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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
+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
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
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.
The ultimate proof D4 failed, it sparked people to analyze how they want Diablo 2 updated to improve that... because it's a huge amount less to ask than fixing D4.
1. Make “ethereal” available on bow, xbow, set items and items that spawn with “indestructible”. Expected outcome: these sets become more viable, thus diversify builds, especially hitter builds: Natalya, Immortal King, Aldur, Griswold, Bul-Kathos, Mavina, Sazabi, Hwanin, etc. 2. Assassin: change Martial Arts skills mechanics. Make charge-up skills become pre-buff skills and each charge has cooldown relatively with skills’ levels. Remove auto-hit from finishing moves and using finishing moves doesn’t use up charges. MA sins will be able to utilize every claw and will be a thing in PvP. 3. Nec: buff fire golem and mage skeletons. 4. Pala: buff Vengeance. Make it AoE and increased damage while combining with the Holy element aura. Give Charge AoE damage through synergies (e.g., Concentration: 20% damage to surrounding enemies per level) 5. Druid: buff Poison creeper. Allow summoning all 3 vines at a time. Give Carrion Vine and Solar Creeper damage and heal players based on % damage dealt. Make Vines more viable and relevant to more builds. Last but not least, give Werewolf and Werebear armor gfx. 6. Sunder charms no longer remove immunities. They now decrease both players and monsters resistances with various values. Their effectiveness is the same for all monsters regardless of their immunities (e.g., Monster’s cold resist -20% / Player’s cold resist -60%). Player’s penalty is always greater. Make Black Cleft and Bone Break more viable and others less overpowered. 7. New runewords or remake some runewords that can be useful with Sorceress’ orbs and Nec’s wands. 8. New powerful runewords for 2os items.
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.
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
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?
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....
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.
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.
how about something like light armor 60% medium 70% heavy 80% of total armor at full stamina and reduce the effective armor to match stamina. so at half stamina 30% armor for light 35% medium ect. when not running scale armor off full staminia? does make staminia eating bugs a real threat but makes stamina/ stamina potions manner and preserves the tactics of run walk while helping mobility.
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.
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.
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...
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.
1. Tune down the best rune words slightly. 2. Tune up legendarys so more of them can compete for best in slot. 3. Adjust base items (damage for weapons and stat requirements for armor). 4. Make junk affixes rerolls on rares and crafting (ex. + to light radius = get that and roll another affix). 5. Charm tab / charm bag. They are equipment now. Still be an item that still goes in your inventory just limits charm space (like a belt). 6. Make the H cube a square. 7. Un-fix the act 3 merc so that they cast buffs on summons and maybe find a way to buff them becuase they are the worst mercs right now. As far as classes and skills adjusting synergies by a few points here and there is sounds like a good idea to reduce how expensive some builds are. Leave the teleport skill alone but add teleport to more items. If you're feeling really spicy add more permanent skills to items (craft high level caster ring = teleport or other spell). Lastly, yes please buff skeletal mages. They have been so bad even since classic 1.0. Maybe 1 mage per some number of levels but they are really strong. Something like the simulacrum spell from Diablo 3.
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%
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
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
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".
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.
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.
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 🙏
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.
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?
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.
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.
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 "
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.
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.
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.
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?
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
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.
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
A Uber Blood Raven would be so fun ! Standard of Heroes in inventory could open a Uber Ancients and they could drop any existing items ! Or simply wearing Standard could create a whole uber world (kind of 4th difficulty) Please don't touch Teleport ! If you want to walk the game you can. Why put a limit ? Tyrael's might deserve at least +2 all skills, +1 teleport, 1-4 socket,, redemption aura lvl 3 instead of slain monsters rip, Might aura lvl 13, Vigor lvl 5 instead of FRW I would love that killing Blood Raven gives access to more equipement for merc, for example nightmare open gloves, boots, belt and hell opens rings, amulet Make Standard of Heroes a small charm with 10 stats, 10 light Radius, 10FRW 10FHR 10FCR 10Faster Block Rate Darken the game a bit so light radius has a sense Doing cube quest in NM and hell could improve it's size Give Izual, Blood Raven and the Smith a better drop rate Show area level on right corner of the map with name and difficulty, then we can calculate ilvl by ourselves Give Huge monster density to terror zone
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.
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.
10:15 Llama you're missing the point... 1h maces need love, there's a hero called Barb that has a whole mastery skill dedicated to it =D and IK is so much more worse with the WW IAS changes I made a beast out of a caduceus and oath in a scourge... scourge is unfortunately the only option with 5 sockets ! It's still fun but axes/swords get all the love now.
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.
teleport is so much fun that it would be stupid to remove it. you don't fix a game by removing the fun. to the point that having a similar teleport in d3 or d4 would make both these game extremely more fun to play. i don't care if it's broken, it's fun and that the only thing that matter. The point of the game is to feel overpowered when fully geared and that's what teleport does
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.
I really wish they work more on the QoL on D2R, specially when it comes to space management, like charm inventory, adding stashtabs, runes and gems stashtabs, make runes and gems stackable, etc... Modernize like that wouldnt change the core of the game, but would feel a lot better for the modern gameplay style... I also just hope they rework some uniques, sets to make people excited about new drops... Also I think that the unique items should have a 0.1% chance to roll as 1.08 Variant, that legacy rolls would be really fun and engaging for people to try finding those super tematic gear pieces. Also I heard that they havent allowed PlayStation players to change keybinds, adding the opportunity to people change the potions from the left side to the right side, or to the R1, R2, R3, R4 etc... Giving freedom for the player to customize their way on how to play with their controllers, is only a big Win...
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).
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.
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.
Disagree with the Teleport charges...from a fun factor. I think Nerfing Enigma and providing other TP options (prior to end game for non-sorcs) is a solution enough. Charges bring it too much in the other direction.
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.
@@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.
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 ....
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.
@@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."
I like all these changes but my hope is they just bake it all into a new expansion with 1 more act (the lore does not need to be crazy.. some minor boss, and us as a community, just say hey this is cool thank you, instead of ripping blizz "these cinematics aren't d4 quality!").. just more content in general... with these kind of changes = huge win. d2's popularity would be massive. blizz is under-appreciating this because of "Current" player count. you know how many 30 yr olds would no life d2 again like a kid if a new expansion launched? bigger than anything they have seen including d4 in my opinion
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 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.
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.
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.
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.
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.
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 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!
@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.
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).
we just need dbrunski to make his video now, so we have the holy trinity of diablo gurus wishlist update for 2.8 :p My opinion about updates is that I am crazy optimistic about any and all of them. Just the fact that this game, one of my favourites of all time being updated with changes big and small is enough for me to get super hyped. Blizzard needs to hear our requests to keep this project alive, many players enjoy D2 much more than 4. And its depressing to me thinking that mediocre game might be the reason that they shelf D2 without meaningfull updates.
/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 😊
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.
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.
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.
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.
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.
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.
@@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?
@@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.
@@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.
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.
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.
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.
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).
The /players for multiplayer would be the biggest one for me... thats why i stopped playing D2R, because i just dont enjoy farming LK or MFing on p1 and i dont have friends that play D2R with me. And singleplayer is just not enjoyable for me anymore so /players in multiplayer would be amazing.
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?
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
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.
1) I want an in game notification when my friends log on and the games they join. 2) I want a designated Trade Channel-1-2-3 etc.. that allows us to Link screenshots of items.
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.
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.
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
PLEASE DON'T NERF the runewords or hammerdonks! haha Those RWs were made to sort of "fix" other problems. I think we need to fix those problems first before nerfing. Also, hammers are GOOD, but HDins are no longer what they used to be with Sunders and TZs. Additionally, Hammers in PvP are just subpar already. No nerf needed. Alternatively, I would suggest BUFFING hammers slightly so that they "pierce" targets and don't get nullified by Wolves, Oaks, etc.
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.
@@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.
as for upcomming changes, i'd like to see Sanctuary changed just a bit. let it's magic damage hit all types and + "% damage to undead" also add "% damage to demons"
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
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.
@@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.
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.
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.
@@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.
@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 :)
@@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.
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
Finally!!! Someone has the courage to say NERF SPIRIT, ENIGMA, GRIEF, AND MOSAIC!! This, along with buffing unique items is everything that I want. P.S. would pay 70 dollars for those changes only, and it is still worth it more than "the ultimate trash"
Why would you nerf grief when casters clear content 100% faster than dual grief ww barb? You can play modded d2r instead of destroying the game to many people who enjoy it now as it is.
No nerfing. IMO. Spirit is too powerful? How? Do youthink mr lamma would die more often or it would take extra 10seconds longer to finish act if all spirits stats were halfed? No? So wehat is the issue? That people dont use other stuff? So bump that up. Razorswitch I love already over spirit for my soso builds. Bump up few other uniques or runewords to have some more variety but nerfing is meh. And about enigma I write here lready, SSF hunting for ber and jah has to actually have pot of gold under the rainbow reward. It can litearlly take years for people to actually get enigma. Its not too powerful for how difficult it is to get. Oh again you want variety? So add some teleport to T87 elite uniques or other HR runewords. And without grief it would not be even worth to play melee character. Same deal bump up others, no nerfing.
@@EmperorTerran He did ask to buff the base weapon damage. If you nerfed grief and buffed base weapon damage at the same time, it wouldn't mean that melee builds are any weaker - in fact they might be stronger.
I think tube deleted my comment.. About teleport. Maybe something like Ka s-sadin ulti from LeagueOfLegends is the way to go. It has very low cooldown(in our case there would be no cooldown), but if you spam teleport ut costs more and more mana until you take a 3-5seconds break -> then it resets
37:25 I like that Enigma Teleport mechanic. I think if Enigma were changed to utilize it, that Enigma should have the most stacks of teleport on it (10 stacks of teleport that recharge 1 stack every 5 seconds). While also adding / editing more item affixes to the mechanic at a reduced amount to Enigma (5 stacks of teleport that recharge 1 stack every 5 seconds).
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).
merc only one who use heavy today
I like the barb and druid ignoring the movement speed penalty
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.
Maybe reduce movement penalty for heavy armor for every 10-20 points in strenght? something like that
Reduce movement penalty with higher strength. More strength = more mobility with heavy armor.
In-game guides from Deckard would be cool as hell. Runewords, Recipes, etc..
YES!!!!!!! BIG YESSSS!!!!!
YES, please!
Yeah, some built-in wiki/cheatsheet features would be great.
holy grail/collection log on deckard would be sick actually
Good idea
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.
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.
@@ibepoopin 😂
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.
Right if they increase stash space by 2-3x that would already be HUGE.
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!
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.
Would be nice if the game tracked your holy grail too
Yes yes yes unique collection game
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.
Add poison jav to that long duration list. 46sec at rank 20.
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.
@@drpancakes1622 100% yes. This needs to have its duration fixed to 4s as well (DPS increase).
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.
@@bobnewkirk7003 yeah, each poison source just needs to be independent on the enemy
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.
+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
This game is fantastic. 23 years later and I am getting HOURS of game play out of it.
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
I busted out laughing at the cube part
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.
The ultimate proof D4 failed, it sparked people to analyze how they want Diablo 2 updated to improve that... because it's a huge amount less to ask than fixing D4.
1. Make “ethereal” available on bow, xbow, set items and items that spawn with “indestructible”. Expected outcome: these sets become more viable, thus diversify builds, especially hitter builds: Natalya, Immortal King, Aldur, Griswold, Bul-Kathos, Mavina, Sazabi, Hwanin, etc.
2. Assassin: change Martial Arts skills mechanics. Make charge-up skills become pre-buff skills and each charge has cooldown relatively with skills’ levels. Remove auto-hit from finishing moves and using finishing moves doesn’t use up charges. MA sins will be able to utilize every claw and will be a thing in PvP.
3. Nec: buff fire golem and mage skeletons.
4. Pala: buff Vengeance. Make it AoE and increased damage while combining with the Holy element aura. Give Charge AoE damage through synergies (e.g., Concentration: 20% damage to surrounding enemies per level)
5. Druid: buff Poison creeper. Allow summoning all 3 vines at a time. Give Carrion Vine and Solar Creeper damage and heal players based on % damage dealt. Make Vines more viable and relevant to more builds. Last but not least, give Werewolf and Werebear armor gfx.
6. Sunder charms no longer remove immunities. They now decrease both players and monsters resistances with various values. Their effectiveness is the same for all monsters regardless of their immunities (e.g., Monster’s cold resist -20% / Player’s cold resist -60%). Player’s penalty is always greater. Make Black Cleft and Bone Break more viable and others less overpowered.
7. New runewords or remake some runewords that can be useful with Sorceress’ orbs and Nec’s wands.
8. New powerful runewords for 2os items.
"Grindy-9" is a perfect way to describe the quest to level 99.
They need to remove the XP penalty. Like it was way back in the day 😅
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.
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
Guided arrow + Pierce would be a dream come true
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?
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....
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.
I would just like option to have Cube and Stash open at the same time...
Ooo! Yes that would be nice!
That currency stash tab would save us so many mule slots. Its pretty much like freeing character slots with a single change.
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.
how about something like light armor 60% medium 70% heavy 80% of total armor at full stamina and reduce the effective armor to match stamina. so at half stamina 30% armor for light 35% medium ect. when not running scale armor off full staminia? does make staminia eating bugs a real threat but makes stamina/ stamina potions manner and preserves the tactics of run walk while helping mobility.
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.
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.
Normal chest Keys that is.
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...
The cube space IS a rectangle! omg never thought about that haha
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.
Yep. I completely agree. I want to see these changes more than anything else.
1. Tune down the best rune words slightly.
2. Tune up legendarys so more of them can compete for best in slot.
3. Adjust base items (damage for weapons and stat requirements for armor).
4. Make junk affixes rerolls on rares and crafting (ex. + to light radius = get that and roll another affix).
5. Charm tab / charm bag. They are equipment now. Still be an item that still goes in your inventory just limits charm space (like a belt).
6. Make the H cube a square.
7. Un-fix the act 3 merc so that they cast buffs on summons and maybe find a way to buff them becuase they are the worst mercs right now.
As far as classes and skills adjusting synergies by a few points here and there is sounds like a good idea to reduce how expensive some builds are.
Leave the teleport skill alone but add teleport to more items. If you're feeling really spicy add more permanent skills to items (craft high level caster ring = teleport or other spell).
Lastly, yes please buff skeletal mages. They have been so bad even since classic 1.0. Maybe 1 mage per some number of levels but they are really strong. Something like the simulacrum spell from Diablo 3.
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%
Nah you need that big of a swing. Makes getting the high rolls more valuable
@@trevorr9919 Getting the high rolls is borderline impossible currently, it needs fixing.
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
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
PD2 does that to some extent.
the biggest challenge with d2 has always been rune words being OP and there being zero end game content.
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
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".
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.
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.
Tyraels might should have +3 to all skills
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 🙏
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.
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.
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?
Larger daggers can have up to 3 sockets 👍
@@Lord_Samael_de_Monasteriis Yeah, just sounded nice only taking up 2 inventory slots, for carrying around ease.
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.
Yup, that portion of non ladder feels so unnecessary
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.
^ this
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 "
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.
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.
Stackable items, and possibly a Holy grail inventory.
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.
Honestly i would be for all eq slots on a merc, would allow for more use of items i find more than once
What an interesting idea, I've never seen it mentioned before, would be awesome to further customize the mercs
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?
A 4x4 cube could be a good reward for the quest in NM, and a 5x4 for hell. Otherwise the parts of that quest in those difficulties is pointless.
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
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.
@@TheStrahl It also will make builds breathe full lungs as you are now not limited to Enigma armor, and can pick something more niche
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
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
A Uber Blood Raven would be so fun !
Standard of Heroes in inventory could open a Uber Ancients and they could drop any existing items !
Or simply wearing Standard could create a whole uber world (kind of 4th difficulty)
Please don't touch Teleport ! If you want to walk the game you can. Why put a limit ?
Tyrael's might deserve at least +2 all skills, +1 teleport, 1-4 socket,, redemption aura lvl 3 instead of slain monsters rip, Might aura lvl 13, Vigor lvl 5 instead of FRW
I would love that killing Blood Raven gives access to more equipement for merc, for example nightmare open gloves, boots, belt and hell opens rings, amulet
Make Standard of Heroes a small charm with 10 stats, 10 light Radius, 10FRW 10FHR 10FCR 10Faster Block Rate
Darken the game a bit so light radius has a sense
Doing cube quest in NM and hell could improve it's size
Give Izual, Blood Raven and the Smith a better drop rate
Show area level on right corner of the map with name and difficulty, then we can calculate ilvl by ourselves
Give Huge monster density to terror zone
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.
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.
10:15
Llama you're missing the point... 1h maces need love, there's a hero called Barb that has a whole mastery skill dedicated to it =D
and IK is so much more worse with the WW IAS changes
I made a beast out of a caduceus and oath in a scourge... scourge is unfortunately the only option with 5 sockets ! It's still fun but axes/swords get all the love now.
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.
Best controller build is fohdin/hammerdin, trapsin, poison necro, ww barb then melee in general.
teleport is so much fun that it would be stupid to remove it. you don't fix a game by removing the fun. to the point that having a similar teleport in d3 or d4 would make both these game extremely more fun to play. i don't care if it's broken, it's fun and that the only thing that matter. The point of the game is to feel overpowered when fully geared and that's what teleport does
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.
Ty for mentioning SSF ladder!!!!! Love your vision and how you listen to the community and provide an articulated voice for us!
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
I really wish they work more on the QoL on D2R, specially when it comes to space management, like charm inventory, adding stashtabs, runes and gems stashtabs, make runes and gems stackable, etc... Modernize like that wouldnt change the core of the game, but would feel a lot better for the modern gameplay style... I also just hope they rework some uniques, sets to make people excited about new drops... Also I think that the unique items should have a 0.1% chance to roll as 1.08 Variant, that legacy rolls would be really fun and engaging for people to try finding those super tematic gear pieces.
Also I heard that they havent allowed PlayStation players to change keybinds, adding the opportunity to people change the potions from the left side to the right side, or to the R1, R2, R3, R4 etc... Giving freedom for the player to customize their way on how to play with their controllers, is only a big Win...
42 minutes. I’d expect no less from Mr.Llama.
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).
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.
interesting!
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.
Berserk should also have cleave. Nice trade off for the defense loss.
Disagree with the Teleport charges...from a fun factor. I think Nerfing Enigma and providing other TP options (prior to end game for non-sorcs) is a solution enough. Charges bring it too much in the other direction.
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.
Teleport facet is an interesting idea. Opens up other armor options and forces a gear slot to not be a rune word. 👍🏻
@@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.
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 ....
I think they should add teleport to a two or three piece bonus of one of the less used sets. Perhaps the Arcana set?
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.
@@parallelcircuit That could be cool
@@parallelcircuit hello D3 everyone running class set because they have too. Pretty bad idea, no thank you.
@@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."
I like all these changes but my hope is they just bake it all into a new expansion with 1 more act (the lore does not need to be crazy.. some minor boss, and us as a community, just say hey this is cool thank you, instead of ripping blizz "these cinematics aren't d4 quality!").. just more content in general... with these kind of changes = huge win. d2's popularity would be massive. blizz is under-appreciating this because of "Current" player count. you know how many 30 yr olds would no life d2 again like a kid if a new expansion launched? bigger than anything they have seen including d4 in my opinion
I'd love a nova frozen orb build, that would be super cool
Play 1.09 :)
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
I'd rather it affected range
@@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.
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.
Tesladin says no
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.
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.
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.
Wish they had halls of the fallen for harcore deaths and would keep char equipment for style points..
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.
I like your mindset
@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!
There are some nice suggestions in this video. But there are some Diablo 4 level nerfs here too.
Be careful of what you wish.
@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.
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).
we just need dbrunski to make his video now, so we have the holy trinity of diablo gurus wishlist update for 2.8 :p
My opinion about updates is that I am crazy optimistic about any and all of them.
Just the fact that this game, one of my favourites of all time being updated with changes big and small is enough for me to get super hyped.
Blizzard needs to hear our requests to keep this project alive, many players enjoy D2 much more than 4. And its depressing to me thinking that mediocre game might be the reason that they shelf D2 without meaningfull updates.
/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 😊
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.
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.
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.
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.
That would actually be pretty interesting. Finally, stamina would actually mean something for all chars, not just the chars below lvl 5. lol
D2 ressurected with an expansion pack would be the perfect one. And usable necromancer mage summons.
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.
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.
@@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?
@@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.
@@danielarturomassara Ah yes, in that case it makes sense. Thanks for the explanation.
@@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.
I'm so with 99% of this. I do think that nerfing grief would kinda nerf our strongest melee build a little too hard unless it was a p light nerf
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.
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.
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.
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).
That's a solid idea
The /players for multiplayer would be the biggest one for me... thats why i stopped playing D2R, because i just dont enjoy farming LK or MFing on p1 and i dont have friends that play D2R with me. And singleplayer is just not enjoyable for me anymore so /players in multiplayer would be amazing.
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?
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
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.
1) I want an in game notification when my friends log on and the games they join.
2) I want a designated Trade Channel-1-2-3 etc.. that allows us to Link screenshots of items.
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.
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.
@@parallelcircuit honestly same, 1.09d was one of my favorites, besides the 1.04 lance barb days (minus the IM from chaos sanctuary >.
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
I'd love a unique large charm that starts dropping in nightmare that states "Teleport (5 charges). Replenishes 1 charge every 10 seconds".
That's an idea
PLEASE DON'T NERF the runewords or hammerdonks! haha
Those RWs were made to sort of "fix" other problems. I think we need to fix those problems first before nerfing.
Also, hammers are GOOD, but HDins are no longer what they used to be with Sunders and TZs. Additionally, Hammers in PvP are just subpar already. No nerf needed. Alternatively, I would suggest BUFFING hammers slightly so that they "pierce" targets and don't get nullified by Wolves, Oaks, etc.
Great video though, my dude. It's so good to see suggestions like this to keep the game growing in a positive direction.
A charm tab that is associated with your belt equipped. Normal belt= x slots, elite belt = more xslots.
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.
@@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.
as for upcomming changes, i'd like to see Sanctuary changed just a bit. let it's magic damage hit all types and + "% damage to undead" also add "% damage to demons"
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
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.
Because the dude just wants sorcs in the game and thats all
@@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.
Awesome video MrLlama!! Love your content brother!! Keep it up! 😄
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.
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.
@@mapron1 At least don’t mess with the classics
@@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.
@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 :)
@@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.
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
Finally!!! Someone has the courage to say NERF SPIRIT, ENIGMA, GRIEF, AND MOSAIC!!
This, along with buffing unique items is everything that I want.
P.S. would pay 70 dollars for those changes only, and it is still worth it more than "the ultimate trash"
I totally agree. Certain items just completely crowd out everything else and these four at the top contenders.
All of those can afford to be nerfed besides grief. Grief can’t be nerfed without offering more options.
Why would you nerf grief when casters clear content 100% faster than dual grief ww barb? You can play modded d2r instead of destroying the game to many people who enjoy it now as it is.
No nerfing. IMO.
Spirit is too powerful? How? Do youthink mr lamma would die more often or it would take extra 10seconds longer to finish act if all spirits stats were halfed? No? So wehat is the issue? That people dont use other stuff? So bump that up. Razorswitch I love already over spirit for my soso builds. Bump up few other uniques or runewords to have some more variety but nerfing is meh.
And about enigma I write here lready, SSF hunting for ber and jah has to actually have pot of gold under the rainbow reward. It can litearlly take years for people to actually get enigma. Its not too powerful for how difficult it is to get. Oh again you want variety? So add some teleport to T87 elite uniques or other HR runewords.
And without grief it would not be even worth to play melee character. Same deal bump up others, no nerfing.
@@EmperorTerran He did ask to buff the base weapon damage. If you nerfed grief and buffed base weapon damage at the same time, it wouldn't mean that melee builds are any weaker - in fact they might be stronger.
I think tube deleted my comment..
About teleport. Maybe something like Ka s-sadin ulti from LeagueOfLegends is the way to go. It has very low cooldown(in our case there would be no cooldown), but if you spam teleport ut costs more and more mana until you take a 3-5seconds break -> then it resets
37:25 I like that Enigma Teleport mechanic. I think if Enigma were changed to utilize it, that Enigma should have the most stacks of teleport on it (10 stacks of teleport that recharge 1 stack every 5 seconds). While also adding / editing more item affixes to the mechanic at a reduced amount to Enigma (5 stacks of teleport that recharge 1 stack every 5 seconds).
never happening.
Nah you'd kill pvp