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Feature Requests

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If you have any feature requests, post them in this topic. A community wishlist is being compiled that will help guide the project's development.

Community Wishlist:

  • unique abilities for each class after doing a special quest [post link]
  • special gems mixed with Horadric Cube (example: Ruby + Sapphire = Charoite) [post link]
  • body parts obtained through PVP battle to craft gear with alchemical properties [post link]
  • expand/revise the Horadric Cube crafting system (Hit Power, Blood, Caster, Safety items) [post link]
  • revise ethereal items [post link]

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Hello everyone !
I have two ideas in mind.


1- Would they be fun to have some unique ability after doing a special quest for each class on a total of six to three choices?
2- The gems would have given birth to special gem like share example Ruby + Sapphire = Charoite Chipped
2-3 Fire Damage +0-2 Cold Damage, 1.0 sec Duration  + 5 to Life + 5 Max Mana  + 6% Fire Resist + 6% Resist Cold
Total of 28 new gems but available with only the cube horadrim and triple highest level required.

  New Chipped  3      
  New  Flawed  15      
  New  Regular  36      
  New  Flawless  45      
  New  Perfect  54    

 

Thanks you for read me ^-^
Edited by Mike Millaire
Thanks for the ideas, we'll add them to our list.

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Hardcore possibly Softcore CRAFTING system evolving around alchemy. 

Body parts obtained by battle (pvp) to craft gear with alchemical properties

I.E obtaining an ear from a battle and using it with the cube, to make an Item with BLOOD properties. (Life, LL, etc)

Maybe using Clvl if possible for different alchemic synthetic materials. (Tiered added affix properties.)

Could obtain different Materials from different types of characters. 

Keeping it short... You get the idea.

Edited by Mike Millaire
Thanks for the idea, added to our list.

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The crafting system for Hit Power Items, Blood Items, Caster Items, Safety Items.

Is (in Vanilla) very limited to what type of gear bases you can use. It would be nice to see this system elaborated on.

For example, Class-specific gear i.e (Nec-Heads, Barb-Helms, Assassin-Claws, Druid-Pelts, Sorc-Orbs, Amazon-Bows, Paladin-Shields).

A lot of the Affixes are also useless for armors/weapons because of the low stats.

A re-haul of the same system w/e crafting material would be a substantial additive to the loot system.

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When crafting the Ethereal property is removed from the item. Bows Cannot be Ethereal, Phase-blades and its lower tiers are not found with the Ethereal property.

Ethereal items are granted a  -10 stat require reduction. ~ I like what blizzard did here but can't we make getting an Ethereal weapon more exciting xD.

- Weapons: +50% base damage. - Make weapons have an innate weapon-speed advantage?
- Armor: +50% base defense.  - Make Armors naturally lighter?

For Example, if I find ethereal quilted.gif <- Light (Armor-type) has no speed penalty but makes you faster instead attributed by Ethereal property.

This would only apply for Body Armor and Shields which are the only items that weigh down the character affecting their speed.

I was also thinking of a special property like milabregasrobe.gif (Tyrael's) but that would have to be a really rare for -100% requirements.

Tyrael's Might

Character sprites don't show Ethereal Body-armor would be really awesome to see this fixed.

Edited by zykoz
Thanks, added to our list.

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On 5/13/2019 at 4:05 AM, Mike Millaire said:
  • body parts obtained through PVP battle to craft gear with alchemical properties [post link]

The Problem here is... what about Hardcore-Players? Rush Chars to lvl 9 and slay em to obtain those crafting stuff? U should atleast add another way 2 get those craft stuff... or retinker the whole idea.

####

My Ideas:

  • Check out Path of Diablo Mod ... Corrupting Uniqs, which can give em more than 1sox is a great way 2 empower uniqs coz Runewords are simply much better than uniqs in Vanilla
  • Rare items should become better stats so they can compete with Uniqs/RWs (Yes, i know, some rings, amulets and very special rares in vanilla are already nice...)
  • Quality of Life Improvents like Autoparty
  • Diablo Clone should be more easy to access (not via SOJs or only 1 SOJ needed to sell?)
  • Make Dclone stronger
  • Enhance Uber-Tristram / Balance Dia, Baal, Meph
  • "Random" Dungeon for Endgame?
  • Rework some useless vanilla Uniqs
  • Change Enigma?
  • Make summon Dudu work plz 😛
  • Autopick Gold
  • Better Rates on Goldfind Affixes, which could enhance Gambling-Possibility
  • Higher chances for gd Items in Gambling
  • Fix Eth Armor Bug
  • Give all Classes better ways for movement similar like Teleport from sorc.
  • Item Filters?

 

Edited by Catyuo
edit: coz more ideas

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My wife and I are both longtime players of both Diablos (refuse to acknowledge the cartoony trash of III).  Our suggestions:

1. Hellfire level!  This was a cool, creepy mod in Diablo I that was missing in II.  Yeah, the cow level is cute, but nowhere near as gross/bizarre.  A portal in town to Hellfire would be sweet.  

2.  Better arcane/magic attacks: holy/arcane/magic damage isn't great, and could use some tweaking to be competitive.   Could tie nicely to the higher level skills already in dev.

3. Blood magic for necro: you could have blood fountain, blood wave, fist of blood, etc; would look really awesome and add a whole new subset to the character (why is it just poison and bone?)

 

 

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I saw a post mentioning the improvement of Ethereal items to make them worth using. I agree with this completely (I literally never used an Ethereal item in vanilla Diablo II), and it should be taken further with unique properties and skills available only to this class of item. But in the event a truly worthwhile Ethereal item is found, why not provide a means of making it non-Ethereal? A Horadric Cube recipe with costly and rare materials would be fair.

How about all charms being 1x1 in size? I hated finding an almost perfect charm, only to have it devour a 1x3 inventory chunk. It got out of hand real quick, considering how many charms were needed to make a significant impact.

I really enjoyed the unique and upgradeable charms in Median XL, but didn't necessarily like all the random charm drops being removed. Maybe make charms better, but rarer, OR introduce a blank charm that can be cubed with other charms, jewels, gems, runes, etc. for bonuses?

While we are on the topic, how about a similar treatment for jewels too? In my vanilla Diablo II experience, the vast majority of jewels were not worth the socket.

I saw another post mentioning new gem combination recipes. I like this idea a lot. But why stop there? How about a gem quality or qualities past Perfect (so that they scale better alongside runes)? Or maybe specific gem + rune recipes that have distinct synergies (elemental damage / resistance, life / mana drain, etc.)? Then new Runewords could be created using these new combinations.

And Runewords! Oh man, please take a page out of the Median XL book and change Runewords to requiring only one rune, or some other standardization formula. I screwed up more than one Runeword in vanilla Diablo II.

But don't copy the WTF cluster swarms of enemies from Median XL. All the new areas started to have the same cheesy rush-down one-hit-kill feel; that alone ruined most uber levels and high level content for me.

Finally, if not already in the works, PLEASE provide Horadric Cube recipes to retrieve socketed materials. For balance, make it require a consumable ingredient that costs gold (any and all new crafting materials should come with a scaling gold cost).

Thanks for reading my wishlist!

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9 hours ago, Das Mexikaner said:

I saw a post mentioning the improvement of Ethereal items to make them worth using. I agree with this completely (I literally never used an Ethereal item in vanilla Diablo II), and it should be taken further with unique properties and skills available only to this class of item. But in the event a truly worthwhile Ethereal item is found, why not provide a means of making it non-Ethereal? A Horadric Cube recipe with costly and rare materials would be fair.

How about all charms being 1x1 in size? I hated finding an almost perfect charm, only to have it devour a 1x3 inventory chunk. It got out of hand real quick, considering how many charms were needed to make a significant impact.

I really enjoyed the unique and upgradeable charms in Median XL, but didn't necessarily like all the random charm drops being removed. Maybe make charms better, but rarer, OR introduce a blank charm that can be cubed with other charms, jewels, gems, runes, etc. for bonuses?

While we are on the topic, how about a similar treatment for jewels too? In my vanilla Diablo II experience, the vast majority of jewels were not worth the socket.

I saw another post mentioning new gem combination recipes. I like this idea a lot. But why stop there? How about a gem quality or qualities past Perfect (so that they scale better alongside runes)? Or maybe specific gem + rune recipes that have distinct synergies (elemental damage / resistance, life / mana drain, etc.)? Then new Runewords could be created using these new combinations.

And Runewords! Oh man, please take a page out of the Median XL book and change Runewords to requiring only one rune, or some other standardization formula. I screwed up more than one Runeword in vanilla Diablo II.

But don't copy the WTF cluster swarms of enemies from Median XL. All the new areas started to have the same cheesy rush-down one-hit-kill feel; that alone ruined most uber levels and high level content for me.

Finally, if not already in the works, PLEASE provide Horadric Cube recipes to retrieve socketed materials. For balance, make it require a consumable ingredient that costs gold (any and all new crafting materials should come with a scaling gold cost).

Thanks for reading my wishlist!

Oh, and as an after thought: why not have charms with sockets? If charms bigger than 1x1 are still to be a thing, then they should be uniques with multiple sockets. Then you could have charm Runewords! I'd certainly give up the inventory space for something like that.

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DO NOT MESS WITH THE ITEM SYSTEM OF DIABLO. I like this project, but you people are painting with some very wide colorful brushes just throwing out ideas you think are neat and cool.  This game is good because of the way it was designed. 

Ethreal items ARE good in Diablo.  You just have to find the right way to use them.  If you never used an ethreal item in D2, then you have no room to speak on it.  Literally all seasoned D2 players have used Ethreal items.  Ethreal is MEANT to be a negative thing until it is "accidentally" by chance matched with the indestructible property, repair durability property, or used on a mercenary.  This is what made Ethreal so unique and such an interesting part of Diablo 2.  Start changing things like this and you will ruin what was already GREAT about Diablo.

Do NOT add a way to craft class specific items.  Crafting was merely a way to bridge the gap between what you had and what you needed.  Not a way to make the best items in the game.  Crafting does produce some really good things like rings, gloves, boots, amulets, but the reason why Pelts, Barb helms, and other items are SO VALUABLE is because you have to go find them in the world.  Being able to Craft them just makes that process easier and less rewarding.

Using body parts to craft things?  What?  Why?  So people farm each other over and over again?  This idea just sounds very colorful and ridiculous.  Great thinking outside the box, but it's just weird and necessary. 

Be careful making rares better. They should NOT compete with Uniques in most cases.  Uniques are SUPPOSED to be better than rares.  Rares are where rares are supposed to be.  Now, I will say some rare armors and helmets(obviously not circlets or class specific helms) seem to be non existent in terms of usefulness.  If we could make rare armors/helmets(not circlets or class specific helms) somehow level with the way boots, gloves, rings, amulets, and belts are useful in endgame gear, I could maybe see an argument for that, but even THAT is a long stretch.

I am not trying to bash anyone or hate on peoples ideas here, I just want folks to step back and realize that you are not a game designer and Diablo II was the best hacker slasher ever created based on it's ITEM SYSTEM and play style long before you touched the game.  Granted there are some shortcomings in it's design, the item system was NOT one of them.  Please have a little respect and don't ruin this game's future with wild redesigning of how it worked before.

Shortcomings would include things like: Stash size was ridiculous. The inability to transfer items across characters.  Teleport allowing players to run through dungeons at light speed and farm bosses or rush people through the game.  The maggot lair map.  Act 3's entire map being insane and confusing. Bots.  The list could go on.  But THESE are the type of things this ENHANCEMENT should aim to fix.  Not reworking the design of the game's best attribute, it's item system.

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Posted (edited)

Further more, the suggestions about gems and runes and more words with gems in the combinations/more gems qualities.  Why make the system more complicated? What made rune words and gems so great was the simplicity of it all and how easy it was to understand.  Now you want to make it bigger and more complicated? 

Gems were not meant to be as powerful as runes.  This is a given.  And all of them were useful in their own ways.  especially Topaz, Diamond, and Ruby.

Rune words only requiring 1 rune?  Whats the point in them being rune words at that point?  The thing that makes rune words so special is that you have to assemble all of the pieces and you get this amazing piece of gear at the end.  You're going to take away the struggle for instant gratification?  Or you just can't put the runes in the correct order when there's a website that tells you exactly what every recipe is and the order?

Charms with sockets?  Why?  They don't need sockets.  At this point you are over complicating these simple things.  Charms are exactly what charms are supposed to be.  They do not need sockets.  They are CHARMS.  NOT gear.  Charms are not a socketable thing.  It doesn't even make sense logically.

How about just improve the quality of the game rather than changing its mechanics. ESPECIALLY it's best attribute, I say again, its ITEM SYSTEM. Don't. Mess with it.

Edited by aris1

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Hi all 🙂

I would like to suggest an idea. I like D2 mods very much and the creativity of the moders but I don't see, in any mod available, a possibility that gives the possibility to create or modify the spell - skill of the player by himself.

Mostly we have brand new skills to test in the mod and make builds from them, its ok, but when we could have a free slot/slots in the skill tree where we could combine or create our own new skills that would be nice. I will take sorceress for example, after we get a certain level or make a special quest we could make combination of every 2 skills in the skill  tree like: Blizzard + Metor = Meteor Shower ( or Comet Shower with cold dmg ? ), Frozen Orb + Lightning = Lightning Orb which shots Lightning spell ( Fire Orb, Poison Orb etc ) Hydra + Fireball = Fire Hydra shots Fireballs ( or Lightning Hydra, Cold Hydra etc ), Fireball + Mana shield = Sphere above you which protects you and shots Fireballs at closest enemy ( like a Sentry Guard ) and so on. That would give the player's own possibility to create a build that others don't have ( or they don't have the idea of it now ), the players would use they own creativity to create strong builds and if they want they could share it here on forum for others.   

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