Also i was thinking non class specific jump should be on some boots

  • @christianchapuis1981
    @christianchapuis1981 Год назад +46

    Good job, I agree with all of your list. The must being the stackable “currencies” slash in my opinion. Just one small addition, a unique/set catalogue would be great to track the drops made.

    • @gnole9815
      @gnole9815 Год назад +2

      +1 I love the catalogue idea. I have thought of something similar for the holy grail where you would have a book at your stash that you could either reveal the item in when you find it or have to actually put the item into the book in order to show it as collected

  • @spookymacchiato5503
    @spookymacchiato5503 Год назад +4

    "Grindy-9" is a perfect way to describe the quest to level 99.

    • @jimmyfornari8455
      @jimmyfornari8455 11 месяцев назад

      They need to remove the XP penalty. Like it was way back in the day 😅

  • @DonCarmolo
    @DonCarmolo Год назад +3

    I know this is an unpopular opinion, but I play the game walking a lot and I actually like the moment to moment footwork of running and walking to preserve defense and block chance against positioning faster (I purposely don't dump almost everything in Vitality). If you're gonna preserve defense while running you could just be asking for the removal of stamina as well and have everyone run always. I think brevik himself has admitted that the stamina system was a failure, but I'd try to make it work rather than just remove it from the game and make Armor Class ("Defense") be more effective. I'd also try adding intrinsic damage reduction to heavier armor types to make them more appealing (i.e heavy armor drains more sta but also gives you a useful base amount of DR).
    I know the stamina and defense idea will be disliked by most people who read this comment, but personally I'd love something like that. I think that one of the core aesthetics of Diablo is horror and adding more horror flavored mechanics to the game is something I'd love. I also loved the idea you mentioned of turning up darkness like in the darkness mod. I know this wouldn't be well received by most players who like to go zoom, so I would make this just a hardcore thing or maybe this could be like a "horror" character mode.

  • @jacobwann2280
    @jacobwann2280 Год назад +5

    Teleport needs to be left alone on the sorc and enigma but it needs to be added to Tyreal’s might to make it as good as enigma. Where I would make the change is add a mid tier rune word that has as many charges as naj’s. This way we have two alternate solutions other than keeping a staff with charges on swap.

  • @stadiumpk
    @stadiumpk Год назад +2

    Thank you Llama for mentioning fhr for pvp, we desperately need a change here. Greatly appreciate the awareness. Hope you've been well and maybe see you in some more pvp sometime! Cheers.

  • @pizza.doctor
    @pizza.doctor Год назад +4

    Tyraels might should have +3 to all skills

  • @Jamersunify
    @Jamersunify Год назад +3

    I busted out laughing at the cube part

  • @dmagick914
    @dmagick914 Год назад +17

    Lacking Amazon changes, so I'll add some:
    I suggest buffing physical bowazon, especially in the early game where it's really outshined by exploding arrow. This could be buffed enough already by the general changes to attack rating as you suggested though. Could consider adding a shotgun effect to multishot like you suggested for teeth.
    Bring back Guided Arrow + Pierce from 1.09 so that guided arrow can pierce multiple times. It is such a fun mechanic to see pierce procs.
    Buff Impale to give it inherent crushing blow based on skill level
    Buff Power Strike to have it pierce lightning resistance
    Double or Triple the attack speed of Valkyrie or give it a Jab skill like the Act 2 Merc has
    Buff the base FCR breakpoints of Amazon

    • @Steph1
      @Steph1 Год назад

      Guided arrow + Pierce would be a dream come true

    • @LetThePoorStarve
      @LetThePoorStarve Год назад +1

      Needs IAS on impale too. Just way too slow to be any use endgame. Should also be able to hit multiple targets in a row (splash damage). It is IMPALING right?

    • @reinerhoch1357
      @reinerhoch1357 9 месяцев назад

      I just cried about that too. I hate that people always whine about her power with LF but forget that she hast pretty much the worst movement in the game. While a paldin can teleport fine with enigma he still gets vigor so he can move like a boss without enigma. The amazon has neither she can´t teleport worth crap cause of her FCR bearkpoints and she does not have a movement skill (best if she had it passive). To me as long as she is so crippled in her movement her only advantage is her killspeed and now Lama asks to nerf that? It just gets me....nerf ok but then you need to buff something in her movement....

  • @aishalove9927
    @aishalove9927 Год назад +4

    I would like to see a belt slot on mercs, this would let us give them some better gear and could also be used to give them potions they would use on their own.

    • @burnzybhoy9110
      @burnzybhoy9110 Год назад +2

      Honestly i would be for all eq slots on a merc, would allow for more use of items i find more than once

    • @gstvntt
      @gstvntt 11 месяцев назад +1

      What an interesting idea, I've never seen it mentioned before, would be awesome to further customize the mercs

    • @aishalove9927
      @aishalove9927 11 месяцев назад

      I just thought that it would make mercs more viable, I mean there are some crazy belts out there like Arachnid Mesh for example.
      I also think if you could give your Merc pots to use 9n their own it would help allot. Like not much HP pots but what about thawing pots and antidotes?

  • @marcosc1676
    @marcosc1676 Год назад +12

    That currency stash tab would save us so many mule slots. Its pretty much like freeing character slots with a single change.

  • @garrettwilson4754
    @garrettwilson4754 Год назад +3

    If light radius did something in addition to making your literal vision better (like buff holy damage or increase AR), it might be worth keeping

  • @AlexandreBackes
    @AlexandreBackes Год назад

    Awesome video MrLlama!! Love your content brother!! Keep it up! 😄

  • @b.stankov3356
    @b.stankov3356 Год назад +1

    A solution might be adding casting delay on teleport that you find on items. Increase the amount of items that you get teleport on - even put it on a mid-tear runeword but have it with bigger casting delay - the more exquisite the item, the smaller the casting delay, but always keep it there. Sorceress teleport remains unchanged - only she can zap around and that's a class staple.
    Also the danger of teleporting into Deathlords should be there I think. Otherwise its just such a no-brainer.

  • @Spiedies.
    @Spiedies. Год назад +4

    When are you gonna make a build tier list for controller? Actually serious question since basically all S tier builds require being able to aim precisely with a mouse to be effective it'd be cool to see what you think changes when that ability is removed.

    • @jprec5174
      @jprec5174 11 месяцев назад

      Best controller build is fohdin/hammerdin, trapsin, poison necro, ww barb then melee in general.

  • @mackparker9064
    @mackparker9064 Год назад +4

    Thanks for coming to my TED talk.
    Adding to MrLlama wishlist:
    1.- For affix pruning i think that it should be alongside "tiering" of affixes. So that you can actually get "high tier" affixes on high item level and exceptional/elite items should get priority on the best affixes so that we can actually "think" if we should invest into more stats to wield those items.
    For example:
    Low tier affix (Ilvls 1-40):
    +1-5 Life
    Mid tier affix (ilvls 41-70)
    +10-20 Life
    High tier affix (Ilvls 71-99)
    +25-30 Life
    This should be done ONLY with EXISTING affixes! NOT ADDING NEW ONES!
    This should apply to both MAGIC and RARE items.
    Now, (this might be powercreep but i'm taking into account the devs don't want to lower the items stat Requirements, so it's a way of maintaining that i think, so bear with me please.)
    if the item before mentioned (ilvl 50) spawns in an "exceptional" base, then, the affixes it rolled should be 50% and 100% for "elite" bases more powerful. For example: The item rolled +15 to life, but since it's an "exceptional" base, it should have +22.5 life.
    Obviously if they are going to buff them in this way, then the drop rate should be nerfed accordingly.
    This also tries to give magic items a little chance to shine if they have any at all.
    --
    2.- For AR formula. Add it on top of an existing quest that everyone skips: Killing Blood Raven. On death she drops a ONE USE scroll (horadric scroll icon, book of skill radament type of only one use). that adds +5 Dex (Blood raven is a Rogue, so it fits thematically for dex) per use and (internally) increases your level (in the AR formula) by +1/+2/+2. (N/NM/H). In that way, we are USING the content without leaving parts of it as "skippable".
    To explain the "internally:"
    When you use this scroll (for example, on normal), internally you are counted as if you had 1 extra level. This would ONLY affect the AR formula so you can keep up better with the monster level. Therefore, if you use the scroll the three times it's meant to, you would have a total of +5 internal levels in the AR Formula (remember, +1/+2/+2), so you can actually feel competitive as a melee character while leveling.
    Since only +5 is still too low for melee to be competitive while leveling, another scroll would be added, this time on Nihlathak's quest. This new scroll gives instead +5 strength per use and the internal level AR changes are the same as the first quest (+1/+2/+2)
    In total this would add "internally" 10 levels to the character without causing massive power creep (+15 dex and +15 strength doesn't seem that much). The Added Strength on the Nihlathak's tome should be removed/maintained depending if they actually modify the items requirements as MrLlama suggests.
    ---
    3.- Charms and ele damage.
    Elemental damage charms and elemental damage affixes now work with all abilities. Every one of them. When used this way, poison only works at 10%.
    All poison damage is added before being applied. (It finally stacks)
    4.- Defense
    Defense while running should work based on an Armor type basis. Light armor works at 25% when running, medium at 50%, heavy at 75%.
    Heavy armors (exceptional/elite) should give base %reduction to physical damage, if it's eth, then add 5% Magic/elemental damage reduction.
    Abilities that buff defense should allow the extra 25% to be used while running. For example: Holy Shield, Shout (only for the caster, not the party), The diff types of frozen/artic armor, bear form, etc.
    5.- Mercenaries
    Act III Mercs should get chance to block, and every type of them should get Enchant/Frozen armor/Teleport (yeah, with an AI that uses this TP in the same way the imps from ACTV use it) They are also immune in resistances to the type of element they are attuned for: Fire merc immune to fire, Frost merc immune to frost, etc. Let's put them in the meta for once in their damn lives without auras. (If there's no other way, then the only auras they should be allowed should be resist to fire/cold/light auras)
    Act V Mercs should get Axe+Sword/Axe+Axe/Thrown items (everything except potions) variants.
    Act II mercs now get a new possible model variant (The other guard model in lut gholein that is besides Kaelan in Jerhyn's Palace)
    You have now an extra button to teleport all summons and your merc to you. This Teleport has a 5-10 seconds cooldown.
    6.- Crafting
    Upping an item via horadric cube recipes should also increase the numbers of his mods, by 30% when done from normal to exceptional, and by 50% when done from exceptional to elite.
    The rune cost of rerolling rares and upping items should be lowered when done from exceptional to elite. Too expensive to be worth doing it ATM.
    7.- Items
    All axes now have +50% damage to demons (same fashion maces have against undead)
    Using any type of boots baseline increases your movement speed by 5%. (Boots never decrease your MS unless they have an affix that explicitly says so)
    Range of 2 Handed weapons, Spears and certain types of polearms is increased.
    You can now socket all thrown items EXCEPT javelin-type of items.
    Bone break charm now only reduces damage from 5-10% However now also reduces your defense from 500-1000 (Reduction applies after buffs).
    8.- Skills:
    All charged skills with the exception of: Teleport, Burst of speed, fade, frost nova, valk, golems, revive dead, conversion and druid spirits except spirit of barbs should have a minimal cost to repair. It would be fun to use them freely!
    Barbarian:
    - Bash:
    - Always hits, no added damage, no damage modifiers affect it outside of crushing blow/open wounds, and only deals the base amount of damage your weapons have and cannot be affected by IAS outside of your base weapon AS. It also has a baseline very low chance to cause open wounds. (Barbarian is the master of weapons and physical fight, Why shouldn't he have an always hit ability?)
    - Concentrate
    Adding a twist on Cooley's idea, the damage of concentrate should be based on your CURRENT defense. (This means, the ability's damage will only scale with your defense, not with any other damage% modifiers), which would prompt the use of items like Swordguard as a 1 Hander with high defense shields to deal damage.
    - Berserk
    The abilities which receive synergy from this one should have the magic damage as % extra magic damage, not as %physical damage CONVERTED into magic.
    - Whirlwind
    Slows and Curses do not affect the AS calculations of this ability.
    Can proc "on attack" effects.
    - Frenzy
    You can use this ability with either 2 Thrown weapons, One 2 Handed weapon (Same as thorned hulks), or the actual iteration. The ability is allowed with 2 Thrown weapons so they can gain the IAS/IMS without getting into actual melee combat.
    Only the actual and the 2 Handed iteration would have the respective bonuses to AR/%Damage, so that thrown barbarians only use it for the IAS Buff.
    - Stun
    Should be AOE, like mindblast/shockwave. However instead of stunning everything in the area in front of it, it should only put every monster into hit recovery and have a LOW "chance" to stun them for 1.5 seconds.
    No damage increase per level, only area, stun chance and AR.
    No Stun duration increased. (We don't want another mind blast)
    - Grim Ward
    No longer Fears monsters, but only slows and increases damage taken. (Increased damage taken works on bosses, slow doesn't)
    - For shouts:
    Curses and barb shouts can be stacked (only 1 curse and one shout tho), however the efficiency is halved when they are at the same time.
    + Shout skillers should not add skills to find item and find potion. Only +all skills should.
    (Total disagree with Find Potion synergy. Barbarian is already one of the worst classes in the game, LET IT HAVE HIS NICHE if you aren't going to buff him massively to be on par with the rest. IF they actually make these with the barb, then yeah, dump the find potion synergy into the ground)
    - Leap Attack
    Reduce damage massively, but now IAS affects it as to use it as an efficient movement skill as well.
    Paladin:
    - He has baseline sword mastery (the barb one) that he gains a level each 4 levels.
    - Vengeance instead procs an ability related to the element instead of only damage, for example:
    If the attack rolls frost, then the paladin procs a frost nova with the damage the ability tooltip says (would need nerfing ofc, but still). For lightning: Nova, for fire: the explosion from the oil potions and for poison the explosion of the light gas pots.
    - Charge mana cost at lower levels is very low, so as to buff his mobility, but at higher levels and with synergies the ability cost goes up to compensate.
    - Each point on frost resist reduces freeze duration by 5% while the aura is active.
    - Defiance also reduces damage by a fixed amount per level when the aura is active. And half of that passively.
    Druid:
    - Buff shockwave even harder that it was before the "unintended bug"
    - While hurricane is active, you gain bonus movement speed. (increases per level up to 15% at level 20)
    - Cyclone armor also gives 5% increased movement speed. (increases by 0,5% per level) (Doesn't stack with hurricane)
    - Improve the FHR frames when shapeshited.
    Necromancer:
    Bone armor increases movement speed by 15%.
    Each curse active on enemies increases your movement speed by 2% and each summon alive increases your movement speed by 0.5%. Stacks up to 25%. (Passive, doesn't stack with bone armor MS)
    Weaken now also reduces elemental and magic damage.
    Lifetap leech reduced by 50% when Characters leech.
    Amazon:
    Each time you use inner sight, evade, crit or pierce an enemy, you gain 2% movement speed up to 25% (Passive).
    Sorc:
    Same as PoE Flamedash. (3 charges, each charge has a CD)
    Charged items (from vendors, monsters) now get only 2 charges before incurring on the CD.
    the teleport fix bug in D2R has been finally corrected.
    A man in a comment section can only dream...

  • @Tom_Van_Zandt
    @Tom_Van_Zandt Год назад +1

    That's how I feel about Diablo 1 mods. I just want a mod that keeps the old game intact but adds much needed QoL features. Unfortunately, most D1 mods want to try to be a completely new game, adding new classes, tweaking mechanics, adding new items, etc. The Belzebub mod is amazing, as it increases the resolution, adds several QoL features, reintegrates NPC's, quests and locations that were removed from the original release and more. But it added new skills, spells, 2 new classes and other stuff. Honestly I kinda wish they would've added the Hellfire expansion as optional content. I would've like to have seen the Demon Crypts in "HD".

  • @uzwannabe
    @uzwannabe Год назад

    Glad you made this video, I think all the changes proposed are a good idea. This game has so much further to go in my opinion, continually improving it is in the best interest of the whole community and will keep this already eternal game fresh into the coming years.
    I do have one thing to add in hopes of getting some opinions on this --
    What about improving the difficulty of nightmare? I think this would greatly improve the MID GAME. currently D2 feels like it has a solid difficulty level up until hell and then becomes almost too difficult in comparison to nightmare. by increasing the difficulty of nightmare you greatly extend the duration of a playthrough, make the difficulty feel accurately progressive, and create a greater interest in mid game uniques and runewords.

  • @dkay182
    @dkay182 Год назад +3

    @MrLlamaSC Do you think they would still need to nerf Grief if they fixed base weapon damage? If they did it properly, then the %ED from other rune words would catch up to the flat damage. Then a Grief PB might still be BIS when you want fastest attack speed, but slower weapons could possibly be better DPS with certain skills. I don't have specific examples because there are so many factors, but just a thought.

    • @mapron1
      @mapron1 Год назад

      They can not keep with it. In d2 you have a limit of 212 for base weapon damage or something (game will crash if you get beyond that). So it is no way to keep with + 400 damage even for top tier elite bases. And even +200 damage grief (50% nerf) will be still better that ANYTHING else. I don't think current D2R team will dig into fixing this code, that probably what was a blocker for 1.10 back in the day (they tried to rise damage, game got broken and they abandoned idea).

  • @jeffsaffron5647
    @jeffsaffron5647 Год назад +4

    I would just like option to have Cube and Stash open at the same time...

    • @JaveMcManus
      @JaveMcManus Год назад

      Ooo! Yes that would be nice!

  • @tubeofyou243
    @tubeofyou243 Год назад +1

    Nice list of items... as I play Single Player 100% now on Hardcore... my main three asks are: 1) More character slots 2) ability to make Terror Zones every zone so I can turn on/off as I wish 3) give me the ability to use socket quest as much as I want (I play on Xbox and it would be amazing to have the ability to socket items faster and right now, I don't have any more character space to do another quest unless I delete a character).

  • @McBobaa
    @McBobaa Год назад +2

    I think it'd be nice if we got improved quest rewards. For example, in Act 2 we only get 1 skill point for killing Radament, and the Horadric Cube on normal. Maybe add rewards like a potion that grants +20 permanent mana, a small charm with +5 to all attributes, a unique jewel, etc. Also, make bosses/quest monsters give much more XP when killed for the first time.

  • @JJV7243
    @JJV7243 Год назад +20

    It would be really nice if the enhanced damage mod on rares minimum value scaled with item level. So rare items that are 80+ have a range of rolls from 150-300 instead of like 20-300%

    • @trevorr9919
      @trevorr9919 Год назад +3

      Nah you need that big of a swing. Makes getting the high rolls more valuable

    • @JayTheProduct
      @JayTheProduct Год назад +4

      @@trevorr9919 Getting the high rolls is borderline impossible currently, it needs fixing.

    • @ruthlesstoothless8577
      @ruthlesstoothless8577 Год назад +1

      They're whole different affixes....? Eg 'Cruel' is the highest ED prefix. Google item affixes, there's like jagged, savage etc etc... If you don't get the high ed, you didn't roll the cruel mod

    • @stylis666
      @stylis666 Год назад +1

      That would already be buffed if some of the affixes are removed from the pool. I think that simultaneously buffing the rolls on high level items would make them too easy to get.
      Maybe replacing removed affixes with higher stats could be useful, or just lowering the monster lvls that can drop them. I mean, by the time you can farm comfortably for a 300ED weapon you're likely lvl 80+ anyway and you probably have better runewords already. But the weapons could be very useful and fun from lvl 60-80.
      And lvl 80+ items could have even higher added and enhanced dmg and ar rolls to compete with runewords.
      Make Battle Hammers great again XD

    • @Garnithron1
      @Garnithron1 Год назад

      PD2 does that to some extent.

  • @Kevixrm
    @Kevixrm Год назад +8

    I think that leaving enigma is fine as it is a good goal for characters, but there needs to have some medium tier items (w/ mid runes or exceptional/elite uniques) with teleport charges on them. This provides less of a jump between enigma and no enigma. The only viable option being a teleport staff is painful because it limits what you can use on weapon swap until enigma.

    • @_Sammy_J
      @_Sammy_J Год назад +1

      Dagger runewords with +1 Teleport to help the melee Necromancer become viable would be nice. Players could have it off-hand until they earn Enigma.

    • @jozz2248
      @jozz2248 Год назад +1

      Been a proponent of a teleport charges helmet runeword(cheap runes, but maybe a roll on faster cast rate %). Lvl 39 or something to spice up the mid lvl duels. Dagger would be cool, for the small size, but the small ones only get 1 socket I think. Wands maybe?

    • @_Sammy_J
      @_Sammy_J Год назад

      Larger daggers can have up to 3 sockets 👍

    • @jozz2248
      @jozz2248 Год назад

      @@_Sammy_J Yeah, just sounded nice only taking up 2 inventory slots, for carrying around ease.

  • @Enderzt
    @Enderzt 10 месяцев назад +1

    Probably alone here, but I feel like each class should just get their own unique class specific teleport skill. Remove the worst skill on the worst tree on each class and give them a teleport alternative replacement. Assassin gets "Walk in Shadow", Druid gets "Misty Step", Necro gets "Spirit Shift", etc. This gives all classes access to a teleport but requires skill point investment. Maybe classes have to spend 3-4 precious skill points to reach teleport on a tree they would otherwise have nothing in. They could also potentially adjust requirements, mana cost, conditions, and frame animations on a per class level. For instance maybe the Assassins Walk in Shadow uses IAS breakpoints instead of FCR for the animations.
    Just not a huge fan of builds/skills being locked behind gear. I much prefer gear just making certain builds stronger or adding sustain. I know it's a bit of a "boring" solution but I feel like the effects would be felt INSTANTLY with good gameplay feel which is all that matters. WAY more people would start ladders as a NON sorc character if they knew they had easy access to a teleport for fast Magic finding. Sorcs would no longer be the braindead best pick for first ladder char. I would have probably started season 5 as an Assassin or Druid if they had a class teleport. But instead I just went Sorc like always to find the gear to give to other characters until I get an Enigma. To me just adding Teleport to other end game or expensive items doesn't solve the problem. You replace the item you are waiting for but don't change the behavior of how people play and choose characters.

  • @GhostOfTommyFinton
    @GhostOfTommyFinton Год назад +2

    Everytime you upgrade a item, a new mod should get added to it.

  • @brewman6218
    @brewman6218 Год назад +4

    Introduce more drop level 99 unique items. Make new areas available that open up after you kill baal, like the monastery gates, and have some nice bosses and super chests in there. Maybe have a new area open up when you kill nihlithak as well. You could also add a new area connected to all the act towns that becomes available at some point like after you beat the act or complete an important quest.

    • @jakekinzly5162
      @jakekinzly5162 Год назад +1

      The devs and the tools used to create the environments and art style is both over 2 decades old and high possibility of not being accessible let alone usable enough for the team to use it proficiently.
      Don’t get me wrong, I would love new areas in the game. But without having the old team that created D2 back, I don’t think they will come out right and it will just ruin the game forever more.
      Best they can do is add on to what is already in the game via number tuning and introducing new events like terror zones and items.
      But creating an area that is entirely new with unique assets models and mechanics would just not work… and if they somehow did do that, it would not mesh with the current game and look and feel like a completely different game.

  • @gnole9815
    @gnole9815 Год назад +8

    There are so many good ideas here. I really hope we get at least a few of them. The most notable for me are: Nerf spirit, buff uniques, add currency tab, buff melee chance to hit and base item damage, add charm bag.

    • @shanebengford462
      @shanebengford462 Год назад +2

      Yep. I completely agree. I want to see these changes more than anything else.

  • @_Sammy_J
    @_Sammy_J Год назад +1

    Spirit also works in 2 handed swords, which is great for younger Barbarians who have trouble finding a 1 handed sword with 4 sockets.
    Please don't nerf what we already have, add more to compete instead. Like a dagger runeword with +1 Teleport.

  • @quietlightning4063
    @quietlightning4063 Год назад +2

    I think it’s well past the unsaid “statute of limitations” to nerf enigma and grief for sure 😢

  • @Forty2de
    @Forty2de Год назад +8

    One thing that I think is *extremely* important is that non-ladder is brought up to the same difficulty as ladder, maybe it could be a toggle in the menu. The fact that mobs have less health and slower reaction times makes me not want to play non-ladder at all, so all of my characters from previous ladder seasons feel irrelevant, like I might as well delete them. And that sucks, it's the main reason why I can't be bothered to play D2 anymore. I want to be able to start up a new character that's heavily gear dependent that I can transfer my enigma to or what have you whenever I want. I don't want to have to level a meta character just to farm gear for an off-meta character that I want to try out, every single time, just to get the same tuning as on ladder.

    • @Ubeogesh
      @Ubeogesh Год назад +1

      Yup, that portion of non ladder feels so unnecessary

  • @kevinoneil5120
    @kevinoneil5120 Год назад +3

    Berserk should also have cleave. Nice trade off for the defense loss.

  • @thescoon1
    @thescoon1 11 месяцев назад

    Charm bag I'm all for. You still have the same inventory limitations as D2R, but now you can pick up items without having to put them in the cube. *Massive* QoL improvement.

  • @japowicz
    @japowicz Год назад +1

    I would like to change shrine effect like in Diablo 3 - shrine effects can stack up to 3 times, can be more than one type at once, and the time to end is displayed. Also curses shouldn't cancel shrine effect.

  • @radioforthebirds
    @radioforthebirds Год назад +14

    Been going through diablo 1 and was amazed how much of the loot actively harms you in some way, like theres one ring that gives you max resist all, but constantly drains your hitpoints while you’re wearing it. The benifits of the items feel more extreme, but you’re always having to weigh them against the negatives like minus defense or something. Adds a whole tactical dimension to the game that I feel hasn’t been explored much in the later diablo games.. Would be cool to see more stuff like that.

    • @Juice_boxtv
      @Juice_boxtv Год назад

      ^ this

    • @ForsakenGod23
      @ForsakenGod23 29 дней назад +1

      Good point, in a lot of ways Diablo was more extreme and rough around the edges. David Brevik, creator of Diablo, wanted to have permadeath in the first game: "The original Diablo concept was going to be permadeath. It was removed for fear of people working on a character for weeks, dying and rage-quitting the game forever. I fought against it, but understood it was the right call in the end and agreed to remove it halfway through dev "

  • @pontusliljeblad
    @pontusliljeblad Год назад +12

    Also: They should add some 6 more Acts with bosses, monsters and gear. ❤ We’d happily pay for it.
    That would make this a true Wishlist.
    All in all, great points Llama! And as mentioned in previous videos: they could always allow players to play a Classic Mode should they not enjoy these additions.

  • @dTheHammerb
    @dTheHammerb Год назад +1

    Also the Attack Rating Bonus from Claw Mastery doesn't apply to Blade Skills for the Assassin. The Damage does however.

  • @boewolf359
    @boewolf359 Год назад

    with the necro mage spell availability, would the spell they cast be dependent in the difficulty level, or lock a spell to a specific difficulty (this may make them too similar to iron wolf mercs). Possible to change them to physical archers?

    • @boewolf359
      @boewolf359 Год назад

      making teeth more of a gatling gun / channel like ability or a multi pulse smaller cone ability

  • @Throa98
    @Throa98 Год назад +3

    I'd love a nova frozen orb build, that would be super cool

  • @christianwilke305
    @christianwilke305 Год назад +4

    I think they should add teleport to a two or three piece bonus of one of the less used sets. Perhaps the Arcana set?

    • @parallelcircuit
      @parallelcircuit Год назад +3

      Why not Teleport as a full set bonus for every class specific set? They hardly get used as it is, it would be fun to see people running around with the set auras at least.

    • @christianwilke305
      @christianwilke305 Год назад +2

      @@parallelcircuit That could be cool

    • @mapron1
      @mapron1 Год назад +1

      @@parallelcircuit hello D3 everyone running class set because they have too. Pretty bad idea, no thank you.

    • @parallelcircuit
      @parallelcircuit Год назад

      @@mapron1 I think it would be more "everyone running class set OR Enigma because they have to." Which would at least be an improvement over the current "everyone running Enigma because they have to."

  • @sashaj2697
    @sashaj2697 Год назад

    @MrLlamaSC what do you think about a loot-to-cube option in the menu? It would alleviate some of the need for a charm bag

  • @MichaelSE
    @MichaelSE Год назад +1

    My suggestion for teleport (on the sorc*): Gain one charge for each hardpoint, casting any other spell recharges one charge. It allows late game sorcs to efficiently magic find while encouraging low - mid level sorcs to stop and fight some mobs instead of teleporting through the game.
    *not sure how it would work on eni

    • @pizza.doctor
      @pizza.doctor Год назад

      I'd rather it affected range

    • @MichaelSE
      @MichaelSE Год назад

      @@pizza.doctor Not sure if that would solve what I think many people consider the core problem which is the endless spam, no? Not to mention it wouldn't be as fun to use.

  • @dTheHammerb
    @dTheHammerb Год назад +2

    Thank you so much for doing what you do Llama. I agree with almost everything you said. Especially the Blade Fury change. That cast time and pierce on Blade Fury would make it much better and more fun.

    • @parallelcircuit
      @parallelcircuit Год назад

      Blade Fury is such a weird skill. It is ridiculously overpowered early game; I literally played a Players 8 SSF Blade Fury Assassin straight through normal, never turning down the player count and never Save And Quitting except for a second Countess run, it was the same instance from killing Andarial to killing Baal. Leveling was easy, I only died once (to a cheap shot from Lister, and even that was more D2R messing with my Tele Staff hotkeys than anything else). It was exhilarating, a lot of fun, and had some fantastic fights, Diablo was an absolute beast that actually felt good to take down for once.
      And then in Nightmare it's like you hit a freaking wall. I turned it down to Players 1, and I'm crawling through Act 5. I can't figure out a way past Ancients, so I'm doing Mephisto runs for some better merc gear. It's gone from the most fun I've had in this game to an absolute slog. And that's my essay on the Blade Fury build.

  • @UnrivaledPiercer
    @UnrivaledPiercer Год назад +4

    I agree with a ton of these changes honestly. As for Teleport, I feel like the way to "fix" it, is to set an increasing mana cost on it. As an example, increase the base mana cost across the board. So instead of Teleport costing like 5 mana on a Sorc, make it cost like 20 at max level instead of 1 with synergies. Then make it increase per teleport in rapid succession. So if you teleport like 4 times in a few seconds, it would go 20 -> 30 -> 50 -> 75 -> 125 for example. After like 10 seconds or something it would reset to its initial cost again. The numbers would need to be figured out, and it could be done %based on total mana or something. So it would limit each class equally based on the total mana they had. Making it cost a %mana instead of a specific number would also be a good change for this. So you could still use it on a lot of characters for rapid movement, but it would no longer be something that was just your default movement. Once you have Teleport on a lot of builds, you almost never normally walk or run around. So I think by making Teleport just cost more but still be viable as a mobility skill would be a good start. Especially if you changed the defense to 0 thing to no longer take effect during regular movement. Maybe Teleport could give you a short burst of movement speed after you use it as well. So your overall use of Teleport would go down, but the usefulness of the skill itself for movement speed would still be good. Just spitballing here, but something like that would probably be good.

  • @TheTulioChannel
    @TheTulioChannel Год назад +1

    I think it would be cool to add some type of consumable that you can place in cube with some piece of gear and after transmuting it will add this +1 to teleport
    And regarding Trang set, I think just adding an option to transform to vamp form by will, like druid shapeshift will make full Trang kinda fun full set

  • @Travnorton5
    @Travnorton5 Год назад +2

    Oh man, if D2 gets a loot filter and in-game trade market... I almost hope they don't ever add this because I play too much D2 already as it is. That would be incredible.

  • @DanteScarlet
    @DanteScarlet Год назад +5

    Hey Mr. Llama, do you think they could also improve the Merc AI? Half the time I feel like my Merc wanders off to do their own thing and don't get leashed unless I run like 10 miles away from them.

    • @sulblazer
      @sulblazer Год назад +2

      yes! this! i think this falls into the overall survivability of the mercs. but yeah, there’s no reason for the merc to wander into a crack and get stuck there.

    • @cwjalexx
      @cwjalexx Год назад

      I’m on my second play through as sorc and just got to hell, I have an act 1 Merc with insight and total garbage gear but it’s infinitely easier to make her survive than the other mercs because she stands still mostly and I can teleport to change her position…
      but yeah, on my first play through I tried the act 2 merc like everyone advises but until you get him geared I found it more trouble than it was worth trying to keep him alive. Without TP it’s impossible to keep early game merc alive and I think asking for improved AI is too big of a project for them…would be easier just to beef up their early game survivability by at least 2x, probably more like 3x…maybe just add a command where the merc goes to your character and holds that position for a couple seconds.

    • @DanteScarlet
      @DanteScarlet Год назад

      @@cwjalexx It's not even about the survival, it's about, especially with insight, your merc running off to god knows where and you losing all the benefit of them being around. At least with a sorc, every time you teleport they teleport on top of you, but for anyone else who isnt lucky enough to be able to shop a teleport staff or who is pre-enigma, it's a nightmare to keep them within aura range of you.

    • @cwjalexx
      @cwjalexx Год назад

      @@DanteScarlet i do think survival is the fundamental issue. the wandering around wouldn't be such an issue if they didn't die to a stiff breeze. once you get them geared it's a world of difference but until then there's almost no point in getting one if they are going to constantly die...which is why so often in playthroughs llama doesn't even bother with a merc unless he's being gated by an immune monster he has to kill like de seis

  • @LunkLanguage
    @LunkLanguage Год назад +3

    You really dropped the ball on Barbarian. Singer needs buffs to be on par with other casters lategame. Concentrate, double swing and frenzy all need help early game to make the leveling experience less miserable. (Conc could do with some late game buffs too.) Giving Bash a cannot miss property to actually give it some use cases. Removing the fear effect from grim ward and letting it be placed freely without needing a body. A ton of Barb skills are just not useable currently. Skipping over them and recommending a NERF to find potion is ridiculously out of touch bro

    • @MrDukeharry
      @MrDukeharry Год назад +2

      Some of his opinions are just that - out of touch. It's scary seeing so many of his followers "agree on all points" not questioning him or reflecting on their own opinions at all.

    • @jprec5174
      @jprec5174 Год назад

      Because the dude just wants sorcs in the game and thats all

    • @Yepmyaccount
      @Yepmyaccount 10 месяцев назад

      @@MrDukeharry It's unfortunate, because a lot of blizzard's balancing seems to come from just looking at what llama says and what all the voices in his community parrot. Idk if it has to do with the amount of game experience/knowledge he has that makes him defer to intuitive justifications or if he just really doesn't consider the game from a broader perspective, but a lot of his suggestions for balancing are usually pretty bad and illogical. In a way, it's a good thing next ladder has no changes instead of blizzard just dumping these bogus balance changes he suggested. I'd be immensely frustrated if Enigma and Mosaic were gutted for stupid reasons like 'oh, b-but assassin is the best leveling character in the game now!' or weird claims that there is something especially overtuned about enigma's secondary modifiers, when if you compared them to CoH or Fort with +1 tele, nobody would ever touch the more expensive Enigma again.

  • @H4rg
    @H4rg Год назад

    About pvp, problem with putting a cooldown on mindblast is that sin could just swap to Psy Hammer to stun you the same after mindblasting you once. Also trap like WoF can handle the stunlock part just fine. I would personally suggest to tweak the Hit recovery immunity mechanic so it occures after 2 (or maybe 3?) consecutive annimation. That way it enable short stun combo (paladin, druid) and reward a bit more aggressive stomp with out making long stunlock (assassin) possible.
    Thanks anw a lot for talking about pvp, that means a lot for us @mrllamaSC

  • @jakekinzly5162
    @jakekinzly5162 Год назад

    I have concerns on the currency tab idea.
    How would it work on your person when found? Does it act like gold in that it does not take a grid slot in inventory?
    If so, then the functionality of separating a specific gem or rune from inventory to stash or trade seems problematic to the extent of just wouldn’t work unless you have a separate currency button for each type and size of gem, each rune and then what about jewels? Each jewel acts like a gem or rune in that it can be socketed but they are not set properties and vary wildly.
    If not, then you need to have a grid slot for when you acquire the gem, rune, jewel but then it becomes it’s own currency counter button in stash?
    I think that will break how the game classifies each type of thing and how to treat it if it has to move between a currency slot vs a inventory grid slot.
    I like the grid Tetris that comes with D2 even when it’s frustrating.
    I cannot get over the horrendous look and feel of the D4 inventory in that there is no Tetris as everything occupies 1 grid slot despite if it’s a chunky 2 handed spear vs a ring.
    I would tread very carefully when making such a massive change to this extent where it will forever change the feeling of the game.

  • @markoffden
    @markoffden Год назад +10

    Teleport could go with a unique jewel or a unique charm idk. Yeah, and making crafting useful not only for amulets and gloves would also work. Though it may be part of a bigger issue which is imbalance between trash and godly affixes

    • @TheStrahl
      @TheStrahl Год назад +4

      I actually really like the idea of putting +1 to Teleport on a unique Jewel. It gives incentive to magic find. It makes it so you can literally use any gear you want as long as you have 1 open socket to put it in.
      While we're at it, you could create a lot of interesting builds with Jewels that give +1 to certain skills.

    • @markoffden
      @markoffden Год назад +2

      @@TheStrahl It also will make builds breathe full lungs as you are now not limited to Enigma armor, and can pick something more niche

    • @amfitness5598
      @amfitness5598 Год назад +2

      This is an interesting idea. I can see it now putting a teleport jewel into something like a vipermagi would be awesome. Or in a shako etc

    • @markoffden
      @markoffden Год назад

      Another solution would be to remove charges from teleport whenever it comes with an item. E.g. I have recently crafted +1necro 8fcr amulet with 28 charges of teleport. While it looks sorta cool item, the need to refill the charges makes it totally useless. Not saying that repair is pretty expensive. But the issue then is that skill becomes low level and easy accessible, e.g. with a stuff

  • @theverybest5672
    @theverybest5672 Год назад +4

    There was a mod for vanilla d2 called UVLoD, it added a bunch of QoL changes but here I want to highlight what it did to teleport (i think it was optional feature configurable through the config file). Basically it forbid teleporting through walls, so you could only teleport where you could physically walk. It still was an awesome mobility skill as you could teleport way faster than just by walking. Its basically less op teleport skill where you actually have to go through the map instead of teleporting through the wall near wp to reach the exit.

    • @non9886
      @non9886 Год назад

      interesting!

  • @creed5248
    @creed5248 Год назад +1

    I like that they made set items upgradeable and how they added a few tabs - but there should be a few personal tabs and a shared tab or two . Definitely not the other way around . That way you could have more items that you could save/collect . What is the point of putting all the hours into finding good stuff - only to be forced to choose what to throw away and what to keep . Heck even runes can easily take a whole page ....

  • @dkay182
    @dkay182 Год назад +4

    Even more than crafting or boss fights, I think the best thing PoE did for the core gameplay was give everybody a variety of movement skills. Barb has Leap Attack, Pally has Charge, but that's about it. I think Pally could have something like Lightning Warp (PoE) with a delayed tele. Necro could "Corpse Warp" (Guild Wars 1 has a skill like this on their Necro) which could be improved through an extra step if they also had a skill that generated corpses at a target location (also borrowed from PoE). Maybe Druid gets a leap, but only while Shapeshifted, or does some sort of wind based phasing across gaps, but not through walls. Maybe these all get added to the class-based chest runewords as budget options to Enigma (like Sin's Treachery, Necro's Bone, Pally's Principle) so that every class gets sorted out with a unique skill, and those rune words finally see more use. But truthfully, I think the most accessible change is like your suggestion of just making Teleport more available, with or without nerfing it. I love the Flame Dash concept. I think Sorc should keep "Teleport" and Enigma should grant +1 to "Teledash" instead.

    • @JaveMcManus
      @JaveMcManus Год назад +1

      I like your mindset

    • @dkay182
      @dkay182 Год назад

      @JaveMcManus I'm glad to hear that, thanks! It's just these modern QoL things that D2 is lacking that would truly perfect it. Not that the game would ever have been made in this modern world, but that's why we resurrected it!

  • @abrasivepartyc5416
    @abrasivepartyc5416 Год назад +6

    42 minutes. I’d expect no less from Mr.Llama.

  • @danieljaggers2774
    @danieljaggers2774 Год назад +1

    Skill Changes in ADDITION to what you have already mentioned
    Note: Late game viable means P1-P3 when mentioned below.
    Amazon
    1. Remove immolation arrow casting delay.
    2. Revert physical bow skills except for strafe.
    3. Points into cold/fire/magic arrow apply passive elemental bonus to physical bow skills. This will fix issues with physical immunes, provide more damage and nerf bowzon pvp prowess. As mentioned by Cooley in one of his videos.
    Druid
    1. Change spirit of barbs to possibly flat armor or %armor as SS druids have HORRIBLE armor rating. Even bear druid can't match barb or pally in that regard.
    Pally
    1. Buff holy freeze damage to make it late game viable, the other elemental aura's were buffed already.
    2. Do something for vengeance. I don't know what, but it's not a build that is ever used.
    3. Buff conversion to apply a %damage increase to converted monsters.
    4. Buff redemption to grant temporary damage buff based on level. Buff applies to ALL skills, weaker than fanaticism for allies/minions. (damage even applies to hammers)
    Barb
    1. Change increased stamina.
    2. Buff spear/polearm mastery.
    3. Barb changes in Cooley's video are pretty solid.
    Necro
    1. Nerf corpse explosion
    2. Buff poison explosion
    3. Allow 2 curses (for builds that max one curse)
    4. Weaken curse applies a damage over time effect as well.
    5. Attract curse buffs converted monster damage similar to conversion changes mentioned above.
    6. Allow all golems at once for a golem summon build, buff golems and their synergies to make it late game viable.
    7. Revert bone spirit, slightly buff bone spear to compensate.
    Sorc
    1. Agree with your changes.
    Assassin
    1. Sentinel should apply crushing blow, even though it is a trap.

  • @burning2367
    @burning2367 Год назад

    I really like the suggestions in the first part. I agree with everything about inventory, about cells for runes. Inventory for charms some skill fixes. I am against the new runword for the assassin. She just vacuums the map, knocks out torches better than the most expensive smiter at the same time, the price of the issue is gul + mal and gul + mal. But I wouldn't touch the teleport. Yes, let it be added to the conditional tyrael. But somehow limiting it will greatly limit the balance in pvp for example. What should a druid do? smiter? barb? This will greatly increase those who do not need a teleport or those who have it as it was originally, but the enigma itself can be nerfed by stats, strength as an example

  • @rymesyt851
    @rymesyt851 Год назад +5

    Imo you can do this in 3 steps:
    Step 1: Remove act 1, 2, 3, 4 and 5
    Step 2: Leave only the cow level
    Step 3: Moo

  • @bh6066
    @bh6066 Год назад +4

    Like the idea of replenish able tele charges but 3 seems too little, especially for efficient mf runs, sorc would be the only option besides barb travincal runs etc. More items with tele sounds good too if done right. Defense working while running is a shout and I'd also consider strength having more positive effects for melee characters. A poll on the tele convo would be interesting though, especially if other streamers directed their audiences to the poll too.

  • @neurion242
    @neurion242 11 месяцев назад

    i agree with pretty much all of this. especially the bigger points you made including teleport.

  • @brendenbiggsjr
    @brendenbiggsjr Год назад +1

    The cube space IS a rectangle! omg never thought about that haha

  • @TalicZealot
    @TalicZealot Год назад +3

    I like all of these. Something I think would help quite a bit is more Cube recipes for rw preparation. Socket re-rolling, turning an item into it's white version, etc. Stamina is such a nothing burger of a mechanic, so maybe it can be utilized to creatively balance some options such as Teleport. Have it drain stamina and once you're sub 30% stamina it massively increases your Teleport casting frames or adds a delay until it's back up. Alternatively have many "spammable" skills drain it and the penalty is a reduction of FCR and IAS. That said this would be a large departure from the D2 design so it would be better suited for a mod. Simply fixing the AR calculation and buffing item damage and defense would be huge for the feel of the game while preserving it.

    • @HippieInHeart
      @HippieInHeart Год назад +1

      That would actually be pretty interesting. Finally, stamina would actually mean something for all chars, not just the chars below lvl 5. lol

  • @evanw704
    @evanw704 Год назад +3

    I think if you added a color scheme or put these ideas into a grid that addressed impact/need and feasibility/development time that’d be an interesting perspective. Then it would be clear what would be both easy to do and high impact to suggest a clear direction for the developer.

  • @vsully360
    @vsully360 Год назад

    I'll give a detailed response after work that you probably won't see, but my first question is have you ever played Zon with pre-nerf Jab where weapon speed wasn't considered? I played a Jabazon in the early game (like in the first months after release in fall 2000) and it was really fun. Lances were bugged and didn't drop then so I used a pike and even though you're jabbing fast with a slowww weapon, it's single target damage so I don't see how it's broken.

  • @Norrlaaanningen
    @Norrlaaanningen 11 месяцев назад

    Playing the game as a kid, enigma was a dream item that I never got my hands on. It was totally out of my reach because I didn't even know where or how I would even begin the "quest" of farming/trading for one. I recognised that it was super good and would open up the door to playing D2 in a completely different way, which it really does. There is playing D2 pre owning enigma and playing D2 post owning enigma. Playing D2R now as an adult, I just last week managed to farm all the items necessary to create my very first enigma. It really was an incredible feeling getting this item because I had wanted it for so long. It was as if I got "achievement unlocked". With risk of sounding cheesy, it was kind of a nod to my younger self. I did it. In my opinion, the game becomes more fun with enigma simply because it allows for such freedom.
    However, I feel as if all the hours I put into farming for the necessary runes would be kind of wasted if enigma would become a teleport charge item. Sure, it would still be a really great item having the charge system, but I feel as if some of that "magic" with the item would be lost. (As a side note, I do agree that the item is too powerful having teleport AND all the other already super good affixes on it). However, changing the way teleport fundamentally works would put me off the game to be honest. It would remove my freedom. The game would become less fun, as I see it.
    One of the things I LOVE about D2 is that there ARE really GG items that utterly change how you play the game. I LOVE that there are distinct phases to the game. In early game starting a new character FRW is really nice. In late game, unlocking teleport for any class as a next step in movement speed is really nice. One of the problems with D4, I feel, is that you just run around with, fundamentally, rare items that all have the same affixes (plus the aspects that you yourself put on them). You just hunt for a small upgrade to CDR or whatever, but that's it. There isn't that same feeling of working really hard towards a specific item that opens up a new realm of possibilities.
    On the other hand, I understand the sentiment that enigma is simply too powerful because it is best in slot for almost every build. Again, I agree that teleport AND all the other GG stats might be too much. If any change to teleport was to be made, I would have teleport on more items (uniques, part of set bonuses or runewords), but have there be tiers of teleport where like tier 1 teleport would be self recharging charges and different and tier 2 teleport would be infinite teleport, reserved only for enigma and the sorceress. That way, enigma would retain that "magic", it would fit with the sorceress' class while it would open up this freedom of movement for other builds and classes. All the while keeping other movement skills important in conjuction with the charge teleporting.
    I don't want D2 to become a "slower" more rigid game. I love D2 because it differs so much from modern games. Removing things that make D2 unique only moves it closed to other games that don't live as long and are not as beloved as D2 is.

    • @Yepmyaccount
      @Yepmyaccount 10 месяцев назад

      The way I look at it is this: If you put +1 teleport on Fort, would you EVER consider using enigma on a melee? Absolutely fuckin' not. If you put +1 on CoH, would you bother spending an extra Jah to get/make enigma instead of just using CoH for your caster? Absolutely not, I'd rather have the +65 AR and lower cost (I don't even make enigma on ladder usually, and just opt for Vmagi on my sorc instead because I prefer the FCR+AR+low cost, and I guarantee I generate more wealth/drops/hrs per ladder than 90% of d2r players). Llama wildly overstates the other modifiers on Enigma contributing to its overall power.

  • @kevinoneil5120
    @kevinoneil5120 Год назад +3

    I like the idea of only being able to equip one specific runeword at a time. Wouldn't solve all runeword balance issues, but double Mosaic/Spirit/Grief/Phoenix/BotD would no longer be a thing.

  • @danielarturomassara
    @danielarturomassara Год назад +11

    Instead of teleport, why not removing Tyrael's Might level requirement? It matches its -100% requirements so the essence of the item is not lost. It would be awesome for new characters.

    • @HippieInHeart
      @HippieInHeart Год назад +1

      True, but it is so rare that it would also cost a lot, so new characters wouldn't really be able to afford it. Either, you'd have to be very lucky and find someone who is giving it away for cheap or entirely for free, or you'd have to already have a high level mf char with which to farm it yourself.

    • @mapron1
      @mapron1 Год назад

      @@HippieInHeart What do you mean afford? it's indestructible, no repair cost. Why do you need to spent money to pass item to one of your other characters?

    • @danielarturomassara
      @danielarturomassara Год назад +1

      @@HippieInHeart Yes, and I think it would be nice for players who have already beat the game and wanted to try a new class. That is what I meant by new character. Tyrael's Might is an ultra end game item. I played for twenty+ years and I never found one. I think it should give an extra special early game for PvM. Anyways, maybe it will negatively impact low level PvP like Enigma to high level... But Tyrael's Might abilities are not that OP as having +1 teleport... I don't know.

    • @HippieInHeart
      @HippieInHeart Год назад

      @@danielarturomassara Ah yes, in that case it makes sense. Thanks for the explanation.

    • @danielarturomassara
      @danielarturomassara Год назад

      @@ElCoco1984 1000+ armor, resistances and other things for lvl 1 char seems really useful to me. Of course it is OP, but it is the rarest item in the game and it doesn't affect endgame. It will motivate people to start over, maybe trying a different class from scratch.

  • @kiddobrTV
    @kiddobrTV 11 месяцев назад +1

    I have been thinking about the /players option on battle net. Wouldn't it kinda kill most of the tz/chaos/baal runs games? Because if you can solo these places on /players8, most of the time you would rather do it alone for better xp and loot, wich means it would cause a massive drop of games with players farming / lvling togheter for the high player count bonus. Wouldn't this be bad?🤔

    • @alexmarmy8868
      @alexmarmy8868 11 месяцев назад +1

      In my opinion, if you want to play alone play single player. There is no sense for me to add /players online

  • @brickan2
    @brickan2 Год назад +2

    Define belt column potions. For example light heal, light heal, light mana, light mana. When I pick up pots they fill the rows even if they are empty. Auto pick up of predefined pots would be even more awesome but I don't need that. I'd be playing at least 300h a year from that (from 0). I'd buy 5 copies of the game. Potions juggling is just PTSD for me.

    • @JaveMcManus
      @JaveMcManus Год назад

      An auto pick up potion would be nice granted the first one is a red/blue/purple, would be very nice. Someone else mentioned an auto pickup for keys too.

    • @JaveMcManus
      @JaveMcManus Год назад

      Normal chest Keys that is.

  • @coltranenaima6869
    @coltranenaima6869 Год назад +5

    Thank you for communicating the buff to mobs in 1.10 and how that destroyed many unique's. I think the most important item is the buff to the unique's that the runewords outshine, great list! 1.10 was just simply too big of a patch to push out without more play testing, the one dev did add a lot of great things but it really did change too much of the core part of the game and I just did not like it as much as 1.09.

    • @parallelcircuit
      @parallelcircuit Год назад +3

      I actually quit playing for several years when 1.10 came out, because they completely nerfed several of my main chars and the synergies + new runewords changed the whole meta so much. People also forget that 1.10 basically created the Hammerdin; before then you barely saw them because hammers sucked; then with the synergies and the Conc buff they became completely broken.

    • @shaylinjames2729
      @shaylinjames2729 Год назад +1

      @@parallelcircuit honestly same, 1.09d was one of my favorites, besides the 1.04 lance barb days (minus the IM from chaos sanctuary >.

  • @jakekinzly5162
    @jakekinzly5162 Год назад +3

    Game event ideas…
    1. Hoarder - Similar to Diablo Clone spawn, you will get a message that a demon has appeared in a zone that if you find and kill, you are guaranteed a unique item, a set item and gems and runes. Event is triggered when over 20-70% of the acts monsters are killed. This can occur once per act per game.
    2. Slaughter - When you kill monsters in rapid succession, you have a chance to spawn an elite group of monsters that have multiple immunities and deal much more damage and have much more health.
    Killing the monster group leader will grant a massive amount of experience (think like 1 entire xp bar when your 95+).
    Should be really challenging for solo player but manageable if you take your time about it.
    3. Onslaught - After each Act boss is vanquished, the demons retaliate and lay siege to the acts town.
    The zone outside each act spawns wave after wave of enemies. After 10 min, the leader spawns. The leader has an additional 500% chance to drop magical items and gold.
    Participating in this event grant an additional 10% XP bonus while within the zone and each player has a temporary extra 100% magic and gold find added to them in a form of a shrine buff or a zone wide buff.
    4. Primordial - Alongside terror-zones, 1 random zone in each act becomes afflicted with a Primordial element causing both the players and monsters to take additional damage from either Fire, Lightning, Cold or Poison (possibly add physical and Magic as well).
    Think double damage like amplified damage but it goes both ways for a single element and monsters are stripped of any immunity to that element during the event.
    Finally, all these events have the possibility and potential to overlap onto one another. Granting a lot of buffs and rewards as they could stack on top of each other.

  • @billdewall6152
    @billdewall6152 Год назад +1

    Cube crafting needs a lot of affix pruning too, imo. There are, at this point, countless videos out there of content creators (including a few from Llama!) rolling X number of grand charms with Pgems in a cube, and with maybe one or two exceptions at most, all of them end with stunned disappointment. If blizzard *wanted* the process to feel like a hard but valuable lesson about the dangers of gambling, then okay it works amazingly. But something tells me it's not supposed to be as depressing as it is. The whole mechanic feels like a money shredder designed to trick you.

  • @joelleet554
    @joelleet554 11 месяцев назад

    Just shooting from the hip, make the 'charm bag' take up 3 rows of inventory (4x3) but contain 3 x 8 slots for charms for 8 rows for grand, 1 large 1 small, or 3 small. Not sure if large charms would be used more this way or not.

  • @stvm
    @stvm Год назад +3

    there should be interesting random bosses on the way to various MF runs so you aren't tempted to just tele past everything. Add some kind of multiplicative Drop% modifier to Elite packs - different Elite modifiers have different scores depending how difficult they are to deal with (so like, extra fast fanatacism stone skin dolls get 3 high scores multiplied together) and this increases their drop chances or levels up their loot tables. then when you see a fanatacism aura on your way to Meph or Baal you are tempted to make a split second decisino to try and kill it instead of teleporting away. This reduces the value of teleport relative to other characters who have to run, because you would be stopping more. Is it more efficient to build a super fast teleporting MF build that skips all these potentially high-level packs and ONLY kills the boss, or something more survivable that can consistently make high-value kills?

  • @olesideburns
    @olesideburns Год назад +3

    I'd really like more options to farm for Terror/Hate/Destruction keys like pd2 as well.

    • @drpancakes1622
      @drpancakes1622 Год назад +2

      Pretty sure I've seen the remastered Blood Raven once, on release and never ever gone back there. A key drop there would be nice.

    • @titisinistru
      @titisinistru Год назад +2

      Think i did 100 countess runs and i didn’t see 1 terror key 🤦‍♂️

  • @MrOutPerform
    @MrOutPerform Год назад +1

    the biggest challenge with d2 has always been rune words being OP and there being zero end game content.

  • @serhiibudiak
    @serhiibudiak Год назад

    Hi, great understanding of what is needed!
    There is only one question, how can we get it reviewed by Blizzard?

  • @W1ndF4lc0n
    @W1ndF4lc0n Год назад +4

    IMO Teleport on items has to have cooldown. Your charges idea is good as well. But the Sorc one should remain unchanged.

    • @EmperorTerran
      @EmperorTerran Год назад +1

      Stupidest idea Ive heard. Teleport is fine. Enigma is fine. There is NOTHING TO BE SOLVED.
      I am playing SSF for half a year and still no enigma in sight, got ber and sur and if I combine all the rest of the runes I am able to make jah, but still missing ber.
      The idea that people who play the game as their job and it still takes them 2-4 weeks of grinding travincal with specifically build character for grinding... that these people then say that what they hunted for is too powerful... like fuck that noise... I am not grinding to have 13% increase dmg. The shit has to be powerful to feel like its worth the effort.

    • @Grillaaja88
      @Grillaaja88 Год назад

      With that change gameplay will be even worse than it is. Sorc would be only viable class

    • @W1ndF4lc0n
      @W1ndF4lc0n Год назад

      @@Grillaaja88 People spend plenty of time on non-Sorc chars without Enigma, it won't do anything like that imo.

    • @oli201
      @oli201 Год назад

      @@W1ndF4lc0n The problem isn't really teleport but the fact that all the zones have so many walls, pits and backtracking meaning you have no other choice but to run teleport. Nerf teleport on items and you nerf every single class in the game SIGNIFICANTLY except sorc.
      Now the problem with Enigma itself is that it offers every single stats you could ever want. People would still want enigma even without the teleport oskill so it's still just a useless change.

    • @W1ndF4lc0n
      @W1ndF4lc0n Год назад

      @@oli201 IMO the problem aren't Enigma's other stats. There will be an armor that's the best in the game regardless. The problem is that every other non-Sorc class feels like they HAVE to get Enigma, because of Teleport.

  • @technocolossus
    @technocolossus Год назад +10

    Teleport on a unique should instead be a facet jewel so you can just socket it as a trade-off for a rune or gem
    Edit: also, if they're not going to fix the bot problem, they need to just give us mods and open bnet so we can fulfill the wish lists on our own. In addition, the cube should have a tooltip to tell you what recipe you're going to complete if you hit transmute and let us do lower-tier crafts with lower quality gems so you can craft gear easily while you level.
    I also hate pub games with controller player loot goblins.

    • @seth8858
      @seth8858 Год назад +1

      Teleport facet is an interesting idea. Opens up other armor options and forces a gear slot to not be a rune word. 👍🏻

    • @technocolossus
      @technocolossus Год назад

      ​@@seth8858Another way would be a new skill on a cheap rune word that functions the same as teleport but halfway between the ideas llama suggested - start with max charges on it that replenish after resting, and going to zero charges just puts it down to a very slow cast breakpoint and don't let the skill benefit from fcr or attack speed at all.

  • @fabioc.9682
    @fabioc.9682 Год назад

    I totally agree with everything. but if they do, for instance, nerf mosaic and buff some uniques, will the change apply to items that have already been made/found?

  • @theboxingfan2173
    @theboxingfan2173 Год назад +2

    Enigma problem?? Faster Run Walk Needs to be buffed. I remember classic D2 in pvp on a barbarian using blinkbats and a ranged weapon like a Lance being able to run down a sorceress in pvp. LOD hits and all of a sudden there is FCR on Helmets,Belts, and 20% on amulets. Casters now can reach higher breakpoints. Fix FRW please 🙏

  • @jeffsaffron5647
    @jeffsaffron5647 Год назад +3

    Teleport... I feel like that the main spirit of the game is running the map not teleporting through... This teleporting meta was always kind of an exploit. I think that fast teleport should only be possible on sorceress and it should cost you more than 1 hard point... this means there would be a base cooldown that reduces by 0.1s for each hard point. Charges are also good option to add.

    • @mapron1
      @mapron1 Год назад +3

      I feel quite the opposite. If I can not TP through maps - it's no longer a D2 game for me. It's like d3/d4 shit or something. Cooldown or charges instead of 105 teleport = not a D2. no-no-no. Fuck charges.

    • @quietlightning4063
      @quietlightning4063 Год назад +2

      @@mapron1 At least don’t mess with the classics

    • @jeffsaffron5647
      @jeffsaffron5647 Год назад +1

      ​@@mapron1 I get your point of view and It would definitely be unacceptable for a lot of people to take away their teleport. But I just have a different POV on this... I spent most of my D2 hours on patch 1.9 back in the day, that is before Enigma, Spirit, Insight etc. Teleporting was really possible on sorceress (except charges on staffs), and due to lack of Spirit runeword hitting higher FCR frames was not really doable either.

    • @mapron1
      @mapron1 Год назад +1

      @jeffsaffron5647 I started playing D2 from 1.02 version, so I understand classic nostalgia we can be cool with that, but no one removes ability to do challenge runs, SSF fresh start runs, classic runs, etc etc. You still can walk with all chars, I am personally even don't buy tele staff for my challenge staff. I am not advocate for 'lets game be easy and everyone be rushed'. And I am fan of HC too.
      Just disagree that we should remove high mobility from the endgame, because endgame farming session make the game addictive and relaxing and something you will return over and over. Making teleport working 2 times slower (in large scale) is no-no. I can discuss dropping frame or two if it is crucial for PvP folks :)

    • @jeffsaffron5647
      @jeffsaffron5647 Год назад +2

      @@mapron1 Yea it would slow down farming a lot... and so drop odds would have to be made better and at that point you are reworking entire game. That's why they never gonna do most of these changes.

  • @FlaMan-hq5ns
    @FlaMan-hq5ns Год назад +5

    A charm tab that is associated with your belt equipped. Normal belt= x slots, elite belt = more xslots.

    • @parallelcircuit
      @parallelcircuit Год назад

      The reason I don't like that, is what happens to your charms when you get killed? If they stay with the body, that's cool, but that's a pretty big reworking.

    • @XavionofThera
      @XavionofThera Год назад

      @@parallelcircuit Honestly it should be part of the internal inventory of the body (in the same way the gear equipped is). So it doesn't just drop all over the ground and get disorganized.

  • @casaroli
    @casaroli Год назад +1

    One thing to consider.
    If Spirit nerfed to half is still bis, doing so is essentially merging the builds that use it not just the item.
    Although I agree it’s just too good.

  • @WeirdGuy4928
    @WeirdGuy4928 Год назад +1

    I've wondered how the game would feel if all charges would be changed to oskills. So Corpsemourn would give +5 to corpse explosion instead of lvl 5 CE charges etc.

    • @sdsu6
      @sdsu6 Год назад

      This is what i used to say!!! It would be huge impact to the game!!!

  • @Tpike777
    @Tpike777 Год назад +3

    /players command is a massive reason why I just choose to play single player basically all the time. I remember when I was a kid I found SP so boring and nearly impossible to get good gear. Now I find it's the opposite. I hate having to farm games for 3+ players just to mf half efficiently. So I don't really play online anymore. That and I don't really have the time to play season resets anymore. And also 0 ping teleport 😊

  • @JJV7243
    @JJV7243 Год назад +4

    An interesting and often not discussed change to teleport is: make it so you CAN'T go through walls (line of sight required). I believe that teleport is the only? spell that goes through a wall.

  • @creed5248
    @creed5248 Год назад +1

    Talking about teleport - a bunch of builds are really useless without having it . I usually can't make the Enigma so I count on circlets and usually have to share it between multiple characters .

  • @stylis666
    @stylis666 Год назад

    These are some really great ideas. I especially like the ideas of tele charges replenishing and trimming the affixes that items can have to that crafted items and rares are slightly more often somewhat useful to great. I think that would improve the overall play through as well as the end game because you'll find or craft more upgrades along the way and have a greater chance of finding or making those items that are better than unique items or runewords.
    Also, on the affix trimming, I would guess that getting rid of the obviously way too overpowered light radius for instance should should include removing affixes that have it as only a part of the affix, like the banana affix that gives both light radius, which is already too overpowered and then adds 5% attack rating, which obviously just breaks the game. If you have that on a helmet then it's nearly impossible to miss anything.
    I don't know about the stamina, but I think it has some combined affixes that boost something else as well in a pretty useless way, eh... I mean, that makes it way too overpowered, like having +5 to light radius. Also, buff Torch of Iro so it has +25 to light radius :p +10 will do I guess, but still :p Or just delete it from the game; no one will notice :p

  • @beowulfjast
    @beowulfjast Год назад +4

    I'm so done with D4 and made a new Paladin yesterday. After I killed my first mob, I knew I made the right choice! I was also thinking what new things D2 could add and I'm so glad you're sharing your thoughts. I think that looking at some of the mods for D2 is the best way to figure out a way to optimize the game further.

  • @coffeebeangood1538
    @coffeebeangood1538 Год назад +5

    Here's another idea for teleport: Quadruple the mana cost, and make the sorc skill take off 10 mana cost per level. If it costs 100 mana a pop other chars can no longer spam it.
    EDIT: Some cool ideas in the video, just hope they don't make too many changes that make things more generic though (nerfing iconic skills, decrease cast frames ama, remove synergy reqs etc).

  • @GBIGBIGBI
    @GBIGBIGBI Год назад +1

    I'd love if Blizzard got rid of the bots and increased stash space.
    I think there is still potential in D2R and with a decent investment they could make the fanbase very happy.

  • @shooski
    @shooski Год назад +1

    these changes would be perfect for the game, the only thing I would add is a buff to underperforming runewords along with a nerf to the overperforming ones, also buffs to various uniques would be good also

  • @JJV7243
    @JJV7243 Год назад +4

    I'd love a unique large charm that starts dropping in nightmare that states "Teleport (5 charges). Replenishes 1 charge every 10 seconds".