Ensley03 wrote:
Please list what things you think need to be:
Added?
Removed?
Nerfed?
Buffed?
Other changes/fixes/bugs?
Give examples and arguments for why you feel something isn't right or could be better.
Things I'd like to see added to the game:Really Powerful rares. One of the best thing about playing D2 Pre-LOD was the fact that rare items were the dominant item type. On Battle.net Everyone's avatar looked wildly different based on the rare items they had. As a nod to the good old days, I'd like to see a version of HU where rares are prominently used, even through to end game.
Crafts should be even more powerful than rares to allow for greater optimization of characters and further accentuate the diversity of player avatars.
A few really powerful sets for end-game would be nice too. At least two sets for each class would be ideal. I also think the fullset glow effect for Immortal King, Tal Rasha, Grizwold, etc. looked really cool. The fade worked for Natalya's.
Also, there should be a cube recipe to make items etheral or make etheral items solid. Make it cost a zod rune if you have to. Just make it so.
Things I'd like to see removed from the game:Leech resistance/ Physical Immunity on bosses. Playing a melee character has always sucked in HU. If you're playing a barbarian or a zealer paladin or a shifter druid, getting in the face of an act boss in HU has been suicide in most versions of the game, due to counter-attacks and their near-immunity (unless you don't have access to amp damage in which case it is actual immunity) to physical damage. As a result, on the Hardcore ladders over the years, most of the only builds that make it to the top are summoner builds and pretty much any build that DOESN'T get in melee.
I'd like to see Melee viable in HU HC, even into the end of Hell difficulty.
Maybe these mechanics don't need to be removed entirely, for fear of making what is supposed to be a challenging mod too easy, but maybe they need to be nerfed or given an internal cool-down.
Things I'd like to see nerfed in the game:The damage dealt by certain spells and mobs is way out of proportion to the amount of health and resistance available to players. A fallen shaman hitting you with a fireball in the blood moor should not take 85% of your health.
Things I'd like to see buffed:
If you insist on having the mobs deal truck loads of damage, at least restore the resistance cap back to 75%, rather than 50%. Maybe even consider adding the maximum resistance on items at end-game to compensate.
Overall, I would really like to see all of the classes buffed in some way. I'd like to see each class get a few good 1 pointer skills where they can just drop a point in to reap a moderate benefit, particularly the passive skills. I think the active skills work best when they scale with level and don't require 20 or 40 hard points in some arbitrary synergy to be useful.
I'd really like to see the game given a more epic feel. I'd like to get the feeling that I am playing a powerful character against powerful monsters, and to get that feeling fairly early in the game (like level 20-30).
Other changes I'd like to see:As few synergies as possible. Many different and viable builds for each class. I'd like to see redundant skills either buffed or done away with. And for the love of the Ancients, if you're gonna give the IK set a weapon, please make it a Thunder Maul, not an Ogre Maul.
/rant