I've mentioned most of these in other places, but I thought I'd consolidate in one place. I know many of these ideas will be controversial, but I think they will all improve gameplay, increase replayability, and increase diversity (and most are fairly trivial from a programming perspective). I know crafting and 'hometown' are coming so I won't talk about them, other than to say I hope jewelry is included in the crafting remake.
1) Reforging - make the first 2 tries (even for legendary) only cost gold (would provide a gold sink and encourage reforging) and allow choosing of damage/armor as what to reforge
2) Rarity - categorically prevent the dropping of Epic and Legendary items in Normal and Trials 1-10 and Legendary items in Heroic and Trials 11-30. Save the good stuff for the harder areas and make the 'more glorious rewards' and such actually mean something.
3) Gems - RENAME THE PREMIUM CURRENCY. Too easy to confuse with gemstones.
4) Gemstones - have all gemstones dropped in normal be rough, in heroic 65/35 rough/common, and in legendary 20/70/10 rough/common/teardrop. This makes it worth playing higher difficulties when farming gemstones.
5) Unlocked Chests - have them drop 1 gemstone and 1 item, with the item having the same rarity chances (rare/epic/legendary) as a gemstone for the difficulty and a 10% chance of being set/named (exception for chests near start positions if desired). This way, they are actually worth getting.
6) Locked Chests - no preview, flat 200 gem opening price. Drop 2 gemstones and 1 item, with the item having the same rarity as unlocked chests, but always being set/named. Now people might actually spend gems on them.
7) Named items - make them for staves and pistols.
8) Mage Weapons - prohibit mages from using weapons other than staves. Not only is the aesthetic better (IMO), but keeping class weapons separate makes balancing damage between classes easier.
9) Changing Level - once changing monster level is allowed, let it be raised to whatever trial level equivalent desired. This would effect monster difficulty and experience/gold drops only.
10) HP Recovery - nerf LoH and boost life regen. Being able to fully replenish hp in 2 secs via attacking screws up gameplay as it means you only need enough life to avoid being 1-shot. Recovery should take longer. Would make potions more useful as well.
11) Minions - A) massive boost. Personally, I think they should contribute 10-20% of your damage and actually have decent survivability. In short, they should matter as something other than auras. B) boost their specials' damage. i.e. using them should matter. C) allow abilities you don't control to be turned off (people shouldn't be afraid to use Xagan because they don't like him scattering everyone).
12) Alacrity - needs to be inverted. Instead of a chance (increasing with AB) to reduce cooldowns with each attack, it should be a chance (decreasing with AB) to increase cooldowns with each attack. Make it a choice between more attacks and more specials. In other words, make us think and not just mash buttons.
13) Gauntlet - increase the reward so it is actually worth playing and give it its own leaderboard.
1) Reforging - make the first 2 tries (even for legendary) only cost gold (would provide a gold sink and encourage reforging) and allow choosing of damage/armor as what to reforge
2) Rarity - categorically prevent the dropping of Epic and Legendary items in Normal and Trials 1-10 and Legendary items in Heroic and Trials 11-30. Save the good stuff for the harder areas and make the 'more glorious rewards' and such actually mean something.
3) Gems - RENAME THE PREMIUM CURRENCY. Too easy to confuse with gemstones.
4) Gemstones - have all gemstones dropped in normal be rough, in heroic 65/35 rough/common, and in legendary 20/70/10 rough/common/teardrop. This makes it worth playing higher difficulties when farming gemstones.
5) Unlocked Chests - have them drop 1 gemstone and 1 item, with the item having the same rarity chances (rare/epic/legendary) as a gemstone for the difficulty and a 10% chance of being set/named (exception for chests near start positions if desired). This way, they are actually worth getting.
6) Locked Chests - no preview, flat 200 gem opening price. Drop 2 gemstones and 1 item, with the item having the same rarity as unlocked chests, but always being set/named. Now people might actually spend gems on them.
7) Named items - make them for staves and pistols.
8) Mage Weapons - prohibit mages from using weapons other than staves. Not only is the aesthetic better (IMO), but keeping class weapons separate makes balancing damage between classes easier.
9) Changing Level - once changing monster level is allowed, let it be raised to whatever trial level equivalent desired. This would effect monster difficulty and experience/gold drops only.
10) HP Recovery - nerf LoH and boost life regen. Being able to fully replenish hp in 2 secs via attacking screws up gameplay as it means you only need enough life to avoid being 1-shot. Recovery should take longer. Would make potions more useful as well.
11) Minions - A) massive boost. Personally, I think they should contribute 10-20% of your damage and actually have decent survivability. In short, they should matter as something other than auras. B) boost their specials' damage. i.e. using them should matter. C) allow abilities you don't control to be turned off (people shouldn't be afraid to use Xagan because they don't like him scattering everyone).
12) Alacrity - needs to be inverted. Instead of a chance (increasing with AB) to reduce cooldowns with each attack, it should be a chance (decreasing with AB) to increase cooldowns with each attack. Make it a choice between more attacks and more specials. In other words, make us think and not just mash buttons.
13) Gauntlet - increase the reward so it is actually worth playing and give it its own leaderboard.
Comment