LMAO! Imagine if there was a 4th Difficulty or [x] check box -- that you can only access with a Standard of heroes that reduces the light radius whenever you want. It gives you x2 your MF modifier. How about that? xD
I think life and mana leech needs a buff i struggle with melee builds :( , also i play on console now and using a controller it has skill tab menu next to skills. There needs to be a skill tab to get to the save and exit menu faster :( if your in a sticky situation and you need a quicker exit like pc has press esc and click save and exit your out. On console you have to press start RB RB RB and dead 😂
I agree with enigma being nerfed a bit. Remove magic find from it, so there is a reason to wear another armor when you grind for items. It is still pretty insane with that change.
his ideas are too old for Blizzard. these should be the up to date changes D2R needs. 1. D2R needs a cash shop 2. A paid season pass 3. An open world to connect all the Acts together 4. Needs side quest dungeons (Rescue hostages, pick up stones and place them in pedestals) 5. Limit trading to only rares 6. 3s teleport animation 7. 1 in 2,000,000 chance to get a Lo or higher rune. 8. Reduce the effectiveness of All resistance by a factor of 85% these are modern mechanics that will infuse D2R with a new lease of excitement
@mb824 if we had the technology to put a man on the moon in 1969, I think we should be able today to get the game to tell the difference between an xp shrine and amp dmg. If not we can yank Elon Musk at gunpoint, I bet he has the resources to make that happen. Rather he use his "big brain" power on something useful than making whatever wank he's normally making.
@@raven_of_zoso455 The last time I heard is that we somehow "lost" that technology and can't recreate it to try sending men on the moon. Besides that, the devs may try by reclassifying shrine buffs and curses into separate entities but I think they can't do that without breaking anything. In short, they can but that'll take time and serious amounts of test.
@@abunjaIve heared that too but its less interesting than it sounds Its just that the old tech is outdated and developing new tech would be super expensive its not worth the investment to get back to the moon for no important reason at all we could get the knowledge back in a few months or something like that its not lost in that sense also i dont think changing the shrine/curse thing would turn into game breaking bugs or even any problems at all however its more than a few lines of Code just too much work for a niche Problem if they put that much work into d2r they could do so much more imo
a simple solution to your disagreement regarding the useless affix list is to start removing them from a certain ilvl, so early game items can still have mana per kill and stuff
Yea. You could trim off a lot of affixes but only at the highest range of item levels so that the drops are unchanged for basically all of a normal playthrough but substantially better around tc87 areas and terror zones. That allows you to be even more aggressive with what affixes you remove since it’d be limited to the postgame.
@@andreswithplants9594 I mean, just play sorc and the game is easy as can be with free teleport. Im probably never going to see a tyraels might drop in my lifetime. Id just like to see more options for melee characters. And especially considering how rare it is in the first place, its not like you are going to see people running around with these all over the place.
I'd like to see Enigma lose its +2 all skills, that would still allow players to get their teleport on a pretty good armor, but they would have to take some amount of trade off. Similarly I'd like to see debuffs to the other super powerful runewords.
About Light Radius; that was the biggest thing that I miss about playing Diablo 2, before Resurrected. Light radius was kind of important in certain areas, and that stopped mattering when everything was just visible. Some people have this idea that it was a worthless affix for an outdated system, but it was part of the *style* of Diablo. It was a very dark game, it was meant to be "horror". Not necessarily jumpscare scary (although 10 year old me certainly felt that way), but that sense of unease not knowing exactly what you were dealing with until it was on you. It was also a factor of old rpgs which had the idea of sight being a very important factor in what you could do, i.e. you have to target something with a spell, and if it's not visible, you simply can't. Certain spells became more useful for other reasons; I used to use Frost Nova because it let me see further in the dark. It was a very cool system, and I desperately want that back.
This is an insightful point. That specific part of the horror aspect just isn't there anymore. Part of it is that gamers are so desensitised, even younger ones. However there is a distinction between narrative and visual horror versus 'game mechanical' horror and the latter just has not been developed at all since D2 (poss D1)
Would love to have expanded charm only section in inventory. This would allow for player to more efficiently pick up rare items (especially on console) and ID them more efficiently allowing for more GG items to be found. Also, loot filter and gem/rune tab would be so awesome
Imo just get rid of the Charms.. it's quite boring concept.. especially since you have to sacrifice bag space to use them.. who wears charms in their backpack? I would think it would hang somewhere in your gear or something to function. Maybe keep a couple of slots (dedicated) for the uniques and few extra for some skill charms. No need to fill whole inventory with them.
I would love to see a loot filter, currency stash tab, stackable currency, shared stash for non-expansion mode, /f l command so I can see the name of games my friends are in, like in the old d2 launcher, solo self-found ladder. with all this the game is perfect.
I'd also like to see /players command in ladder. Playing as a solo and trying to find people to magic find with or level with is really difficult. But I still like the community aspect of D2 ladder.
So to do a compromise between Llama and Coooley would be some of the Mods would stay on Early to Mid Game Rares, and then drop off after a certain Item Level or Level Requirement. This way things like Life/Mana Per Kill, Added Elemental Damage (Added Cold in the early game is huge.), and Half Freeze Duration which are very useful until a person begins to gain better/End Game gear can stay around for a worthwhile use and then taper off of Rares as one progresses.
Some cool ideas but I think changing too much would end up making the game like every other game out there. Just homogeneous. Tyrael's Might, the rarest item in the game should be badass though. Changes like druids being able to summon all their summon types are good. IDK, I think if done well it could still keep the feel and love of the game without making it like every other game: Same power different spell. Really the ONLY thing I'm asking for is an extra tab or 2. Maybe just 1 tab for gems/runes that stack to even something like 5.
The "trash" mods are bad because they still appear at late levels where their value isn't appreciated. If possible, they can make these affixes only appear until to a certain ilvl and stops beyond that.
Wow your Light Radius comment ( 5:50 ) was an incredible left-field idea to improve the game! It'd be cool if there was an in-game event to trigger near-total darkness! Half Freeze Duration should be stackable to allow 2 items for full Cannot Be Frozen.
One change I'd like to see that I'm surprised they haven't done yet, show us the variation that an item can roll. I've found a few items and decided to look up their stats, only to find out they rolled perfectly. Would be nice to see it in game so you know right away.
Speaking of junk mods, I've been thinking about half freeze duration since legacy LoD. If it stacked linearly (i.e. two of them granted cbf) it would spice things up IMO and rares with it would perhaps be sought after. Of course Cham (or raven, trang belt, upped death sash etc.) would still pertain their value as the alternative cbf sources.
We need a season that reverts the game to 1.08, is what I'd want. Take away all of the crazy rune words and make uniques valuable again. The best part...no synergies and monsters have those weenie resists. Just give us a classic season.
That does sound fun but I think it is more of a novelty. Something that would be fun to experience again, but I don’t think it’s preferable over the current game long term. Runewords are pretty cool.
@rumham7631 A season isn't long-term, though, and this last season was absolutely dead by Saturday night of opening weekend. Rune words are fun, yes, but they also destroyed the game balance, if we are being honest. 1.08 would allow an entire season of incredible build diversity and trying to find items that have long since been considered so worthless that they're not even worth the effort to pick up to drop in a newbie/free game.
My problem with enigma isn't Teleport. It would be fine if Enigma was "only" the teleport-armor. But Enigma is (besides resistances) the best armor overall. Great sustain, + skills, faster run/walk, magicfind, damage reduction. It just got too much.
I disagree. An armor having too much going for it is far less an issue than the armor being absolutely necessary to keep up due to the reliance on Teleport in the game. I don't mind a high cost armor being super good, but there are so many other things that could be done with runes in the Jah/Ber range, yet unless you have Enigma there is no reason outside of wanting to exclusively play Sorceress where you should ever consider doing anything else with them solely because of the +Teleport. I feel like the game would benefit far more from creating a mid or even low level Teleport runeword than it would from nerfing Enigma's stats, since that would not only solve the issue of NEEDING Enigma, but would also make it far more viable to start early ladders with different classes other than Sorceress.
I like that light radius idea llama presented. It reminds me of the first diablo where it was hard to see the surrounding area until you got a wider light radius. For light radius, maybe as a buff for holy shield. It would be like a secret buff. Tyraels might maybe add an aura since it’s the armor of tyrael. Maybe level 10 conviction aura and +2 all skills.
One potentially game ruining idea I had was the idea that Tyreal's could spawn with 3-4 sockets, and have runewords built into it, effectively acting as a super base. Sure, it'd 100% be the most absurdly overpowered thing in the entire bloody game, but if it's the equivalent of literally winning a real life jackpot, why not?
What’s funny is almost immediately after the Patch From Hell, I picked up D2R not realizing it was out for awhile. Now I have a Druid and Javazon farming hell with pretty great gear for offline game including ethereal TR, an 80 Hammerdin, and working on my Trapsin right now. D2R is just better.
Hey Mr Lama, Just wanted to drop a quick message to say that it's awesome to see you highlighting the PvP changes. Your support for this aspect of the game means a lot to the PvP community. We're all on the same page about the importance of fixing FHR, and having voices like yours in the mix really helps drive the message home. Here's hoping Blizzard takes note and we see these changes in the next patch. Keep up the great content! Cheers, Roh
Light radius should give buffs to AR and/or decrease the targets defense. It could also add a pulse effect to souls, ghosts and the likes (much like pallys auras, but only for a certain kind of monster)
I would love a unique large charm that rolls +1 to a random oskill. That way you can you not only boost your main skill, but you also could get teleport, or a random frost armor for barbarian, or fanaticism for your necro, etc. The charm doesn’t need any other affixes really, though they could throw on one-two random affixes aswell from the standard pool. Obviously a currency tab is definitely required.
You could solve the Problem with the rare item affixes by seperating them for each difficulty mode: in normal mode there could roll does 50 poison damage over 5 seconds etc. but not anymore in nightmare mode.
i know this is not at all popular and im an asshole for suggesting it but teleport has to be nerfed in some way. one idea is to vastly increase its mana cost, make it double or even triple its current costs and have it then reduce with more levels. maybe have telekinesis and mana shield give a %reduced mana cost synergy to further aid sorceresses in its own skill. it might even make energy a useful stat. another idea is to give it an oculus like effect, where on cast it has a % chance to teleport in a random direction. and again make it so it gives little change to sorcs but more of a burden to other classes.
2 things that would make me happy.....the curency tab as mentioned, and a tab like the unique tab in POE that lets u store all your unique/sets without having the needs to do all the muling etc
They could make some new high level portal zones similar to the cow level, made with the cube, even a similar recipe, with wirts leg, portal tome, and maybe a perfect gem, and have a different tileset theme based on the gem used (ruby = river of flame, saphire = crystaline passage, emerald = spider forest, topaz = dry hills, so on..)
Yeah the main thing I would like to see Is a complete Itemization overhaul. Buff the base damage of all bases to help melee and alter all of the uniques that people don't ever use. Make the highest tier uniques be best in slot for certain builds. And add Pure Damage , Crushing Blow, ect as affixes that you can get on rare items so that you could possibly find a best in slot rare weapon for a melee character.
I think instead of making Tyrael's might like Enigma it should be better for a different reason. Give it something absurdly good, enough to make you want to give up teleport. Like 100% faster run speed and +500% ED or something bonkers. Make it a must have melee item. It should be so good that you are willing to forgo teleport.
Tyreals Might: Add 3-4 to All skills/ 100% magic find/ 2 sockets and change the 30 to strength to all attributes. 30-40% cast reduction. Make it useable for everyone.
My own take on the Mind Blast situation: Lower the stun duration absurdly, given it stun duration increase synergy in other skills. If people want that massive stun duration, they'll need to invest points into another skill, and lower their overall power for something else. At level 1, instead of 2 seconds it should be 0.2 seconds. At level 20 instead of 5.8 seconds, 0.58. Give it a decent Damage synergy with Psychic Hammer, and two separate Stun Duration Incrase synergies in both Shadow Warrior and Shadow Clone. Also, increase Mind Blast's base damage at all levels. You want to stun people into oblivion, you should have to put out an actual build. This way, you either create a new build for the Assassin, or your Mind Blast does what it's meant to do: support you. The way it is right now, the duration is too long, and Mind Blast is almost a main skill.
I strongly agree with you on the attributes. Like, sure, with lvl 99 endgame char, many of those things don't matter and could be removed. But, as you pointed out, on an early rare for chars that are only like lvl 20 or 30 or something, a lot of this stuff actually does make a difference and is pretty nice to have. I think getting rid of it would introduce a lot of unneccessary struggling for people who play chars on lower levels, just to make life for chars on high levels slightly more comfortable. Of course there are a few that are pretty obvious, like + [x] to stamina, but you gotta be extremely careful with removing stuff and think a lot about wether or not you might screw someone over if you remove a certain attribute. Like, for example, the half freeze duration. For him it's not a big deal, definitely something that's not useful in literally any situation and can easily be removed. But then, if they're not thinking about all different types of players and chars, then maybe they would actually remove that and this could screw over players like you who actually find it pretty useful and good. I'd say it would probably be best to continue a hands-off approach and just leave the attributes the way they are. Sure, there might be a few little things that could still be slightly improved, but messing around with things at this point would have a very high risk of stuff just getting broken and becoming overall worse than it is now. Better to have a great system and stick with it than trying to go for something absolutely perfectly flawless and ending up with just a huge mess.
I will post something that I commented here, but for example, early chars on lv20-30 will use rune words or just socket runes on helmets/armor etc. I don't think that any sane person would try to find a magic/rare mana per kill gear, instead, they are going to get some piece of gear, like armor/helmet and socket Tir runes there. Same with weapons, Tal + Tal + Tal for example. I think that they either need to buff it or remove altogether. Tho a maybe good fix for affixes is it to not roll on everything, make them more specific to items, like mana/life per kill for example, buff the numbers a little and maybe make it roll only on rings/amulets
So what if instead some affixes only rolled at certain item levels? That way play through can get what they need but end game doesnt get punished with something useless?
Tyraels Might with low level Vigor Aura i always thought would make it viable. Some nice changes in here especially about Maul,would also love to see Revive be reworked to reduce summon cap on them but make them viable as a build themselves(like PD2)
Vigor on TM would be cool, but no one would ever use it over Enigma still. Agree with Llama is definitely needs to give people a reason to use it over the significantly less rare runeword.
They should make a cheap to craft rune word that has teleport charges and % reduced cost to repair. A budget enigma replacement that doesn't give full permanent uptime teleport.
I think that some TC87 should have a slight rework as well as adding +1 Teleport to it might solve the problem. Teleport isn't going away now especially in PvP, and the armor of choice will always be Enigma not only because of Teleport but its other mods are great overall. I also believe that the devs are hesitating to make such changes because it's massive, but I also believe that the enigma of only having Enigma won't be fixed if they don't try to do any drastic moves.
Only sorc needs teleport.. other sources can be removed. Also remove the auras from mercenaries (the ones from items). Put meditation to Act3 merc for those who need it in early game. IF you want conviction etc. team up with a paladin like it used to be. Mercs are very powerful even without the auras. (slow, crushing blow etc.) I'm not a big fan of cross class skills from items. I'm not sure why they added them since early LoD didn't have them.
@@akse the problem is that in PvP you need Teleport or you can't touch the Sorc. It's either rework how teleport works while hostile vs. how teleport works normally. That, or having teleport available in various items so they can mix and match gears. But the current Enigma is still too good even without the +1 Teleport, so there's no way they'll change gears with teleport and still keep using Enigma instead.
i think how you fix mindblast is make it have 3 charges on 15 second cd per recharge. still a useful tool but doesn't lock down completely allowing still good usefulness in pvm
To Tyrael's Might I would add: - Level 12-20 Vigor Aura When Equipped - +3 To All Skills - 10% To Maximum All Resistances Giving it the Vigor aura as an alternative to the movement that teleport offers, 1 more skill than Enigma and 10 to maximum resistances will make it go stronger on the resists department. I would also buff large charms because now they are basically useless. I would add some new attributes to them, like life steal per hit, crushing blow, etc.
I would give to tyreal's might charge as oskill. More useful and faster than vigor aura. Or burst of speed at least, so you can benefit also for attack speed. It would be better than fortitude for melee builds.
my idea for tyrael's has always been scrapping all of the stats on it(barring some -req i guess?), allow it to roll 2-4 sockets and have runewords built in it
My fix for uniques would be allowing Larzuk to open (Max sockets)-1 on uniques, it would open so much new possibilities so much customization you would only have 3 Larzuks, so you would need to be strategic about it, and finally it's not like really GG jewels drop left and right that every unique will overtake all runewords, but at least we would have the chance of getting creative.
As a D2 original first patch player doing insane damage with leap attack was so fun, the fact they nerfed it to the ground pissed me off to no end. I was a WW multi target +leap attack single target build. It was Hella great.
I just think it's incredibly unrealistic to expect (I know most people aren't) any meaningful changes at this point. Maybe when the next nostalgia wave kicks we will ; though, lets be honest, d2r was a hype piece to bring attention back to the Diablo franchise to sell more D4 copies. I would be shocked if more than a handful or two of people are working in the D2 world. I liked hearing that GGG is attempting to fully develop POE1 and a successor at the same time, in a weird way. It'll be interesting to see if that works, and if it does - a lot of developers/companies could see that as an opportunity in the future. FWIW, i can't get into POE, I've tried countless times (still trying), but I follow what they do because they genuinely love the ARPG genre and it shows.
Totally agree with your take on removing certain stats on rare items, some of them are actually useful on playthroughs etc. I think a super awesome solution would be to have another farmable material in the game, and this should be as rare as maybe a mal rune give or take. So this would affect mostly the end-game, not playthroughs typically. This new component would allow you to reroll 1 stat on any items (except runewords). For uniques and set items it only rerolls the amount, not the stat itself. For magical and rares it rerolls the stat entirely (can become the same though). You can only reroll any item 1 time. I know its a weird method, but you could implement a system to choose which stat to reroll, by putting in a tome with identifying scrolls equal to the stat index from the top. So a book with 4 charges -> stat 4 from the top. (prolly other better solutions). So this item would be quite valuable because youd want to reroll a lot of different items to chase that perfect items on already good items, but with unlucky mods. Also theres no risk of it bricking like in PD2 for example - though that is also a super fun system imo.
I'd say for tyrael's, either turn it into a sick nasty socket/melee chest or turn it into a caster chest. don't do skills + sockets. it can have teleport on either one.
give tyrials might sacred shield and make it eth and change the dmg to demons just bonus dmg instead. i think it could take the fortitude niche over rather then the enigma fairly easy
Lots of decent ideas from him! Check out his video here: ua-cam.com/video/lr058l-q2D4/v-deo.html&ab_channel=Coooley
LMAO! Imagine if there was a 4th Difficulty or [x] check box -- that you can only access with a Standard of heroes that reduces the light radius whenever you want. It gives you x2 your MF modifier. How about that? xD
I think life and mana leech needs a buff i struggle with melee builds :( , also i play on console now and using a controller it has skill tab menu next to skills. There needs to be a skill tab to get to the save and exit menu faster :( if your in a sticky situation and you need a quicker exit like pc has press esc and click save and exit your out. On console you have to press start RB RB RB and dead 😂
I agree with enigma being nerfed a bit. Remove magic find from it, so there is a reason to wear another armor when you grind for items. It is still pretty insane with that change.
Since you did PvP with Coooley can you also do a challenging playthrough with him?
his ideas are too old for Blizzard. these should be the up to date changes D2R needs.
1. D2R needs a cash shop
2. A paid season pass
3. An open world to connect all the Acts together
4. Needs side quest dungeons (Rescue hostages, pick up stones and place them in pedestals)
5. Limit trading to only rares
6. 3s teleport animation
7. 1 in 2,000,000 chance to get a Lo or higher rune.
8. Reduce the effectiveness of All resistance by a factor of 85%
these are modern mechanics that will infuse D2R with a new lease of excitement
I always thought Tyrael's Might should have curse immunity, would be really unique and fits the theme.
Although cool. Shrines and curses are the same class of buff. Curse reduction also impacts shrine duration.
@mb824 if we had the technology to put a man on the moon in 1969, I think we should be able today to get the game to tell the difference between an xp shrine and amp dmg. If not we can yank Elon Musk at gunpoint, I bet he has the resources to make that happen. Rather he use his "big brain" power on something useful than making whatever wank he's normally making.
@@raven_of_zoso455 The last time I heard is that we somehow "lost" that technology and can't recreate it to try sending men on the moon. Besides that, the devs may try by reclassifying shrine buffs and curses into separate entities but I think they can't do that without breaking anything. In short, they can but that'll take time and serious amounts of test.
@@raven_of_zoso455 Musk is an idiot. Don't let him anywhere near D2R. :)
@@abunjaIve heared that too but its less interesting than it sounds
Its just that the old tech is outdated and developing new tech would be super expensive its not worth the investment to get back to the moon for no important reason at all we could get the knowledge back in a few months or something like that its not lost in that sense
also i dont think changing the shrine/curse thing would turn into game breaking bugs or even any problems at all however its more than a few lines of Code just too much work for a niche Problem if they put that much work into d2r they could do so much more imo
To be fair, I lost my mind a long time ago... But still...
GG DUDE!
don't worry, I am still waiting for my mind to show up
Blame it on Mindblast.
a simple solution to your disagreement regarding the useless affix list is to start removing them from a certain ilvl, so early game items can still have mana per kill and stuff
That makes a lot of sense to me
Yea. You could trim off a lot of affixes but only at the highest range of item levels so that the drops are unchanged for basically all of a normal playthrough but substantially better around tc87 areas and terror zones. That allows you to be even more aggressive with what affixes you remove since it’d be limited to the postgame.
Don't fugg with my Mana Per Kill.
MAEK is good in the endgame too.
@@Amoeby on which builds?
Happy to see the OGs put their attention back on the greatest game ever made instead of Diablo brought to you by the developers of candy crush
haha seeing MrLlama getting wet over a d2r currency tab was hilarious! 😅
Tyraels Might should give you like a 15-20 might aura, 2 to all skills, faster runwalk and some additional ED ontop of everything it already has.
That suffix is already available in PD2 already 8-10 Might aura and + skill
Lol only a noob would want a game to be easier
@@andreswithplants9594 I mean, just play sorc and the game is easy as can be with free teleport.
Im probably never going to see a tyraels might drop in my lifetime. Id just like to see more options for melee characters. And especially considering how rare it is in the first place, its not like you are going to see people running around with these all over the place.
this show why dev should remove enigma from game soo you do not need to buff other armor be at the lv of enigma
Ohhh the irony
@@andreswithplants9594
All I'm asking for is to finally fix the dang screen glitch after defeating shenk! 😂
"Giving it two sockets would make it godly"... Tyrael's Might SHOULD be godly though...
I'd like to see Enigma lose its +2 all skills, that would still allow players to get their teleport on a pretty good armor, but they would have to take some amount of trade off.
Similarly I'd like to see debuffs to the other super powerful runewords.
About Light Radius; that was the biggest thing that I miss about playing Diablo 2, before Resurrected. Light radius was kind of important in certain areas, and that stopped mattering when everything was just visible. Some people have this idea that it was a worthless affix for an outdated system, but it was part of the *style* of Diablo. It was a very dark game, it was meant to be "horror". Not necessarily jumpscare scary (although 10 year old me certainly felt that way), but that sense of unease not knowing exactly what you were dealing with until it was on you. It was also a factor of old rpgs which had the idea of sight being a very important factor in what you could do, i.e. you have to target something with a spell, and if it's not visible, you simply can't. Certain spells became more useful for other reasons; I used to use Frost Nova because it let me see further in the dark.
It was a very cool system, and I desperately want that back.
This is an insightful point. That specific part of the horror aspect just isn't there anymore. Part of it is that gamers are so desensitised, even younger ones. However there is a distinction between narrative and visual horror versus 'game mechanical' horror and the latter just has not been developed at all since D2 (poss D1)
that tiny bit of envy flashing through at the end about the Jeweler's Helm is so wholesome, thanks for the vid llama
That stash tab and a tab for holding 1 of every unique ( like you can get in PoE ) is something the game should have had right from the start.
When you play classic you are happy with the small stash :)
@@akse I mostly wish i could keep 1 of every unique and set item, even if i will never use it.
Atma’a Scarab and the Cats Eye would be so much better if they had +1 to all skills on them..
Would love to have expanded charm only section in inventory. This would allow for player to more efficiently pick up rare items (especially on console) and ID them more efficiently allowing for more GG items to be found. Also, loot filter and gem/rune tab would be so awesome
Imo just get rid of the Charms.. it's quite boring concept.. especially since you have to sacrifice bag space to use them.. who wears charms in their backpack? I would think it would hang somewhere in your gear or something to function.
Maybe keep a couple of slots (dedicated) for the uniques and few extra for some skill charms. No need to fill whole inventory with them.
Wow the algorithm wanted me to watch this *immediately*. It says it has "no views" and so far only the 360p version has finished transcoding.
I would love to see a loot filter, currency stash tab, stackable currency, shared stash for non-expansion mode, /f l command so I can see the name of games my friends are in, like in the old d2 launcher, solo self-found ladder. with all this the game is perfect.
SSF Ladder would get me to play ladder again
I'd also like to see /players command in ladder. Playing as a solo and trying to find people to magic find with or level with is really difficult. But I still like the community aspect of D2 ladder.
So to do a compromise between Llama and Coooley would be some of the Mods would stay on Early to Mid Game Rares, and then drop off after a certain Item Level or Level Requirement. This way things like Life/Mana Per Kill, Added Elemental Damage (Added Cold in the early game is huge.), and Half Freeze Duration which are very useful until a person begins to gain better/End Game gear can stay around for a worthwhile use and then taper off of Rares as one progresses.
Organized stash tab is useful. An inventory space for active charms might be too. I like the original design for the characters/items though
If Tyrael's Might got 4oS and +2 skills and +1 teleport it would still be rarer then Enigma and i say that new op armor is welcome and good for all.
Some cool ideas but I think changing too much would end up making the game like every other game out there. Just homogeneous. Tyrael's Might, the rarest item in the game should be badass though. Changes like druids being able to summon all their summon types are good. IDK, I think if done well it could still keep the feel and love of the game without making it like every other game: Same power different spell.
Really the ONLY thing I'm asking for is an extra tab or 2. Maybe just 1 tab for gems/runes that stack to even something like 5.
I would love if plague could be made in a helm or at least a polearm / spear for the act two merc
Mana after each kill - its actually not bad at all in the early/mid game.
I know, I thought that was a weird knock too. I always use that on sorcs. I usually use Tir runes though
Also isn't that the only regen that processes from spells?
its what keeps my javazon from chugging mana potions like the military drinks beer
Great stat for javazons
@@user-bi1yw1du7q Yea, I even socketed by occulus on a nova sorc with an MF/all res/mana after kill rare jewel - was great!
The "trash" mods are bad because they still appear at late levels where their value isn't appreciated. If possible, they can make these affixes only appear until to a certain ilvl and stops beyond that.
I second that. Baal dropping a grand charm of craftmanship can be disappointing.
Make more elite items drop in higher zones too. Tired of players 7 baal dropping normal andarial loot. Atleast be exceptional at that point
For affix pruning, wouldn't it make more sense to just make the lower and lower chance as the item level increases?
Wow your Light Radius comment ( 5:50 ) was an incredible left-field idea to improve the game!
It'd be cool if there was an in-game event to trigger near-total darkness!
Half Freeze Duration should be stackable to allow 2 items for full Cannot Be Frozen.
love the idea of stacking half freeze duration
Crazy idea but how about a arena type deal or server with separate balance specifically for pvp?
One change I'd like to see that I'm surprised they haven't done yet, show us the variation that an item can roll. I've found a few items and decided to look up their stats, only to find out they rolled perfectly. Would be nice to see it in game so you know right away.
Hold down ALT to see ranges would be a godsend.
That would make it more like D4, which is bad. Keep the item stats clean.
@@coffeebeangood1538 Being able to see the affix ranges has existed in a D2 mod, D3, and PoE _long_ before D4. Your argument is fallacious.
Speaking of junk mods, I've been thinking about half freeze duration since legacy LoD. If it stacked linearly (i.e. two of them granted cbf) it would spice things up IMO and rares with it would perhaps be sought after. Of course Cham (or raven, trang belt, upped death sash etc.) would still pertain their value as the alternative cbf sources.
We need a season that reverts the game to 1.08, is what I'd want.
Take away all of the crazy rune words and make uniques valuable again.
The best part...no synergies and monsters have those weenie resists.
Just give us a classic season.
That does sound fun but I think it is more of a novelty. Something that would be fun to experience again, but I don’t think it’s preferable over the current game long term. Runewords are pretty cool.
@rumham7631
A season isn't long-term, though, and this last season was absolutely dead by Saturday night of opening weekend.
Rune words are fun, yes, but they also destroyed the game balance, if we are being honest.
1.08 would allow an entire season of incredible build diversity and trying to find items that have long since been considered so worthless that they're not even worth the effort to pick up to drop in a newbie/free game.
Tyrael's Might: +3 all skills, +1 to Charge, 100% to cast level 50 chain lightning on attack. Ok, maybe not that last one.
100% chance to cast FOH would be more fitting :D
My problem with enigma isn't Teleport. It would be fine if Enigma was "only" the teleport-armor. But Enigma is (besides resistances) the best armor overall. Great sustain, + skills, faster run/walk, magicfind, damage reduction. It just got too much.
I disagree. An armor having too much going for it is far less an issue than the armor being absolutely necessary to keep up due to the reliance on Teleport in the game. I don't mind a high cost armor being super good, but there are so many other things that could be done with runes in the Jah/Ber range, yet unless you have Enigma there is no reason outside of wanting to exclusively play Sorceress where you should ever consider doing anything else with them solely because of the +Teleport. I feel like the game would benefit far more from creating a mid or even low level Teleport runeword than it would from nerfing Enigma's stats, since that would not only solve the issue of NEEDING Enigma, but would also make it far more viable to start early ladders with different classes other than Sorceress.
When I was a wee newblet back in 2001 I loved getting blue gear (percent chance to cast nova etc)
That tab at the beginning would be such a quality of life!!!!
I'd love to be able to scale down portions of the UI, namely the potion bar while it's expanded.
I like that light radius idea llama presented. It reminds me of the first diablo where it was hard to see the surrounding area until you got a wider light radius.
For light radius, maybe as a buff for holy shield. It would be like a secret buff.
Tyraels might maybe add an aura since it’s the armor of tyrael. Maybe level 10 conviction aura and +2 all skills.
One potentially game ruining idea I had was the idea that Tyreal's could spawn with 3-4 sockets, and have runewords built into it, effectively acting as a super base. Sure, it'd 100% be the most absurdly overpowered thing in the entire bloody game, but if it's the equivalent of literally winning a real life jackpot, why not?
Tyrael's Might changes: +4 to all skills, +1 to teleport. Could even add like a lv 10 to Prayer aura when equipped
This but maybe an actual Might aura!
hey Llama. just wanted to say, appreciate you man. D2(R) forever!
I think for charges of skills on items, it should be only for certain skills that either buff the player/party, summons perhaps, or teleport
That stash tab at the 2 min mark... I would pay money for that!
What’s funny is almost immediately after the Patch From Hell, I picked up D2R not realizing it was out for awhile. Now I have a Druid and Javazon farming hell with pretty great gear for offline game including ethereal TR, an 80 Hammerdin, and working on my Trapsin right now.
D2R is just better.
Love the overlap before you ran what Coooley had to say :)
we could also really use an unique infinite quiver for arrows and bolts
@MrllamaSC In the currency tab, one more thing missing... a place for Wirt's Leg... and let us be able to collect more than one at a time. OMG
Hey Mr Lama,
Just wanted to drop a quick message to say that it's awesome to see you highlighting the PvP changes. Your support for this aspect of the game means a lot to the PvP community.
We're all on the same page about the importance of fixing FHR, and having voices like yours in the mix really helps drive the message home. Here's hoping Blizzard takes note and we see these changes in the next patch. Keep up the great content!
Cheers,
Roh
Light radius should give buffs to AR and/or decrease the targets defense.
It could also add a pulse effect to souls, ghosts and the likes (much like pallys auras, but only for a certain kind of monster)
very interesting idea
The key to making people like light radius, is to make it your gold and item pickup radius too.
"I would do so many things for a tab like that".
Go on...
I would love a unique large charm that rolls +1 to a random oskill. That way you can you not only boost your main skill, but you also could get teleport, or a random frost armor for barbarian, or fanaticism for your necro, etc. The charm doesn’t need any other affixes really, though they could throw on one-two random affixes aswell from the standard pool.
Obviously a currency tab is definitely required.
2 to all skills teleport and the chance for 1 to 4 sockets depending on roll for tyraels might
Rarest item in the game should be the best for some things. Period.
Give it +5 skills.
Barb: add +% block chance per lvl to weapon passive if dual wielding? :)
For T. MIGHT I say go crazy. Add teleport and 6!! Sockets. Make it the only armor in the game with that!
You could solve the Problem with the rare item affixes by seperating them for each difficulty mode: in normal mode there could roll does 50 poison damage over 5 seconds etc. but not anymore in nightmare mode.
how about quickcast suddenly stopping if hovering your mouse cursor over a clickable object. why hasn't this been fixed?
i know this is not at all popular and im an asshole for suggesting it but teleport has to be nerfed in some way.
one idea is to vastly increase its mana cost, make it double or even triple its current costs and have it then reduce with more levels. maybe have telekinesis and mana shield give a %reduced mana cost synergy to further aid sorceresses in its own skill. it might even make energy a useful stat.
another idea is to give it an oculus like effect, where on cast it has a % chance to teleport in a random direction. and again make it so it gives little change to sorcs but more of a burden to other classes.
it is kind of silly that pvp just Looks Like That, like it's just not good game design
2:31 that idea for tabs is great, and poe already use it
Tyrael's might, +2 to all skills, +1 to teleport, 20% fcr, boom.
I would love 100% run walk speed +3 skills
2 things that would make me happy.....the curency tab as mentioned, and a tab like the unique tab in POE that lets u store all your unique/sets without having the needs to do all the muling etc
They could make some new high level portal zones similar to the cow level, made with the cube, even a similar recipe, with wirts leg, portal tome, and maybe a perfect gem, and have a different tileset theme based on the gem used (ruby = river of flame, saphire = crystaline passage, emerald = spider forest, topaz = dry hills, so on..)
affix suffix show up based on item lvl, so you could have some not showing up on very high lvl ones.
Keep them for low lvl gear like you mention.
+2 skills on Tyrael, and 3 teleport charges that Regenerate every 3 seconds
2OS as well .
loot filter is on top of my list, followed by a currency tab
Yeah the main thing I would like to see Is a complete Itemization overhaul. Buff the base damage of all bases to help melee and alter all of the uniques that people don't ever use. Make the highest tier uniques be best in slot for certain builds. And add Pure Damage , Crushing Blow, ect as affixes that you can get on rare items so that you could possibly find a best in slot rare weapon for a melee character.
God, that currency tab is beautiful...
I think instead of making Tyrael's might like Enigma it should be better for a different reason. Give it something absurdly good, enough to make you want to give up teleport. Like 100% faster run speed and +500% ED or something bonkers. Make it a must have melee item. It should be so good that you are willing to forgo teleport.
Teleport will still conquer in the end
@@d33dzzor you just need a staff on switch for teleport...
@JosephMagicFlower there you got your buff
Tyreals Might: Add 3-4 to All skills/ 100% magic find/ 2 sockets and change the 30 to strength to all attributes. 30-40% cast reduction. Make it useable for everyone.
My own take on the Mind Blast situation: Lower the stun duration absurdly, given it stun duration increase synergy in other skills. If people want that massive stun duration, they'll need to invest points into another skill, and lower their overall power for something else. At level 1, instead of 2 seconds it should be 0.2 seconds. At level 20 instead of 5.8 seconds, 0.58. Give it a decent Damage synergy with Psychic Hammer, and two separate Stun Duration Incrase synergies in both Shadow Warrior and Shadow Clone. Also, increase Mind Blast's base damage at all levels. You want to stun people into oblivion, you should have to put out an actual build.
This way, you either create a new build for the Assassin, or your Mind Blast does what it's meant to do: support you. The way it is right now, the duration is too long, and Mind Blast is almost a main skill.
That currency tab is the greatest thing I’ve ever seen
I strongly agree with you on the attributes. Like, sure, with lvl 99 endgame char, many of those things don't matter and could be removed. But, as you pointed out, on an early rare for chars that are only like lvl 20 or 30 or something, a lot of this stuff actually does make a difference and is pretty nice to have. I think getting rid of it would introduce a lot of unneccessary struggling for people who play chars on lower levels, just to make life for chars on high levels slightly more comfortable. Of course there are a few that are pretty obvious, like + [x] to stamina, but you gotta be extremely careful with removing stuff and think a lot about wether or not you might screw someone over if you remove a certain attribute. Like, for example, the half freeze duration. For him it's not a big deal, definitely something that's not useful in literally any situation and can easily be removed. But then, if they're not thinking about all different types of players and chars, then maybe they would actually remove that and this could screw over players like you who actually find it pretty useful and good. I'd say it would probably be best to continue a hands-off approach and just leave the attributes the way they are. Sure, there might be a few little things that could still be slightly improved, but messing around with things at this point would have a very high risk of stuff just getting broken and becoming overall worse than it is now. Better to have a great system and stick with it than trying to go for something absolutely perfectly flawless and ending up with just a huge mess.
I will post something that I commented here, but for example, early chars on lv20-30 will use rune words or just socket runes on helmets/armor etc. I don't think that any sane person would try to find a magic/rare mana per kill gear, instead, they are going to get some piece of gear, like armor/helmet and socket Tir runes there. Same with weapons, Tal + Tal + Tal for example. I think that they either need to buff it or remove altogether. Tho a maybe good fix for affixes is it to not roll on everything, make them more specific to items, like mana/life per kill for example, buff the numbers a little and maybe make it roll only on rings/amulets
So what if instead some affixes only rolled at certain item levels? That way play through can get what they need but end game doesnt get punished with something useless?
Tyraels Might with low level Vigor Aura i always thought would make it viable. Some nice changes in here especially about Maul,would also love to see Revive be reworked to reduce summon cap on them but make them viable as a build themselves(like PD2)
Vigor on TM would be cool, but no one would ever use it over Enigma still. Agree with Llama is definitely needs to give people a reason to use it over the significantly less rare runeword.
They should make a cheap to craft rune word that has teleport charges and % reduced cost to repair. A budget enigma replacement that doesn't give full permanent uptime teleport.
Add a cube to that tab…..also make it when you add to the cube and transmute it automatically places the next gem/rune into its spot…. Perfect 👌🏼
Ss druid always been one of my favorite builds of all even without teleport. If they add it while in wolf and bear forms ill shit bricks 🎉
I think that some TC87 should have a slight rework as well as adding +1 Teleport to it might solve the problem. Teleport isn't going away now especially in PvP, and the armor of choice will always be Enigma not only because of Teleport but its other mods are great overall. I also believe that the devs are hesitating to make such changes because it's massive, but I also believe that the enigma of only having Enigma won't be fixed if they don't try to do any drastic moves.
Only sorc needs teleport.. other sources can be removed. Also remove the auras from mercenaries (the ones from items). Put meditation to Act3 merc for those who need it in early game.
IF you want conviction etc. team up with a paladin like it used to be.
Mercs are very powerful even without the auras. (slow, crushing blow etc.)
I'm not a big fan of cross class skills from items. I'm not sure why they added them since early LoD didn't have them.
@@akse the problem is that in PvP you need Teleport or you can't touch the Sorc. It's either rework how teleport works while hostile vs. how teleport works normally. That, or having teleport available in various items so they can mix and match gears. But the current Enigma is still too good even without the +1 Teleport, so there's no way they'll change gears with teleport and still keep using Enigma instead.
Id like for most if not all procs on hits to scale with character level.
05:35 what mod is Llama talking about? I want to see it.
Why dont you use the d2 music for intro?
Woah, a Tulsa Drillers shirt? Had no idea Llama and I live in the same relative area. 405 represent!
he forgot BRING BACK PIERCING GUIDED ARROWS!!!!
Make elemental dmg charms work on spells too! And fix how poison works, make it stack somehow so they dont override each other.
Two legends
i think how you fix mindblast is make it have 3 charges on 15 second cd per recharge. still a useful tool but doesn't lock down completely allowing still good usefulness in pvm
To Tyrael's Might I would add:
- Level 12-20 Vigor Aura When Equipped
- +3 To All Skills
- 10% To Maximum All Resistances
Giving it the Vigor aura as an alternative to the movement that teleport offers, 1 more skill than Enigma and 10 to maximum resistances will make it go stronger on the resists department.
I would also buff large charms because now they are basically useless. I would add some new attributes to them, like life steal per hit, crushing blow, etc.
I would give to tyreal's might charge as oskill. More useful and faster than vigor aura. Or burst of speed at least, so you can benefit also for attack speed. It would be better than fortitude for melee builds.
my idea for tyrael's has always been scrapping all of the stats on it(barring some -req i guess?), allow it to roll 2-4 sockets and have runewords built in it
So people will make enigma on a tyreal's... they have adjust tyreal to make people use it in the place of enigma
Link to that darkness mod video?
The stash tab with stackable runes would be reason enough for me to come back to the game, despite of currently trying to clean up my backlog a bit.
My fix for uniques would be allowing Larzuk to open (Max sockets)-1 on uniques, it would open so much new possibilities so much customization you would only have 3 Larzuks, so you would need to be strategic about it, and finally it's not like really GG jewels drop left and right that every unique will overtake all runewords, but at least we would have the chance of getting creative.
As a D2 original first patch player doing insane damage with leap attack was so fun, the fact they nerfed it to the ground pissed me off to no end.
I was a WW multi target +leap attack single target build. It was Hella great.
Can we have chamce on hit and use d4 lucky hit
I just think it's incredibly unrealistic to expect (I know most people aren't) any meaningful changes at this point. Maybe when the next nostalgia wave kicks we will ; though, lets be honest, d2r was a hype piece to bring attention back to the Diablo franchise to sell more D4 copies.
I would be shocked if more than a handful or two of people are working in the D2 world.
I liked hearing that GGG is attempting to fully develop POE1 and a successor at the same time, in a weird way. It'll be interesting to see if that works, and if it does - a lot of developers/companies could see that as an opportunity in the future. FWIW, i can't get into POE, I've tried countless times (still trying), but I follow what they do because they genuinely love the ARPG genre and it shows.
Tyrael’s might with 1 to teleport and maybe a cleansing aura
Totally agree with your take on removing certain stats on rare items, some of them are actually useful on playthroughs etc.
I think a super awesome solution would be to have another farmable material in the game, and this should be as rare as maybe a mal rune give or take.
So this would affect mostly the end-game, not playthroughs typically.
This new component would allow you to reroll 1 stat on any items (except runewords).
For uniques and set items it only rerolls the amount, not the stat itself.
For magical and rares it rerolls the stat entirely (can become the same though).
You can only reroll any item 1 time.
I know its a weird method, but you could implement a system to choose which stat to reroll, by putting in a tome with identifying scrolls equal to the stat index from the top.
So a book with 4 charges -> stat 4 from the top. (prolly other better solutions).
So this item would be quite valuable because youd want to reroll a lot of different items to chase that perfect items on already good items, but with unlucky mods.
Also theres no risk of it bricking like in PD2 for example - though that is also a super fun system imo.
Would like to get such a tab in the game, indeed. One for uniques, too. LOL
6:49 there ya go. Zoom distance will be the new affix for d4. 2 birds 1 stone
They should open every type of armor, gloves etc. for crafting recipes. Imagine a blood barb helm with +2 to frenzy or blood bow with 350+ ed.
I'd say for tyrael's, either turn it into a sick nasty socket/melee chest or turn it into a caster chest. don't do skills + sockets. it can have teleport on either one.
HAHAHA Llama droolin over that tab frfr saaaame
give tyrials might sacred shield and make it eth and change the dmg to demons just bonus dmg instead. i think it could take the fortitude niche over rather then the enigma fairly easy