I would add 2 more 1. Remove the need to exit and reset dungeons to farm uber bosses. I feel stupid farming 30 Varshans back to back, just to get his stupid eggs. 1 shot Varshan -> exit -> reset -> run -> repeat x30. Somewhere around 10th kill, as you run to the boss, you start thinking "what am I doing with my life?", after that I just don't want to play anymore. 2. Get rid of the x4 uber boss bonus from party, being able to kill bosses faster and easier is enough incentive to play in party. Right now I feel like I have to do it in party, doing it solo is stupid. Currently there is no fun doing bosses in party, you just get annoyed if someone is slow, or you just find scammers who leave on their turn to use boss materials, on top of the stupid system that you have to add them as a friend first.
Them changing either of these would drastically reduce their stats of average session length, monthly active users, and retention. Although it would make the game alot more fun for us they have made it obvious that they do not want us to have fun with diablo starting from what was it like 1 month into the game release they nerfd everything unplayable.
Hi Raxx, I think they could make the tempering system more refined by categorizing similar skills / damages together. For example Druid: 1. Wind Shear Manual - everything related to Wind Shear skill 2. Pulverize Manual - everything related to Pulverize skill 3. Melee Damage Manual - everything is about Damage vs Melee ... and so on. By doing so, you can actually feel less painful when you bricked an item because the tempering outcome will still somehow fit into your build.
sounds pretty good to me, some categories already work like that for example the crit dmg roll on rogues comes with marksman crit and marksman dmg which is also fine but then you have 2 rain of arrows dmg rolls in that group which are bricks
@@eLguLonly problem with that is they add crit to marksman, but I'm building TB. Or they have vulnerable with cutthroat and anything but vuln is a brick. They should have vulnerable, overpower, and crit on a generic manual. That way even if you get the wrong one for your build on a 2 or 3 GA item, you can at least think about using it. As it is now rolling for vulnerable on rogue is brick city.
@@himay333 Bingo, I've bricked so many bows by not getting Vulnerable damage, that I'm done with the season. I did a pit 100, I did a 100% free seasonal, I killed all the bosses on tormented. I had a lot of fun with the new game, but it's been so frustrating with the tempering that I hope they make a fix for the next season...
Number one issue I have with tempering is that I can reroll the same shitty stat 5 times in a row. They need to make it so that if I reject something twice, doesn't roll again. It's so soul crushing.
@@TheDravic We can have different crafting methods but they need to be an improvement or as good as the other option. This is not the case with tempering. It's worse. I'd prefer it if you had the choice to keep a tempering affix. On some items I have temepering tries left I'd never use, even though I got low rolls. It's just not worth it - the risk of making your item completly useless is too high.
As you mentioned, the reason certain affixes are so rare in enchanting is because there's always highly weighted affixes like hp/primary stat/armor sucking up most of the available reroll slots - which makes it really hard to get desirable skill mods outside of natural drops. Three options worked in Diablo 3 because the pool of options was fairly small when split between primary/secondary. Diablo 4 has a larger pool so it should have more options. The best idea for "fixing" uniques seems to be just giving them one (or two if really ambitious) pre-defined tempering slots - of course this requires re-addressng them all. Make some of these slots things that either don't exist in manuals or normally aren't possible in that slot. A simple idea would be to take damage/defense modifiers out of the unique effect and put in the temper slot. The unique instantly becomes better because you can now upgrade the "old effect" through masterworking.
I was also thinking categories, but for instance divide in a common and rare category where 2 of your options would come from common and 1 from rare. This is assuming there are also still more options in the rare category than in common so getting a rare is still harder, but not near impossible like it is now. And of course don't have options in the rare category still have a 10 times higher weight than other options because then we be right back where we started.
For tempering there are two solutions I would accept. First is simply Infinite tempers after the five, BUT they will only roll with minimum values. For the high end ppl its still a brick if your looking to min max, but at least it's usable in a build where it otherwise might not be. The second option is something I think should be added regardless. Give us a way of target farming our gear like prophesies from LE ie; if you do this you will get a legendary drop of a specified slot(helm, gloves, 2H axe etc.) with a higher but not guaranteed chance of at least 1 GA. That way we at least we have the illusion of having some agency over when we will get another of the 3GA we just bricked. One last note give the goblins treasure bags permanently, they don't appear as often anyway w/o the event and they are trash without.
I agree Mythic Uniques need to stand out more. The way to tell you got one, is to have the names of all of them memorized, I guess? I certainly don’t. They should have a different color beam and in inventory.
Yea. I was running around plenty with a brand new player lately and he needs one for his build. We did a ton of Duriel and Andariel and he kept saying that he just didn’t find any. I guess he just plainly sold other Ubers at the vendor, not knowing what they were, instead of salvaging for a spark or keeping for a potential alt.
@@DonZaliaz then uniques are always best in slot for multiple slots in every build and the legendaries become completely redundant auto salvage. Good idea. Wow. Much design.
@@TheDraviccause they're UNIQUE im not farming for legendaries im.farming for UBERs.. they need to find a balance cause there is like 4-5 uniques that r worth using and they're all UBERs... Aspects r more useful then uniques and i just think that's boring af... When a unique drops i dont even care about it and that sucks. Barely even get excited about an uber.
1) Removal of disparate rewards when doing put with friend. Just make it so all parties must pay to enter. 2) Increase level of bosses so all of them drop 925 gear. 3) Armory feature added to save load outs. 4) Smoothing out tempering. Rework recipes so some aren’t 3 while others are 5. Necro is significantly easier for example than rogue. 5) Significantly buff the Druid class.
Druid just needs to be deleted. There's no point in trying to play it. You want to play big hit melee roll a barb, pets play a necro, elemental play a mage, and quick hits play a rogue. A Druid like this is only viable in MMORPGs, not in ARPGs. Delete the Druid, bring in an Amazon, Witch and Paladin. Something unique and the ability to be strong. Not some crappy lowball Teddy bear.
6. ppl who put more baneful hearts should get greater rewards 7. the higher the pit you go the higher the chances to get double or triple greater affix items overall loot sucks, everything i find is trash, lacking uniques and set items, what about runewords? how about unique jewels to socket into our items instead of gems? gems should only be some form of resource for crafting in end game. also they should add a super rare unique scattered prism which can add another socket into an item
Great Job Raxx. As usual. I like that you try to find some way... For me: 1. Armory (loadouts) is huge huge huge need 2. Tempering refactoring - easy fast solution: ability to reset whole tempering and during tempering process do not offer previous affix. 3. Enchanting refactoring - as you said, some affixes are quite impossible to roll 4. "Sell All" button It is all. For now.
A small thing, but I'd also like some new colors for drops, so that temper manuals, goblin treasure bags, paragon glyphs, etc. don't just look like another random item that I'd skip picking up.
Primal ancients has a crazy unique halo indicator on them. The new unique indicator is a slightly different shade of the legendary. Who thought that was a good idea??
These are all great suggestions Raxx. You never ask for ridiculous wants and always keep in mind what's viable and realistic ideas to implement. Something needs to be done with tempering, but it's hard to nail down exactly what would fix it. It never feels good gambling with BIS items. It's not as stressful as when you're leveling and you get bad stats, but a big source of anxiety when you're gambling with 2 and 3 greater affix items. Some stats _absolutely_ have a lower chance to roll and I've bricked dozens of potential BIS items with this poorly thought out system. Half the time you feel like just rolling general damage and defense to avoid destroying an item. I lost a 3* piece on my Bash/Thorns barb because it would only roll damage at a distance or low end damage. I didn't even get to the second temper. Then with class balance it's more they need to balance _within_ a class. They need to go through the abilities and find out _why_ there's so many that no one uses. Many of them have no legendary affix or the one they have is useless compared to others. The gap between the best builds and the worst should be 150-200%, not the 700-800% that we're currently seeing. With uniques it's not just the lack of tempering, but the raw stats on them is so weak compared to what you see on normal legendaries. This just makes it's unique ability even less valuable so people only use them if a build absolutely *_requires_* it. An uber unique should never be a downgrade but I had a shako drop for my minion necro from a basic pit run, then I realized necros don't cast any skills and all your points are in secondary abilities. We've come a long way since launch but there's still a lot of work to be done to "fix" Diablo 4. At least it feels like it's worth playing past the first week of a new season.
An idea I have for Enchanting (re-rolling): Add a very extremely low chance of critical hit when rerolling, in which case all possible affixes appear for you to choose. The chance increases slightly along with the gold you’ve spent on that item. Basically a guarantee after enough gold was poured into one single item.
I agree with all of these. But I'd like to see some QoL updates for the game. 1) - *Give us an extra action bar for elixirs and incenses.* Too many times, I either forget to use them, or if I'm in the middle of some activity and the elixir drops off, I have to open my inventory, click on the consumables tab, and mouse over the elixirs to find the one you wanna use. Wouldn't it be easier to have a small 4 slot action bar somewhere on the screen just for quick access to your consumables? 2) - *We need a better way to start NMD's.* I'm in the process of levelling my Glyphs, so I want to do as many NMD's in the shortest amount of time possible. The system we have now sucks big time. I have to open my inventory, click on the consumables tab, right click the Sigil I want to use, then press tab to open map, click on the dungeon to teleport there. Once I'm done with the NMD, I can do 1 of 3 things. Either I click on the next Sigil I want to run while I'm in the previous NMD, which will TP me outside to the entrance of the NMD I just completed which I then have to open my map and manually look for the new NMD, or I TP back to town, open my inventory, click on the consumables tab, use the next Sigil, open map, click the NMD icon and TP directly into it, or, I exit the previous NMD from the wheel, select the next Sigil, open map and click on the new NMD to be TP'ed there. Whichever option you chose, you have to go through 2 loading screen and a bunch of busy work in between. There's got to be a better way to do this. Loading screens in this game can take ages and this just ruins the flow. Why can't I just click on the new Sigil and be teleported there without 1) TP'ing me out of the NMD I just completed and 2) without the need to open my map and click on the damn icon? I just don't get it. 3) - *We desperately need a overlay map.* Having to stop my gameplay completely to quickly look at the map is stupid. I don't understand why this can't be done. I've read that some random player made an overlay map like PoE or LE, but I wasn't sure on how to install it. But they really need to add this function. 4) - *Add the name of the legendary power imprinted on your gear.* There are a lot of aspects, all with different names and it can get quite laborious at times. If I'm replacing a piece of gear, and I want to imprint my new item with the same legendary power as the item being replaced, I have to mouse over every aspect with the ! and then look at my equipment to see which gear slot is highlighted. 5) - *We need loot filters.* Do I need to elaborate more on this? I don't think so. Also, there's no point in picking up blues at all, but how many of us click on them by mistake? I have, many times. 6) - *Towns need to be more practical than realistic.* I don't care about a realistic town. But what I do care is the armor/weap vendor being in a completely different area than the blacksmith and the oracle somewhere else in the town and the alchemist in another corner of the town. Why? When I go to town to empty my bags, I want to vendor some, salvage others that I still need the legendary powers or xmog, I need to craft some gems if I get an upgrade which in certain towns I have to fucking run around the whole town just to do 1 thing. It's dumb. Yes, some towns are great like that, but when I press T I get ported to towns with shitty layouts like that and I get presented with 2 choices: either I suck it up and run around like a fool, or I port to another town having to possibly endure a lengthy loading screen. 7) - *Let us chose a home.* - Nothing fancy. I don't want a house and play sims. I want something like WoW, where you talk to the innkeeper and you designate your hearthstone to that town. We could have the same in D4. Talk to some innkeeper in a town to designate that town as our home so that when we press T, we always port home.
Extra Bars for Elixir/Incense already exist, put your Elixir/incense on your emote wheel, keybind the emotewheel slots you put Elixir/Incense on, congratz now you can press one button to use them, it´s beyond stupid that there solution is this way, but atleast there is a way to not have to open the inventory every single time
@@jjfeeder969 still can't see it during combat though. There's enough icon spam during combat anyway that separating them into a few categories to make it easier to understand what's going on would be a huge QOL Edit: agree wholeheartedly w/ this list
I think all these suggestions are spot on. Keeps it simple, satisfying, and easy to implement. The crafting system in Last Epoch spoiled me for what I expect in arpgs now. I love the affixes and well thought out systems.. but every once in awhile, I appreciate the simple, easy to jump in and out design of Diablo 4
For tempering, the only thing that came to my mind is to pick the affix that you want instead of rng pick from 4. Then make the percentage start from lower numbers. For example, dmg to curse enemies (40% to 60%, change to 20% to 70%?). This would make it harder to get a high roll, but the item is not bricked totally.
I said EXACTLY this to my friend two days ago. Let us select the stat, but make the stat ranges much wider. It'll still make perfect items rare and still have a long time to chase after them, but we won't completely ruin items in the meantime.
My Suggestions 1) let players to arrange the weight of each affixes when reroll/tempering by using resources to do so up to 35% - 50% of the chance depending on which affixes. 2) Make unique/mythic empactful change build/new abilities. new ideas: make unique/mythic into an item to attach their power to current wear legendary equipment that player already temp and reroll. Can only attach one armor/jewelry/weapon category. Players can detach it to attach to another legendary if they want. 3) armoury/loadout for players is really need due to the facts that some builds are better on wave / boss / support / pit / nm / helltide / whisper clear.
Thinking about tempering: what about giving the players a chance to modify the outcome via materials or other achievements. If you don’t modify the tempering it will stay as rng as it is right now. But if you modify it you can eliminate an option so the chances of getting the right stat will increase. By this way you are giving the power back to the player, who can choose how much he will spend for the item in order to not brick it.
You have 400 scattered prisms because you play like 14 hours a day. I don’t think it was an over correction for the vast majority of players. 100% agree with loadouts. I think it’s the most important thing to do right now, followed closely by a loot filter, then some adjustments to pets like in d3 where they can auto salvage.
@@mickpratt8327 I have had 12 for the past few weeks..... Had 7 before hitting 100 on my barb...... I have leveled all other toons to 85+ and have gotten 5....... I had to use 8 of them tonight on my barbs new gear!
About tempering - I Think they should just add new material that will allow us to reroll the tempers. This material can drop from a world boss or anything they want to be onest. Also they can make it rare so it will be a material that will have some „value”. Also (2) that will alow us to use Items for different builds. Sorry for my english :)
Yellow items need major help. It’s really bad that there are drops in the game that you don’t even look at past level 20. To fix the crafting we need to have a way to weight the rolls. Give a material that allow you to up your chances for your roll. This material will drop in pits above a certain level. This would also help fix the pit pushing being pointless. And weigh the drops on this for higher pits = better drop chances. We need a way to also have a chance to hit greater affix on re-rolls which could be the same material as above. It’s not a guarantee but it’s a higher chance. We need a real trade economy, like you said, auction house. “Treasure Trolls” as I call them, need to drop those loot bags regularly now.
2 ideas that i think would be cool are: 1)make xp matter by "leveling" a reward cache. cursed shrines and stuff are so epic and useful while leveling but are a waste of time after you hit 100. What if you got whisper turn-in levels of gold or some other cool reward after you ding? Obviously dont give out more paragon or anything, just a nice little reward option. 2)Make NM dungeons useful after you 21 your glyphs by giving you temper charges as a reward option at the end. The number of charges can be based on the level of NM dungeon.
Tempering : Season start, Blacksmith needs temper manuals to LEARN to temper those specific affixes. Once learned, you can CHOOSE to temper those affixes. Rerolls count towards rerolling percentage. Can still soft brick with a "min roll" but at least item would be useable..
The biggest flaw of the game is the multiplicative damage system imo. It trivializes content because it creates a massive difference in power between lower end and higher end builds. With an additive system there would still be a difference but content like world bosses for example would be far easier to balance to make them interesting again. In some of the problems you mentioned, like class balance and uniques, changing the way damage is calculated would help enormously in getting them right. Something no one ever mentions is the eternal realm. It feels like it exists solely so your characters aren't deleted at the end of the season, even though they practically are. My solution for this would be to include another pillar in the eternal realm, and on this pillar you'd be able to select one of the previous seasons to play. That way, no seasonal content is lost forever and people aren't punished for picking up the game later on. You could even make it so that you can buy and finish battlepasses on the eternal realm, removing their timelimit. It will never happen because Blizzard loves creating content and then destroying it in the name of FOMO, but it would be something I would greatly appreciate nonethelss.
The damage system is why this game will never be any good and why it'll eventually turn into a skeleton crew with D3-style flavor of the month set items.
@@JakeCourtney I'm afraid you're correct. #4 on Raxx's list is the fundamental problem, the damage multipliers are why only a handful of builds are endgame viable each season. I doubt they'll ever be able to achieve balance. Replay value and longevity are based on having multiple ways to make each class successfully.
wont happen. theres an agenda and that is that ur playing their latest content (seasonal) not old seasons. this isnt a hobbyist open-source game (unfortunately, and no modding support like there was in d2), its a corporate one. u have to put urself in their shoes (mind of thinking) to understand their many "bad/strange" choices
Not only are you exactly right, but these changes are the kinds of things I need to see to justify playing. I play a little too much right now and go to bed a little too late each night because I'm having fun, but I'm also extremely frustrated by these and other things. When my characters expire into the eternal realm at the end of the season, I'm going to have to decide if I'm going to start over or take advantage of the clean slate to break my addiction. Without these changes, I'm better off skipping season 5 and the expansion, and waiting for that future Raxx video titled, "We asked. Blizzard delivered! Diablo 4 is finally the game we've been waiting for."
I feel like part of the problem with bricking the items is the fact that there is no actual way to work towards getting that item back. The complete RNG of the greater affix system makes tempering hurt even more. If you aren't trading who knows if you will ever get an item like that again. Being able to a choose between two options and keep your last temper and then a system to chase greaters would feel better.
Started with RF rogue, made a HS rogue when they broke it, got bored and made an andys rogue to farm gear for the HS…I have 3 rogues all capable of doing 110+ pit and none of them have seen a GA vuln bow, which is apparently notoriously easy to brick.
@@deleonfountain8220 I've made 2 rogues both done 100+ and I've only seen 1 bow with GA vuln and that was item level 880 so it wasn't worth in the long run but, I've gotten a handful of crossbows with GA vuln and that's what I run with instead.
I think yellows should roll the same number of affixes as legendaries, but slightly lower ranges or something at the same item level. I personally don't like that yellows are useless. I totally agree with loadouts, D4 should have released with everything D3 had. But I also have an issue with pit bosses. I can breeze through level x, then get to the boss and it's like a totally different game. The boss SHOULD be hard, but the jump from trash to boss seems extreme
I like the idea of being able to keep the choice of what we temper. We are given 7 chances the current systems doesn't allow us to fully utilize the 7 tempering chance for the fear of bricking the item.
I actually think your idea for tempering would be fantastic. When you pick a tempering manual, you get random rolls from each category, and you have to choose which one you want. I don't even mind the whole bricking items thing much, but I think that would be a much more engaging and thoughtful system.
@@moti6151 No, I actually don't. I understand that occasionally systems have downsides and thus I am content accepting that downside. I'm not going to say it doesn't feel bad, but that feel bad makes the times things go well feel better so it is what it is. That being said, I don't necessarily expect others to have the same mindset as me, so I get that people don't like it. But I, on a personal level, don't mind it. But even not minding it, tempering is a kind of mindless system, and revising it to make it more strategic and mindful... would be lovely.
There's enough gold sinks in the game, especially now that items are tradeable. I'd really like them to remove the gold cost on re-speccing skills/the paragon board. This would also open up the loadouts/armoury.
Trading is not a gold sink becouse the gold doesn't disappear, it just changes hands. the cost for re-speccing skills is extremely low. In fact the no gold sinks in the game, has caused massive inflation, making items with even 1 GA costing even 1 billion, and perfect 3GA items are going for 8billion+
The *only* way I would want the bricking potential to be further along the crafting process, is if the brick step was a VERY minor boost in power. Vaal Orb as an example you gave is something you never have to do if you don't want, it's just a hyper end-game possibility (some exceptions where it's actually easy and cheap to do, but yeah that goes back to my point tbh). If the power of the "bricking step" is as powerful as Tempering or Masterworking then it's *REQUIRED* just to have a decent item. So it can't be too far along in the crafting process. So either the bricking step has to be weaker and later, or stronger and earlier.
With Uniques and Uber's they do need to stand out from Legendaries. Harlequin's Crest for example - *drop all stat, replace with +1 to all passives* GA on that stat brings up to 2, and every Master Work Boost on that stat adds another +1. A triple hit with GA grants +4 to all passives
Bro +4 all passives ❤ or maybe uniques always have a chance to roll with a +1 or 2 to a passive? Maybe that's a way to make unique's feel great, instead of rolling plus to core skills or whatever, every unique has a chance to roll a passive from a specific part of your skill tree. Maybe Uber uniques get two passives?
Thanks Raxx! Agree with all of these. I would add: Sticky Dmg numbers like D3 (so your big hits are clearer). Gold - show cumulative total as you pick up or acquire gold (and gold buff). Pets picking up items based on a very simple loot filter (auto salvage
Holy shit, your idea with tempering where it gives you a choice of all the options within that category, but different values, is the greatest idea ever! It would make me so freaking excited to make all kinds of builds and experiment. I honestly just got sad realizing that the system isn't already like this.
There is literally no issue with angel breath i have 4 level 100 chars, a barb and a necro that are 99.9% max and i still have plenty of materials You guys just LOVE complaining and it’s getting boring
@@georgeclarke8770your full of shit. I have every class max and an extra barb. I'm constantly out. You either aren't truly min maxing or you're not min maxing lmao.
That doesn't fix the problem. People would just save those reset items until they get a 3GA item. You will get the "too good to use" effect and tempering would still feel just as bad for most of the game.
Raxx does a great job to break down games to navigate them efficiently. The current system for D4 is designed around the dopamine gaming model. Have you wondered why you are "forced to gamble" for tempers and enchants etc. And the weighted RnG system they use, making it essentially a carrot on a stick that you chase but never attain until end of the game. I'm sure you've experienced the weighted RnG that rolls the same stat 5 times in a row bricking your item. You can become addicted to the gambling. You hate it....but you keep chasing that dopamine hit. Obviously some are immune to this tactic. But many aren't. Most aren't even aware.
Appreciate you drawing attention to this Raxx and I hope Blizzard pays attention to your suggestions. My thoughts as someone who plays anywhere from 10 - 30 hours/week... Fix gear (Premise: the gear should fit the world tier): No white gear drops after level X (10 or whatever level the final armor slot opens up - no one wears it after that, so get rid of it) No blue gear drops after level X (30? - same principle as above) No yellow gear drops after level X (50/60? - aren't most people at least in WT3 by then and gearing for WT4/"end game") Remove all white/blue/yellow items from the Obols gambler at level X (60?) After level X (60?) item drop rates get reduced by 50%, but mobs drop a combo of mats, gold, gems, and legendaries/uniques/mythics (a red/differentiating color beam is a must) Tempering limit is removed completely so items can't be bricked Tempering stats cannot be re-rolled until ALL combinations have been generated, but material costs go up with each re-roll (i.e.: if an item has 4 potential categories with a range of 5 percentages, then each category and stat must roll once before it can be repeated) - this eliminates the chance of stat A at 10% rolling 5 times in a row (it's happened to me) Fix the aspect weighting/RNG so all are equal - no one should reach lvl 100 without at least 1 each of the aspects for the codex dropping Fix stat weighting/RNG - I have 2 chars at lvl 100 and have seen no legendary drop with CDR as a stat Misc. Increase gem drop rate - I duo with a friend and we each have 2 level 100 chars. Neither has a full set of flawless gems after running countless NM dungeons, Whispers, Helltides, side quests, etc. Increase potion/incense material drop rates and/or add incense drops to Helltide rewards
@@F3nrylwe don't want to play PoE, we want to play diablo lol but with all the things we want added it's pretty much going to become D3/PoE Lite. Which I'm ok with. Will definitely be trying POE2 when it comes out though and we'll see how that goes
@@F3nryl i made one character in PoE Went in blind with no guide and had a really good time learning the game. I would highly recommend it to anyone that likes D4. Afterall, poe is free. However, playing PoE won't make D4 better. :)
please no runes, runewords killed D2, everybody using the same few runewords for every character every builds..... (just enough strenght to wear spirit shield everything else to vitality) :D
Why is nobody talking about being one shot by the shadow minions, and the elemental damage being way overturned and one shooting you even when you have maxed out elemental resist and maxed armor. I'm getting one shot all over the place with multiple different builds
This season I resorted to creating multiple characters of the same class because loadouts don't exist yet. So now I have multiple godly strong characters with different skills/paragon/gear for the various endgame activities which is just dumb and shouldn't be required to enjoy the game. Also I'd like to have the ability to craft any temper from any class that I have unlocked on my account. For example, Barbs are using the crit damage temper from Rogue but you have to swap characters to your Rogue each time you want to temper crit damage for a Barb item which is super clunky.
You just answered yourself. Creating 3 fully maxed out characters in just 1 month tells you how easy it is to create new characters and how fast the process already is in d4. Everyone seems to want everything for free in this era. I cant understand it. What happened to actually playing and spend some time to think about what you do in a game for a bit?
@@fisskr You're missing the point entirely. The lack of a loadout system is clunky because I don't want to have to create multiple characters to have different builds for endgame activities regardless of how fast I can level them. I'm fine with farming multiple sets of gear I just want to have the ability to swap my skills and paragon board more easily on my 1 character. I'm not asking for anything free here. I'm also fine with creating in my example a Rogue to unlock a different class' tempers but I want to be able to craft the tempers on any class because again swapping characters to perform a 3 second temper is clunky. So again, I'm not asking for anything free here but rather wanting a smoother system once I have things unlocked.
@@Bakouru I think I understand clearly. You want a speedbuild for something, a tanky build for other activity and pure dps for something else. My point is to have a great game whereas all builds are somewhat viable in all activities (Last Epoch does this really well). I elaborated on this on a separate comment. I'm not entirely against loadouts but I really dont want to see quick-swapping for free whenever you want. Its a roleplaying game and choices need to have weight. If you feel the need to make different characters for different purposes its something else wrong in the game. They should focus on making more builds viable and also able to effectively do all content in the game. But yes, i do think loadouts can exist but it should be expensive to switch and more for the purpose of allowing players to TEST different builds and be able to switch back, and not use loadout as something thats part of the gameplay-loop as I understand it youre implying.
My top 5 list 1. A way to unbrick an item. Example create a once a week Dungeon that opens maybe once a week for 24 hours. A hard dungeon with a worthy boss that gives you access to an ancient forge and you need to maybe pay by sacrificing 3, 3 greater affix items that is the same as your item. Just a thought 2. Class Balance is a real clown show at the moment, maybe an extra gear item like a talisman can help some classes. I play druid and it’s always a pain trying to get a build together because druids need to many aspects to get a build going. Why not have one aspect that make wear bear skills earths skills. That'll save one slot. 3. New abilities, I know they said that is not in the cards but hear me out. Why not add new abilities into the Uniques . That could be part of a quest line to unlock. Example giving the mage earth skills that is part of a unique item that completely changers how you play a mage. 4. Load outs: what Raxx said. I’m sitting at the moment with 3 lvl 100 druids with different builds. 5. I guess it’s only 4 on my list. I walked away from D4 but this season brought me back and I think they on the right track to make Diablo great again.
Initially tempering seemed fine to me. I guess I was lucky with my first couple of tempered items. Then the nightmare started. One after the other I bricked several perfect items and the frustration started to settle in. I now realize the devs have done exactly what we asked them not to do - make dressing up a single character in perfect gear an endless journey. If they think I'm going to spend another 12 years just to end up with half-baked characters, constantly having to rework my builds because of their changes, they are sorely mistaken.
I’d like to see Uniques develop over time, they evolve in affix’s and the special bit at the bottom Example: Affixes steadily increase by up to 150% as the weapon is satiated with blood Then at max level it creates that 5th (like tempering) affix Lastly, the special then evolves somehow, maybe a quest which gives you different choices based on the quest chosen
Have reagents or fluxes or catalysts or whatever you want to call them that modify the chances on the rolls. Look at something like Last Epoch's lenses for prophecy rolling. They could even be based on the previous roll - so you get a stat you want but it rolled low? Add a r/f/c/whatever to make the stat less likely to change, add one to make it more likely rolls will be at the extremes (low/high, not middle). If you got a stat you really didn't want but got a high roll? Add something to make a stat change more likely or make a particular kind of stat more likely, add one to make the roll not change much.
1. Allow sacrificing of "junk" legendaries to allow another roll. 2. Enable dynamic affix weighting so that affixes you've rejected become less likely to come up, or at least less likely to roll so low. 3. Allow for only one copy of a unique per character, and additional drops just increase the quality/rolls of the unique you already have. 4. Randomness for ability damage needs to be on a bell curve. Very low and very high hits should be rare, but overall damage should be somewhere in the middle. There also needs to be a better way for people to know how a piece of gear or an ability point will affect their game play. It might help as well if they had an in game help/guide that tells you what keywords actually mean. It took me forever and a day to find out what the Necromancer's "priests" were. 5. Completely agreed.
I think the main thing season 5 needs for me is an actually good seasonal theme. While I enjoyed the base game improvements they made with season 4, I checked out early because there wasn't any new content to do/new progression systems. Yes, the pit was new, but ultimately it's just mini nightmare dungeons.
@@AK40Kevinn The pit doesn't have the mechanic to do to open a middle door like a nightmare dungeon. But other than that it's the same except you get masterworking materials instead of glyph xp. Oh and there's a timer, but that doesn't have a massive impact unless you're pushing really high level pit.
@@JackPlaysTVyou just answered your own gripes with the pits. they’re also significantly faster than nightmare dungeons on average, especially if you’re speed farming. Nightmare dungeons become obsolete after a certain point in time, the pits are almost always needed to further the power of your gear. The pits’ timer does mean a lot, even if you’re not pushing high tiers, its to test your efficiency and see how fast you can clear them for the most mats in the shortest amount of time at a high enough tier you’re comfortable with. That, along with everything you described is far more than enough to distinguish nightmare dungeons and pits. The gameplay loop in dungeon crawlers tends to be the same, just with different end goals. The pits and nightmare dungeons are no different.
Raxx, you are a god amongst men. I am a filthy casual when it comes to ARPG's, but I love theory crafting even when I don't play for days/weeks/months. Your videos always help me understand the intricacies of these complex games, so I waste less time when I do get to play. Also, you're funny af.
I disagree with the Tempering portion on two counts: 1. Tempering is NOT the first step to "crafting" in D4. The first step is finding the right affixes. Forget about finding a useful greater affix, just finding skill rank affixes for example is hard enough for most players. That's based on pure luck, so when you brick it, you feel helpless 2. I don't think it should be easy to get perfectly crafted gear, but Blizzard should also consider making it easier to try different builds in one character. And the current crafting systems force you to go all in on one build. Being able to reset tempers and lowering the cost of Masterworking and enchanting would help. And yes, loadouts are basic features along with adequate stash space that should've been there at launch.
Finding skill rank affixes? Do people actually wait for one of those to drop? I gave up on that. I'd still be wearing 720 gear if I made that a must-have. Enchanting is the only option, and with the current weighting, it's nearly impossible. We should be able to spend a "couple million gold" to obtain skill ranks.
Love your idea for tempering. As a sorc main, I’ve bricked so many GA CDR focuses. Then I find a GA crit chance focus and I’m like ok I can work with that, try rolling for CDR on one of the other affixes, hundreds of millions of gold and can’t get a CDR roll. As far as uniques are concerned, a simple fix could be when we masterwork them, the unique power levels up as well as the affixes. Ex. 12/12 shako would give plus 7 to all skills.
It is? You dont need to brick any item to hit the ostensible breakpoints for easily clearing content. That's one of D4's major failures itself - the only source of interesting progression is tied to character power as there is no current challenge past a pretty easily attainable level OF character power. It's playing with monopoly money by the end of it where optimizing numbers is all that's left which encourages risking bricks to get better numbers to clear the same content faster. Which means itemization itself and challenge content both need mechanical additions like raxx alluded to in the uniques feeling unique section. So much of D4 is a waste of early game intricacy; it becomes a standard 'numbers go up' ARPG, where as more longevity comes from actual playstyle options and mechanical interactions that this game doesn't have. Sidegrades that feel more fun to play are always healthier for the genre than basic stat ups.
Great list. I am a “casual” but do enjoy the game. I view them in a different order but agree.(uniques, class balances, tampering, resources, and build swaps) easy for me to say when you put all the thought and work, lol. Thank you for all the thought and work you put in.
Tempering: Pick the temper you want, you get one roll to set the % or level then every 4 masterworks it rerolls and you can choose to take the reroll or keep the old. Reset the masterwork and you start over from the original roll.
I hope blizzard watches this. You articulate these changes very well. I leveled almost 8 level 100s this season and can say uniques do need a rework and tempering hurts when I brick a 2 or 3 star item, which happens more than not.
Turn Yellows into Affix mats. If you are looking for specific affixes, you can scrap a yellows that have the affix and get increased chance of getting the affix for each piece used.
You know what's the problem with build-defining uniques? Without them you don't have the build. I barely managed to get the Fractured Winterglass the other day after 62 Zir runs. Sixty frickin' two runs!!! As you can imagine, those were not done back to back. I had to collect 558 vials of blood for the summoning ritual which, of course, I did over the span of several weeks. And since the goddamn blood vials drop mostly from the Blood Maiden in Helltide, I died a lot and lost a lot of time because, lo and behold, without the Fractured Winterglass my Frozen Orb sorceress is not powerful enough to farm resources qiuckly and effortlessly enough for the process to be midly enjoyable. A vicious loop isn't it?
Unique ideas to make them useful: 1. Poison traps are throwable and send out a flurry when triggered 2. Penetrating shot splits into barrage arrows when hitting an enemy giving range on barrage 3. Fireball is turned into a lightning skill that chains lightning when hitting an enemy (imagine pairing that with the fireball unique we have) I don’t know the other classes well enough to give ideas but these would be uniques that you would easily give us a tempered item for
I agree that bricking an item is actually helpful (gives incentive to keep item hunting), but what if we used scattered prisms to reset tempering? Would help with the overcorrection on having an abundance of them.
I totally agree with your first part, but i don't want to reset tempering even if it would cost a lot. As you say, if i brick an item it gives me a short head ache, might throw a temper tantrum but it give me the incentive to keep grinding for loot. This is the first season i keep playing after level 100, i might even start a new character. :)
no, bricking just extends item hunting artificially. You got a perfect 3/3 GA and max tempering rolls on the stats you want are you still gonna look for new gear of that slot? no, so you no longer have incentive to item hunt that slot. if i get a 3 ga hellbent ammy im not tempering it im selling it, even when im playing minion necro. why? cause i can not bear to brick it. bricking is just straight up bad
@@Akakiryuushin Bricking is good when it has a value just like in POE. You choose if you want to roll the dice and get a crazy reward. Its also the last step so again your decision to come all this way with the item and say fuck it.
@@Akakiryuushin that would only work if you actually had a way to farm for 3GA. You could play rest of season and never smell another 3GA item. So no, tempering should be reset same way as masterworking can be. Bricking items doesn't equal engagement and its not really fun for anyone. Casual audiences will brick one item and will never engage with that mechanic again.
My fixes for the non-end game stuff. 1) Eliminate Resources for Tempering or make them so abundant from EVERYTHING that they might as well be free. 2) Eliminate the cost of aspects or make the cost so low its functionally 'free' IE) 50 gold each time. 3) All waypoints for a new character except strongholds. Strongholds (not in campaign mode) award a full bar for the tree of whispers (10 I think it was) AND of the resource that adds a socket to gear upon completion. These things get in the way of the fun getting started. Strongholds are fun but just need a bit more.
The only reason I'm playing season 4 is fractured winter glass...and YES gold enchant cost is horrible I've finally got a crit DMG/attack speed ring that has never rolled crit chance in 25mil gold spent so far.. it's frustrating and all I'm doing now is selling drops just so I can roll crit chance... 100% agreed on the master working.. However, my main issue with D4 is boring skills, boring skills choice, paragon is meh, maps mostly feel the same and bosses are boring except Uber... I recently started playing Undecmber and that game has a better skill system, better skills, better maps, better bosses... It's p2w model is the biggest draw back..
I agree with you on the 5 biggest things I'd like to see. My order from top priority 1st: 1) class balance- raise the floor and lower the ceiling (and please buff druid) 2) Tempering- Bricking okay, just need less 1 in 5 tempers and a way to keep what you have when rerolling (and maybe extra chances on GA items) 3) Load-outs- need at least 3 per char, I'm fine with them being locked out of changing during pits and things, but should be free otherwise 4) Resources- Gold & angelsbreath always running out. I like having best ways to acquire things, but gap between best and other is gigantic. Consolidate gems to all use generic gem fragments. 5) Uniques- definitely need a big balance pass, they should probably add at least 1 fixed temper on them (random roll but fixed temper type so no bricking) or 5th affix
I actually feel like the goblin hunting and the week long event was the reason for the “over correction” of scattered prisms. I have, since the event ,started over in HC and find that if i participate in WB evens and am farming that the amounts of scattered prisms is really appropriate. I just reached 90 and I have 7 in my inventory, and have used 3. I feel this is actually spot on and doesn’t need change. Edit: grammar
I think tempering should be fixed so that you cannot brick items - needs a rework. I'd rather not find the item in the first place then get super excited I found a godly legendary item only for it to brick. Then I feel like quitting. Getting a good pair of gloves or ring is VERY rare. This should not brick.
Yo Rax, appreciate all your work, simply amazing. One thing that I would add on the top of all you said is to do something about unique affixes. For me playing casually there's nothing worse than farming uniques, finding one with greater afix (which is extremely rare) and finding out that the unique affix is the lowest possible roll. In the end I'm still running with uniques at ilvl 800-900 just because the affix I need the most is top roll. They did improve a lot (last time I played was on the premiere) but I wish there was some system to improve affixes on uniques like there is this changed codex of power. Keep up the good work, cheers bro
They also need to fix the tempering resource rewards from the pit for coop play. It’s silly the rest of the team only gets 50%. Makes it better to solo farm and you spend most of your time farming the pits in endgame. Make it enjoyable to play together. My friends and I all stopped playing because we couldn’t play together anymore.
But the other option is "People who have a team fly ahead". Those players in a team can all split and do their own pits, and be at full efficency. Some people dont/cant play with people, so they would just get fucked without a choice. You've also gotta remember that teamplay means you clear faster. Have P1 pop the key, then P2 the next run.. Etc. - That way everyone gets the same amount of resources.
Maybe just up it to 80%, to even it out with solo players... group play already has alot of benefits that solo players don't and you ALWAYS have access to solo play, you don't always have access to group play. Not to mention blizzards community access to Randoms group is total crap borderline none existent. There's no decent global chat in the game, no group finder... its almost like they don't want you to group. People don't find each other out in the world like they imagined, and almost no one will type in local chat. At best you get them using emoticons
My idea was to let us upgrade vendors. I figured the mats would drop 80-100 in the pit, and as you upgraded your vendors they would show additional rolls. So eventually fully upgraded vendors would be your idea, the blacksmith shows the full manual, and occultist shows 6+ different affixes on a roll. Healer/Gambler would just get more items, maybe even the old system in which a rare could be upgraded to legendary.
I have a dagger and a sword in my chest. Both with 3 GA dex life and crit I play ssf so I found these. I don’t know if I’ll ever be able to roll them. I’d be too angry, and I do get angry. I’ll go find some grass now.
Bricking finally broke me this past week. I'm done pushing and I'm now just playing a few alts 1-100 because I like the fantasy. If the bricking mechanic remains like this in game then I think I'm done with Diablo 4. Sad to say because I have over 15,000 hours of my life into the Diablo series and this one is getting close to being good. I just absolutely hate this system.
Man Raxx is spot on with the Mythic unique take… it so sad seeing 6 uniques drop and just praying you get somthing.. let’s get the Big TINK in there .. right on Raxx couldn’t agree with this whole video more . Multiple like buttons needed
I wish the Skill Tree had a more impactful feeling. And should be the main thing focused on. Like “Wow. I finally was able to put that 5th point into Fireball. Now I’m a master of Fire!!” Or finally putting a point into Army Of The Dead and you just feel that class fantasy and now you “feel” like YOU command the Undead. And then feel that power riding out into the Helltide…You know? I sometimes feel I just quickly put my little points in and run to the blacksmith..😅
Great video as always! This comment may be on here already I didn’t read through them all. But I think the loadouts as you mentioned is needed most. a quick way to solve this if not giving loadouts is to make glyph levels shared on each class. It’s quick to level up a new character now. I don’t mind having to do that. If the glyphs were all shared on a class we can have different ones for different tasks without much hassle. This would allow each to have their own paragon board and gear. Would be a quick solve if not able to do loadouts. This would cater to all. Those that like to play more and those who take there time.
Considering that D4 is targeted towards casual players, it’s a really good thing that an item can be bricked at the first step. This way, if tampering is successful, you know that it’s just a question of resources (gold, crafting res) to improve your item and that it is safe. They should just use the same mechanic like enchanting where you can chose to use the new roll or keep the new one.
imo the biggest problem is still the time spent dealing with the 2 trillions items you get all the time. Even if we don't have to LOOK at every item anymore cause only the ones with greater affixes matter, we still have to LOOT everything to sell them for gold and sometime salvage them for mats. I want my bag to be a magic bag that can EAT items for me. I want the simplest loot filter ever, with just a few settings: rarity / slot / item level / number of greater affixes, not more, no detail of the stats. And everything that is not in my filter, I can still pick it up, it still goes in my bag, but my bag eats it. And I have a toggle that say "do you want your bag to gove you gold or mats when it eats something?". That's it, give me a magic mimic bag, I don't mind clicking on every item to pick them up, but I do not want to go back to town to sell them all one by one because I need a trillion gold to get my rank to passive on my amulet. PLEASE
I agree with the take on uniques. 1) Make unique drops class weighted if they aren't already, and 2) Make ALL of them good enough to be usable as soon as they drop.
First of all, I would like to commend Blizzard for implementing many of the features and improvements you have discussed in previous videos. The most annoying thing I have to deal with atm are the bugs with the Holy Elexier, and Lilith. Since the recent update, nothing is working anymore and it was too easy with mmy Twink, because Lili didnt make half of her skills. I like your ideas for tempering, here is one more: Increased Player Control through Material Choices: Implement a system where players can increase the probability of obtaining specific affixes by choosing certain materials or by using additional resources. This could enhance player control over the process and reduce frustration from random outcomes. You are absolutely right about the points mentioned, and Blizzard seems to be listening to the community lately, so I am hopeful that this will be addressed as well. Tormented Boss materials could drop randomly like Living Steel, in my opinion. It shouldn't be the case that I have to one-shot low-level bosses for 30 minutes just to fight a few Tormented Bosses. Ideally, all bosses should be nearly as challenging as Lilith. However, it's important to communicate this properly. Players shouldn't feel like they have to complete all content in the game immediately; instead, they should work towards it. Lilith before the changes was a reason for me to improve and upgrade my character with better items and to masterwork. Thanks for your effort and hard work in helping us and improving the game
I think all those things would be great to add would also really like, 1. Health bar above player. 2. Stash space and character slots 3. Paragon respec like maxroll/d4builds 4. Something done to the transitional events in dungeons fighting 15+ elites for no xp no loot feels bad just remove them if you can stop the exploiting. 5. Remove any weighting or tempers/rerolls(they did this at some point) then put it back in the game why? Drop life per second, cc reduce and thorns(on anything but barb/necro) completly
To add the things you've mentioned on the list, here are the list of options that I would like to be added in the future maybe season 5 or the next expansion after vessel of hatred . 1. Add the Paladin and the Amazon 2. Add armor sets from uber bosses ( free cosmetics ) 3. Change the Pit tileset to Hell tileset similiar to the Echo of Hatred or The Burning Hells quest campaign. 4. Update the paragon board. Add more legendary nodes and points. 5. Add runewords 6. Add Kanais cube system in that way we can equip the legendary aspect of the weapon , armor and jewelry without equipping it in the inventory. 7. Add ascendancy for each class 8. Add legendary gems 9. Add set items 10. Platinum rewards for completing a season enough to buy a 1 armor set from the shop 11. Add the option to change the color of the mount armor / horse armor to match the color of your gear 12. add a mobility skill to the Necromancer like Wraith walk or Spirit Walk. 13. Add the option for the Barbarian to equip both 2 handed slashing weapon or 2 handed bludgeoning weapon. 14. Add a 3rd slot for the enchantment for the Sorcerer 15. Add the option for the Rogue for dual wielding a 1 handed crossbow similar to the Demon Hunter. 16. Maybe add another shape-shifting skill for the Druid like the Werecat. Maybe a new legendary apsect that can make him transform into a Werecat.
Something small I would like is a little warning when you're about to sell gear, something like "You are about to sell an item that would upgrade your codex, are you sure you want to sell?" I know you can just buy it back but that costs me gold lol I also think that instead of Ensembles the wardrobe, replace them with Loadouts. That way they don't have to add a "locker" or whatever. Or keep Ensembles and make another tab in the wardrobe for Loadouts idk. I would also like to see something like vampiric powers come back, those were fun and build changing, could help with build diversity. But we do also need more skills on the skill tree. Each class really only has about 3ish high end game builds. Sure you can go off on your own and mix and match a ton of stuff, but it's not usually top tier end game ready.
All great points Raxx. For casuals that spend 99% of time lvling and trying/creating builds without copying from internet: 1 - Tempering DMG is too overpower, lvling is zero fun now. Nerf DMG options, make Tempering only available after lvl 70 or something like that.
Bless you, Raxx. You try so hard to save this game from what, at times, appears to be just utter incompetence at Blizzard, or a total lack of understanding of makes a game fun. I hope your dedication and positive approach is rewarded. 1. Tempering, I totally agree, desperately needs a change. The current system takes away player agency, which is bad. D4Bad levels of badness, which means it's really bad. Let players CHOOSE the tempering attribute. In D4 we don't play classes, we play builds. Specific builds which require specific attributes to function properly. Players need control over the characters they build. Now, the value of the attribute can be a range, as it currently is, that's a totally acceptable use of randomness. So I got 63 out of a 50 - 100 range on the first try, fine, that's just my luck. Now I'd like a system where I can push that attribute close to the max roll, maybe somewhere in the 90's with certainty and effort. Never reduce the value, but, within reason, give us a chance to increase it. Attaining a max value should not be guaranteed, but the item should always remain in a usable state, good enough that I can use it, maybe even sell it later, or even use it's attribute values as a base for tempering another item if I manage to find a possible replacement. Whoops, I used all of my bricked items to build a wall of text. Sorry. 3. Raxx spittin' facts. 10% more damage isn't unique. Maybe you can do a pit level one higher than before, but you're still playing the exact same build in the exact same way, fighting the exact same monsters. Uniques should change the way you play, but isn't this what they already did with legendary powers? 5. Loadouts, yes! The paragon / glyph system makes it very troublesome to switch builds, whether you just fancy a change or need it for a particular activity. Somehow swapping paragon boards just isn't as rewarding as fighting monsters.
1) Item filter 2) Auction house or at least a trade site like PoE 3) Sell all button 4) Reset dungeon near the summon device 5) Autopickup of every material (shards, organs, blood, distilled fear etc)
Hi Rax, Perfect list, for me the number 1 thing is Loadouts. To enjoy a class you need to be able to switch styles of play on the fly, for example, going from Twisting blades rogue to a Penetrating Shot rogue, coz let's be honest, most of us start a build for the season, and stick to it coz it's too much effort to change. If we could develop two builds at the same time, it would be amazing. Also, they need to look at a different way of measuring dps and legendary powers. Other games, your ability does not define whether you are ranged or melee, it defines your playstyle. Last Epoch, if you change your held weapon your ability is automatically adjusted for ranged combat. Too much is dependant on the legendary powers that are hard tied to your gear, this needs to change, we need legendary powers as selectables and not imprinted on the gear itself. This will make it easier to change playstyle.
idea for rolling affixes: have an option to block one of the rolled affixes, the subsequent rolls on that item will not be able to roll that affix therefore making it easier to roll the desired one also lootfilter, that would change the items below threshold into resources in the field
Very good points... Regarding an in game auction house (I know it wasn't a main point), I'm not sure if I'd like that. If they would implement that I think they should simultaneously include a solo self found mode. Or maybe just a self found mode that disables trading but you can still group up. A true ssf mode would also need to address the cost of summoning bosses that is so brutal for solo players compared to 4 man groups.
Honestly, there should still be value for experience after level 100, i think still levelling up but instead of infinite power creep, get currency / materials or something in this line which makes it worth for the player to get exp and "level" up. Maybe implement some new rare mats that can refresh tempering rolls (but must be rare).
I just want to mention something about enchanting rerolls, I noticed that some items like boots or rings have a max gold cost of about 1.8 mill, but other items like 2 handed weapons or amulets have a max gold cost of about 6 mill to reroll. I want to see a change here where all items start equally at like 10k gold and has a max gold cost of about 1.5 million in the end.
Heres my idea ;P I would do tempering as leveling/grinding thing. So basically I can choose what I like for my build/item/class and tempering would "calculate" what I need to do for that. like deliver 1k mats, kill 10000 mobs with that weapon and after that bam, you get your desired affix ready for tempering or "unlocked". Whatever, the point is, that way we can target what we need, it opens basicly another "endgame" activity of some sorts as it gives you something to do/chase. And not some RNG crap.
What if tempering was just a chance to get a stat if it succeeds, and not if it doesn't? But you would be able to choose it. As for re-rolling better stat roll, it would simply reroll the stat, which could both downgrade or upgrade it. With the ability to potentially "Greater Affix" the thing, increasing the bonuses of the temper for like 20% chance, and 80% of it failing and removing the stat or giving it something else or keeping it the same, (similar to Vaal).
Hi Raxx, would you still want a sell-all button, when it's sort of allready in the game? If you mark the items as junk and sell one it sells all of the junk. I scroll through all the items, double tab the greater affix items and uniques, single tab the undesired items
I don't know if this is too similar to Last Epoch, but solving tempering and yellow items, let yellow items roll with all the affixes but still have fewer affixes. Salvaging them banks the affixes. Then you can choose the specific affix and roll RNG for the actual amount and either it soft locks after a number of rolls or you can reset like master-working for gold + materials. Or just have yellow items salvage to a generic resource for tempering affixes without having to bank specific ones.
I like your ideas, it all makes sense. 2 things I actually mentioned to my clannies, was the need for a loot pet and loadouts, and boom, we got the pets 2 days later! Let's hope they do the loadouts as well...
Great feedback as always man!!! Imo Mythic uniques could (should?) be as their name implies. Maybe there is one or there are 3 maximum for each class, which should be build defining. For example we could have a mythic wand for the Sorceress, which would allow infinite teleporting and each teleport cast could activate a Nova, or something similar. Or we could have the Bul Kathos Mythic swords (or ring) for the Barb, which would allow for the Ancients to constantly be accompanying us, maybe dealing tons of DPS and providing some sort of DR. Druids could have a Mythic totem that could enable some skill interactions, like Lightning storm bolts and tornadoes are raging at a radius around us for the whole duration of Hurricane. There are a lot of things that could be added and the key word here is Creativity, as you succinctly stated. Keep up the great work!!!!! (Sorry for the long comment)
Another way to fix Uber unique is to have armour and weapon upgrade drops from all the bosses which can plug missing tempering/affix types to customise the item to your build so your not sacrificing your build to have a Uber unique. For instance replacing armour legendary piece you often lose by not having resistances on them. You could make a armour upgrade for Uber unique give all resistances upgrade. Just depends on what your build needs to make the Uber unique a additive upgrade to normal legendary armour.
Yea, I blew through 100 million in an eyeblink trying to get Frozen Orb points on my gloves yesterday. The RNG weighting to main stat, life and life per second in the mystic reroll is BRUTAL. I think adding wild uniques is good, but it wouldn't hurt to consider adding at least 1 temper slot to uniques. That way using them doesn't subtract too badly from your overall build.
Agree on almost everything. The best solution I can think of for tempering is a time gated reset manual. Worthy rank or 1 each week from WB kill or something. A sparse resource that doesn’t encourage RMT and isn’t farmable.
I would add 2 more
1. Remove the need to exit and reset dungeons to farm uber bosses. I feel stupid farming 30 Varshans back to back, just to get his stupid eggs. 1 shot Varshan -> exit -> reset -> run -> repeat x30. Somewhere around 10th kill, as you run to the boss, you start thinking "what am I doing with my life?", after that I just don't want to play anymore.
2. Get rid of the x4 uber boss bonus from party, being able to kill bosses faster and easier is enough incentive to play in party. Right now I feel like I have to do it in party, doing it solo is stupid. Currently there is no fun doing bosses in party, you just get annoyed if someone is slow, or you just find scammers who leave on their turn to use boss materials, on top of the stupid system that you have to add them as a friend first.
3. Fix game breaking bugs
Them changing either of these would drastically reduce their stats of average session length, monthly active users, and retention. Although it would make the game alot more fun for us they have made it obvious that they do not want us to have fun with diablo starting from what was it like 1 month into the game release they nerfd everything unplayable.
They confirmed the first one is coming at s5
Hi Raxx, I think they could make the tempering system more refined by categorizing similar skills / damages together. For example Druid:
1. Wind Shear Manual - everything related to Wind Shear skill
2. Pulverize Manual - everything related to Pulverize skill
3. Melee Damage Manual - everything is about Damage vs Melee
... and so on.
By doing so, you can actually feel less painful when you bricked an item because the tempering outcome will still somehow fit into your build.
Love this!
sounds pretty good to me, some categories already work like that for example the crit dmg roll on rogues comes with marksman crit and marksman dmg which is also fine but then you have 2 rain of arrows dmg rolls in that group which are bricks
This is probably the best suggestion I've heard so far
@@eLguLonly problem with that is they add crit to marksman, but I'm building TB. Or they have vulnerable with cutthroat and anything but vuln is a brick. They should have vulnerable, overpower, and crit on a generic manual. That way even if you get the wrong one for your build on a 2 or 3 GA item, you can at least think about using it. As it is now rolling for vulnerable on rogue is brick city.
@@himay333 Bingo, I've bricked so many bows by not getting Vulnerable damage, that I'm done with the season. I did a pit 100, I did a 100% free seasonal, I killed all the bosses on tormented. I had a lot of fun with the new game, but it's been so frustrating with the tempering that I hope they make a fix for the next season...
Number one issue I have with tempering is that I can reroll the same shitty stat 5 times in a row. They need to make it so that if I reject something twice, doesn't roll again. It's so soul crushing.
so what if I want the stat but I want a higher roll of it... your solution is dogshit
Your solution would make it impossible to roll a higher value of the same stat.
Really bad idea.
Or just do the same thing as enchanting and be given the chance to keep the previous temper if you want
@@IBuhZerK everything has to be the same, we can't have different crafting methods?
@@TheDravic We can have different crafting methods but they need to be an improvement or as good as the other option. This is not the case with tempering. It's worse. I'd prefer it if you had the choice to keep a tempering affix. On some items I have temepering tries left I'd never use, even though I got low rolls. It's just not worth it - the risk of making your item completly useless is too high.
As you mentioned, the reason certain affixes are so rare in enchanting is because there's always highly weighted affixes like hp/primary stat/armor sucking up most of the available reroll slots - which makes it really hard to get desirable skill mods outside of natural drops. Three options worked in Diablo 3 because the pool of options was fairly small when split between primary/secondary. Diablo 4 has a larger pool so it should have more options.
The best idea for "fixing" uniques seems to be just giving them one (or two if really ambitious) pre-defined tempering slots - of course this requires re-addressng them all. Make some of these slots things that either don't exist in manuals or normally aren't possible in that slot. A simple idea would be to take damage/defense modifiers out of the unique effect and put in the temper slot. The unique instantly becomes better because you can now upgrade the "old effect" through masterworking.
They need to create categories for stats. Then let us lock in a category and roll from a reduced list.
Keeping the lock previous roll ofc.
I was also thinking categories, but for instance divide in a common and rare category where 2 of your options would come from common and 1 from rare. This is assuming there are also still more options in the rare category than in common so getting a rare is still harder, but not near impossible like it is now. And of course don't have options in the rare category still have a 10 times higher weight than other options because then we be right back where we started.
For tempering there are two solutions I would accept. First is simply Infinite tempers after the five, BUT they will only roll with minimum values. For the high end ppl its still a brick if your looking to min max, but at least it's usable in a build where it otherwise might not be. The second option is something I think should be added regardless. Give us a way of target farming our gear like prophesies from LE ie; if you do this you will get a legendary drop of a specified slot(helm, gloves, 2H axe etc.) with a higher but not guaranteed chance of at least 1 GA. That way we at least we have the illusion of having some agency over when we will get another of the 3GA we just bricked. One last note give the goblins treasure bags permanently, they don't appear as often anyway w/o the event and they are trash without.
I agree Mythic Uniques need to stand out more. The way to tell you got one, is to have the names of all of them memorized, I guess? I certainly don’t. They should have a different color beam and in inventory.
Yea. I was running around plenty with a brand new player lately and he needs one for his build. We did a ton of Duriel and Andariel and he kept saying that he just didn’t find any. I guess he just plainly sold other Ubers at the vendor, not knowing what they were, instead of salvaging for a spark or keeping for a potential alt.
We need tempering for uniques.. 2 for norm and 3 for Mythic.. then there's no negative to using uniques.
@@DonZaliaz then uniques are always best in slot for multiple slots in every build and the legendaries become completely redundant auto salvage.
Good idea. Wow. Much design.
And that they can be used at level 35, and they have perfect rolls. Agreed though that it isn't at all obvious.
@@TheDraviccause they're UNIQUE im not farming for legendaries im.farming for UBERs.. they need to find a balance cause there is like 4-5 uniques that r worth using and they're all UBERs... Aspects r more useful then uniques and i just think that's boring af... When a unique drops i dont even care about it and that sucks. Barely even get excited about an uber.
1) Removal of disparate rewards when doing put with friend. Just make it so all parties must pay to enter.
2) Increase level of bosses so all of them drop 925 gear.
3) Armory feature added to save load outs.
4) Smoothing out tempering. Rework recipes so some aren’t 3 while others are 5. Necro is significantly easier for example than rogue.
5) Significantly buff the Druid class.
Druid just needs to be deleted. There's no point in trying to play it. You want to play big hit melee roll a barb, pets play a necro, elemental play a mage, and quick hits play a rogue.
A Druid like this is only viable in MMORPGs, not in ARPGs.
Delete the Druid, bring in an Amazon, Witch and Paladin. Something unique and the ability to be strong. Not some crappy lowball Teddy bear.
@@russelllapua4904 *laughs in Diablo 2*
@russelllapua4904 yes because witch and paladin are so unique 🤣
6. ppl who put more baneful hearts should get greater rewards
7. the higher the pit you go the higher the chances to get double or triple greater affix items
overall loot sucks, everything i find is trash, lacking uniques and set items, what about runewords? how about unique jewels to socket into our items instead of gems? gems should only be some form of resource for crafting in end game. also they should add a super rare unique scattered prism which can add another socket into an item
I want this for the Pit SO bad...............................
Great Job Raxx. As usual. I like that you try to find some way...
For me:
1. Armory (loadouts) is huge huge huge need
2. Tempering refactoring - easy fast solution: ability to reset whole tempering and during tempering process do not offer previous affix.
3. Enchanting refactoring - as you said, some affixes are quite impossible to roll
4. "Sell All" button
It is all. For now.
A small thing, but I'd also like some new colors for drops, so that temper manuals, goblin treasure bags, paragon glyphs, etc. don't just look like another random item that I'd skip picking up.
Primal ancients has a crazy unique halo indicator on them. The new unique indicator is a slightly different shade of the legendary. Who thought that was a good idea??
Don't those things auto spawn in your chest when you miss them?
These are all great suggestions Raxx. You never ask for ridiculous wants and always keep in mind what's viable and realistic ideas to implement.
Something needs to be done with tempering, but it's hard to nail down exactly what would fix it. It never feels good gambling with BIS items. It's not as stressful as when you're leveling and you get bad stats, but a big source of anxiety when you're gambling with 2 and 3 greater affix items. Some stats _absolutely_ have a lower chance to roll and I've bricked dozens of potential BIS items with this poorly thought out system. Half the time you feel like just rolling general damage and defense to avoid destroying an item. I lost a 3* piece on my Bash/Thorns barb because it would only roll damage at a distance or low end damage. I didn't even get to the second temper.
Then with class balance it's more they need to balance _within_ a class. They need to go through the abilities and find out _why_ there's so many that no one uses. Many of them have no legendary affix or the one they have is useless compared to others. The gap between the best builds and the worst should be 150-200%, not the 700-800% that we're currently seeing.
With uniques it's not just the lack of tempering, but the raw stats on them is so weak compared to what you see on normal legendaries. This just makes it's unique ability even less valuable so people only use them if a build absolutely *_requires_* it. An uber unique should never be a downgrade but I had a shako drop for my minion necro from a basic pit run, then I realized necros don't cast any skills and all your points are in secondary abilities.
We've come a long way since launch but there's still a lot of work to be done to "fix" Diablo 4. At least it feels like it's worth playing past the first week of a new season.
An idea I have for Enchanting (re-rolling):
Add a very extremely low chance of critical hit when rerolling, in which case all possible affixes appear for you to choose.
The chance increases slightly along with the gold you’ve spent on that item. Basically a guarantee after enough gold was poured into one single item.
I agree with all of these. But I'd like to see some QoL updates for the game.
1) - *Give us an extra action bar for elixirs and incenses.* Too many times, I either forget to use them, or if I'm in the middle of some activity and the elixir drops off, I have to open my inventory, click on the consumables tab, and mouse over the elixirs to find the one you wanna use. Wouldn't it be easier to have a small 4 slot action bar somewhere on the screen just for quick access to your consumables?
2) - *We need a better way to start NMD's.* I'm in the process of levelling my Glyphs, so I want to do as many NMD's in the shortest amount of time possible. The system we have now sucks big time. I have to open my inventory, click on the consumables tab, right click the Sigil I want to use, then press tab to open map, click on the dungeon to teleport there. Once I'm done with the NMD, I can do 1 of 3 things. Either I click on the next Sigil I want to run while I'm in the previous NMD, which will TP me outside to the entrance of the NMD I just completed which I then have to open my map and manually look for the new NMD, or I TP back to town, open my inventory, click on the consumables tab, use the next Sigil, open map, click the NMD icon and TP directly into it, or, I exit the previous NMD from the wheel, select the next Sigil, open map and click on the new NMD to be TP'ed there. Whichever option you chose, you have to go through 2 loading screen and a bunch of busy work in between. There's got to be a better way to do this. Loading screens in this game can take ages and this just ruins the flow. Why can't I just click on the new Sigil and be teleported there without 1) TP'ing me out of the NMD I just completed and 2) without the need to open my map and click on the damn icon? I just don't get it.
3) - *We desperately need a overlay map.* Having to stop my gameplay completely to quickly look at the map is stupid. I don't understand why this can't be done. I've read that some random player made an overlay map like PoE or LE, but I wasn't sure on how to install it. But they really need to add this function.
4) - *Add the name of the legendary power imprinted on your gear.* There are a lot of aspects, all with different names and it can get quite laborious at times. If I'm replacing a piece of gear, and I want to imprint my new item with the same legendary power as the item being replaced, I have to mouse over every aspect with the ! and then look at my equipment to see which gear slot is highlighted.
5) - *We need loot filters.* Do I need to elaborate more on this? I don't think so. Also, there's no point in picking up blues at all, but how many of us click on them by mistake? I have, many times.
6) - *Towns need to be more practical than realistic.* I don't care about a realistic town. But what I do care is the armor/weap vendor being in a completely different area than the blacksmith and the oracle somewhere else in the town and the alchemist in another corner of the town. Why? When I go to town to empty my bags, I want to vendor some, salvage others that I still need the legendary powers or xmog, I need to craft some gems if I get an upgrade which in certain towns I have to fucking run around the whole town just to do 1 thing. It's dumb. Yes, some towns are great like that, but when I press T I get ported to towns with shitty layouts like that and I get presented with 2 choices: either I suck it up and run around like a fool, or I port to another town having to possibly endure a lengthy loading screen.
7) - *Let us chose a home.* - Nothing fancy. I don't want a house and play sims. I want something like WoW, where you talk to the innkeeper and you designate your hearthstone to that town. We could have the same in D4. Talk to some innkeeper in a town to designate that town as our home so that when we press T, we always port home.
For 1)
You can slot elixirs/incences to your "emote"-wheel
Extra Bars for Elixir/Incense already exist, put your Elixir/incense on your emote wheel, keybind the emotewheel slots you put Elixir/Incense on, congratz now you can press one button to use them, it´s beyond stupid that there solution is this way, but atleast there is a way to not have to open the inventory every single time
@@jjfeeder969 still can't see it during combat though. There's enough icon spam during combat anyway that separating them into a few categories to make it easier to understand what's going on would be a huge QOL
Edit: agree wholeheartedly w/ this list
#4 is already in the game. You can mouse over an equipped item and the power's name is part of the item name at the top of the tooltip.
Y'all complain a lot
I think all these suggestions are spot on. Keeps it simple, satisfying, and easy to implement. The crafting system in Last Epoch spoiled me for what I expect in arpgs now. I love the affixes and well thought out systems.. but every once in awhile, I appreciate the simple, easy to jump in and out design of Diablo 4
For tempering, the only thing that came to my mind is to pick the affix that you want instead of rng pick from 4. Then make the percentage start from lower numbers. For example, dmg to curse enemies (40% to 60%, change to 20% to 70%?). This would make it harder to get a high roll, but the item is not bricked totally.
I said EXACTLY this to my friend two days ago. Let us select the stat, but make the stat ranges much wider.
It'll still make perfect items rare and still have a long time to chase after them, but we won't completely ruin items in the meantime.
My Suggestions
1) let players to arrange the weight of each affixes when reroll/tempering by using resources to do so up to 35% - 50% of the chance depending on which affixes.
2) Make unique/mythic empactful change build/new abilities.
new ideas: make unique/mythic into an item to attach their power to current wear legendary equipment that player already temp and reroll. Can only attach one armor/jewelry/weapon category. Players can detach it to attach to another legendary if they want.
3) armoury/loadout for players is really need due to the facts that some builds are better on wave / boss / support / pit / nm / helltide / whisper clear.
Thinking about tempering: what about giving the players a chance to modify the outcome via materials or other achievements. If you don’t modify the tempering it will stay as rng as it is right now. But if you modify it you can eliminate an option so the chances of getting the right stat will increase. By this way you are giving the power back to the player, who can choose how much he will spend for the item in order to not brick it.
You have 400 scattered prisms because you play like 14 hours a day. I don’t think it was an over correction for the vast majority of players.
100% agree with loadouts. I think it’s the most important thing to do right now, followed closely by a loot filter, then some adjustments to pets like in d3 where they can auto salvage.
Hes not wrong though. When I leveled my Necro this season I hardly had any scattered prisms and now I never have less than 70.
@@mickpratt8327 I have had 12 for the past few weeks..... Had 7 before hitting 100 on my barb...... I have leveled all other toons to 85+ and have gotten 5....... I had to use 8 of them tonight on my barbs new gear!
About tempering - I Think they should just add new material that will allow us to reroll the tempers. This material can drop from a world boss or anything they want to be onest. Also they can make it rare so it will be a material that will have some „value”. Also (2) that will alow us to use Items for different builds. Sorry for my english :)
Yellow items need major help. It’s really bad that there are drops in the game that you don’t even look at past level 20.
To fix the crafting we need to have a way to weight the rolls. Give a material that allow you to up your chances for your roll. This material will drop in pits above a certain level. This would also help fix the pit pushing being pointless. And weigh the drops on this for higher pits = better drop chances.
We need a way to also have a chance to hit greater affix on re-rolls which could be the same material as above. It’s not a guarantee but it’s a higher chance.
We need a real trade economy, like you said, auction house.
“Treasure Trolls” as I call them, need to drop those loot bags regularly now.
Not everyone does pits cause they r boring i dont want ANOTHER material i have to farm for lol...
2 ideas that i think would be cool are: 1)make xp matter by "leveling" a reward cache. cursed shrines and stuff are so epic and useful while leveling but are a waste of time after you hit 100. What if you got whisper turn-in levels of gold or some other cool reward after you ding? Obviously dont give out more paragon or anything, just a nice little reward option. 2)Make NM dungeons useful after you 21 your glyphs by giving you temper charges as a reward option at the end. The number of charges can be based on the level of NM dungeon.
I want the Malignant heart for Sorcs that consumed all your mana to shoot out more projectiles, that was my favorite thing in the whole game.
Tempering : Season start, Blacksmith needs temper manuals to LEARN to temper those specific affixes. Once learned, you can CHOOSE to temper those affixes. Rerolls count towards rerolling percentage. Can still soft brick with a "min roll" but at least item would be useable..
The biggest flaw of the game is the multiplicative damage system imo. It trivializes content because it creates a massive difference in power between lower end and higher end builds. With an additive system there would still be a difference but content like world bosses for example would be far easier to balance to make them interesting again. In some of the problems you mentioned, like class balance and uniques, changing the way damage is calculated would help enormously in getting them right.
Something no one ever mentions is the eternal realm. It feels like it exists solely so your characters aren't deleted at the end of the season, even though they practically are. My solution for this would be to include another pillar in the eternal realm, and on this pillar you'd be able to select one of the previous seasons to play. That way, no seasonal content is lost forever and people aren't punished for picking up the game later on. You could even make it so that you can buy and finish battlepasses on the eternal realm, removing their timelimit. It will never happen because Blizzard loves creating content and then destroying it in the name of FOMO, but it would be something I would greatly appreciate nonethelss.
This is a cool idea and probably would add a lot of longevity to the game.
The damage system is why this game will never be any good and why it'll eventually turn into a skeleton crew with D3-style flavor of the month set items.
@@JakeCourtney I'm afraid you're correct. #4 on Raxx's list is the fundamental problem, the damage multipliers are why only a handful of builds are endgame viable each season. I doubt they'll ever be able to achieve balance. Replay value and longevity are based on having multiple ways to make each class successfully.
wont happen. theres an agenda and that is that ur playing their latest content (seasonal) not old seasons. this isnt a hobbyist open-source game (unfortunately, and no modding support like there was in d2), its a corporate one. u have to put urself in their shoes (mind of thinking) to understand their many "bad/strange" choices
Yea why did they have to add multiplicative damage…
Not only are you exactly right, but these changes are the kinds of things I need to see to justify playing. I play a little too much right now and go to bed a little too late each night because I'm having fun, but I'm also extremely frustrated by these and other things. When my characters expire into the eternal realm at the end of the season, I'm going to have to decide if I'm going to start over or take advantage of the clean slate to break my addiction. Without these changes, I'm better off skipping season 5 and the expansion, and waiting for that future Raxx video titled, "We asked. Blizzard delivered! Diablo 4 is finally the game we've been waiting for."
I feel like part of the problem with bricking the items is the fact that there is no actual way to work towards getting that item back. The complete RNG of the greater affix system makes tempering hurt even more. If you aren't trading who knows if you will ever get an item like that again. Being able to a choose between two options and keep your last temper and then a system to chase greaters would feel better.
Started with RF rogue, made a HS rogue when they broke it, got bored and made an andys rogue to farm gear for the HS…I have 3 rogues all capable of doing 110+ pit and none of them have seen a GA vuln bow, which is apparently notoriously easy to brick.
@@deleonfountain8220 I've made 2 rogues both done 100+ and I've only seen 1 bow with GA vuln and that was item level 880 so it wasn't worth in the long run but, I've gotten a handful of crossbows with GA vuln and that's what I run with instead.
I think yellows should roll the same number of affixes as legendaries, but slightly lower ranges or something at the same item level. I personally don't like that yellows are useless.
I totally agree with loadouts, D4 should have released with everything D3 had.
But I also have an issue with pit bosses. I can breeze through level x, then get to the boss and it's like a totally different game. The boss SHOULD be hard, but the jump from trash to boss seems extreme
I like the idea of being able to keep the choice of what we temper. We are given 7 chances the current systems doesn't allow us to fully utilize the 7 tempering chance for the fear of bricking the item.
And you only actually get 5 rerolled, 2 of that 7 are the first 2 initial placement rolls
I actually think your idea for tempering would be fantastic. When you pick a tempering manual, you get random rolls from each category, and you have to choose which one you want. I don't even mind the whole bricking items thing much, but I think that would be a much more engaging and thoughtful system.
yeah or just let us choose the temper that we want with random rolls, both ideas work great
@you dont mind bricking 3GA bis items for billions of Gold? Puh 😢
@@moti6151 No, I actually don't. I understand that occasionally systems have downsides and thus I am content accepting that downside. I'm not going to say it doesn't feel bad, but that feel bad makes the times things go well feel better so it is what it is.
That being said, I don't necessarily expect others to have the same mindset as me, so I get that people don't like it. But I, on a personal level, don't mind it.
But even not minding it, tempering is a kind of mindless system, and revising it to make it more strategic and mindful... would be lovely.
There's enough gold sinks in the game, especially now that items are tradeable. I'd really like them to remove the gold cost on re-speccing skills/the paragon board. This would also open up the loadouts/armoury.
Great suggestion and 100% agreed
Trading is not a gold sink becouse the gold doesn't disappear, it just changes hands.
the cost for re-speccing skills is extremely low.
In fact the no gold sinks in the game, has caused massive inflation, making items with even 1 GA costing even 1 billion, and perfect 3GA items are going for 8billion+
The gold you sink into re-speccing your character can be replaced by running 4 whisper dungeons. You can do that in less than an hour.
Yea needing gold just to respec is dumb af.
@@mickpratt8327yes but its stupid.
The *only* way I would want the bricking potential to be further along the crafting process, is if the brick step was a VERY minor boost in power. Vaal Orb as an example you gave is something you never have to do if you don't want, it's just a hyper end-game possibility (some exceptions where it's actually easy and cheap to do, but yeah that goes back to my point tbh).
If the power of the "bricking step" is as powerful as Tempering or Masterworking then it's *REQUIRED* just to have a decent item. So it can't be too far along in the crafting process. So either the bricking step has to be weaker and later, or stronger and earlier.
With Uniques and Uber's they do need to stand out from Legendaries.
Harlequin's Crest for example - *drop all stat, replace with +1 to all passives* GA on that stat brings up to 2, and every Master Work Boost on that stat adds another +1. A triple hit with GA grants +4 to all passives
Bro +4 all passives ❤ or maybe uniques always have a chance to roll with a +1 or 2 to a passive?
Maybe that's a way to make unique's feel great, instead of rolling plus to core skills or whatever, every unique has a chance to roll a passive from a specific part of your skill tree. Maybe Uber uniques get two passives?
That would be a nightmare to balance for shako lmao
Every other helmet including ubers would be even more obsolete than they are now
Lmao “shako needs a buff guys!”
Wait why are we Diablo 3 again?
I like your idea but I'd prefer they leave Shako alone as it's a callback to Diablo 2 and create a new Unique that gives a +1 or 2 to all passives.
That would lead some broken af builds lol
Thanks Raxx! Agree with all of these. I would add: Sticky Dmg numbers like D3 (so your big hits are clearer). Gold - show cumulative total as you pick up or acquire gold (and gold buff). Pets picking up items based on a very simple loot filter (auto salvage
I'm a simple man, I see a Raxx video, I click.
Only way to get free tacos!
ESPACIALLY when you see paint open
Relate
I’m a black man. I see a Raxx video, I click.
Facts
Holy shit, your idea with tempering where it gives you a choice of all the options within that category, but different values, is the greatest idea ever! It would make me so freaking excited to make all kinds of builds and experiment. I honestly just got sad realizing that the system isn't already like this.
They fixed the forgotten souls problem and replaced the exact same issue with angelbreath. GG, i love rerolling.
There is literally no issue with angel breath i have 4 level 100 chars, a barb and a necro that are 99.9% max and i still have plenty of materials
You guys just LOVE complaining and it’s getting boring
Yeah anytime I get an upgrade now I need to spend an hour in hell tide to get enough angelbreath to try and roll one item. FeelsBadMan
@@georgeclarke8770your full of shit. I have every class max and an extra barb. I'm constantly out. You either aren't truly min maxing or you're not min maxing lmao.
Run helltide, the real annoying thing is gold farming and finding gems
i had 2 weeks problems with angelbreath but since i necro/afk farm helltide with new chars not anymore.
Introduce a tempering reset item. Make it as rare as a stygian stone. Now you have something to chase.
lol they could have gave us good cosmetics to chase
That doesn't fix the problem. People would just save those reset items until they get a 3GA item. You will get the "too good to use" effect and tempering would still feel just as bad for most of the game.
@@Fingolfin1190 What are you talking about? It’s on you when and how to use it…
@@bonelessthincrust You mean unlimited use item? That would make tempering a useless mechanic.
@@Fingolfin1190 Huh? Where did I say unlimited use? Are stygian stones unlimited use? Bro your reading comprehension is off today.
Raxx does a great job to break down games to navigate them efficiently.
The current system for D4 is designed around the dopamine gaming model. Have you wondered why you are "forced to gamble" for tempers and enchants etc. And the weighted RnG system they use, making it essentially a carrot on a stick that you chase but never attain until end of the game. I'm sure you've experienced the weighted RnG that rolls the same stat 5 times in a row bricking your item. You can become addicted to the gambling. You hate it....but you keep chasing that dopamine hit.
Obviously some are immune to this tactic. But many aren't. Most aren't even aware.
Bro I just quit. The game isn’t good enough to tickle my brain that much.
@@mojojojo560 Trust me. These corporations have one thing in mind. To separate you from your $$$. The question is, is the product worth the cost.
In Diablo 4 I just don't need perfect stats on items.
Well there is no dopamine in Season 4 man. Tempering is preventing that with incredible efficiency.
There is no stats weight, is confirmation and probability bias.
Appreciate you drawing attention to this Raxx and I hope Blizzard pays attention to your suggestions. My thoughts as someone who plays anywhere from 10 - 30 hours/week...
Fix gear (Premise: the gear should fit the world tier):
No white gear drops after level X (10 or whatever level the final armor slot opens up - no one wears it after that, so get rid of it)
No blue gear drops after level X (30? - same principle as above)
No yellow gear drops after level X (50/60? - aren't most people at least in WT3 by then and gearing for WT4/"end game")
Remove all white/blue/yellow items from the Obols gambler at level X (60?)
After level X (60?) item drop rates get reduced by 50%, but mobs drop a combo of mats, gold, gems, and legendaries/uniques/mythics (a red/differentiating color beam is a must)
Tempering limit is removed completely so items can't be bricked
Tempering stats cannot be re-rolled until ALL combinations have been generated, but material costs go up with each re-roll (i.e.: if an item has 4 potential categories with a range of 5 percentages, then each category and stat must roll once before it can be repeated) - this eliminates the chance of stat A at 10% rolling 5 times in a row (it's happened to me)
Fix the aspect weighting/RNG so all are equal - no one should reach lvl 100 without at least 1 each of the aspects for the codex dropping
Fix stat weighting/RNG - I have 2 chars at lvl 100 and have seen no legendary drop with CDR as a stat
Misc.
Increase gem drop rate - I duo with a friend and we each have 2 level 100 chars. Neither has a full set of flawless gems after running countless NM dungeons, Whispers, Helltides, side quests, etc.
Increase potion/incense material drop rates and/or add incense drops to Helltide rewards
Things I want to see.
1. Build Diversity.
2. More Build Diversity.
3. Talent trees.
4. No, not twigs. Talent TREES.
5. More build diversity (viable builds)
6. Endgame progression loop.
7. Runes.
8. Runewords.
9. Item types, more sockets items.
10. Better bosses.
Build diversity stated three times. Shows priority and I wholeheartedly agree.
Did u try playing poe?
Poe has literally all of that...
@@F3nrylwe don't want to play PoE, we want to play diablo lol but with all the things we want added it's pretty much going to become D3/PoE Lite. Which I'm ok with. Will definitely be trying POE2 when it comes out though and we'll see how that goes
@@F3nryl i made one character in PoE Went in blind with no guide and had a really good time learning the game. I would highly recommend it to anyone that likes D4. Afterall, poe is free. However, playing PoE won't make D4 better. :)
please no runes, runewords killed D2, everybody using the same few runewords for every character every builds..... (just enough strenght to wear spirit shield everything else to vitality) :D
Why is nobody talking about being one shot by the shadow minions, and the elemental damage being way overturned and one shooting you even when you have maxed out elemental resist and maxed armor. I'm getting one shot all over the place with multiple different builds
This season I resorted to creating multiple characters of the same class because loadouts don't exist yet. So now I have multiple godly strong characters with different skills/paragon/gear for the various endgame activities which is just dumb and shouldn't be required to enjoy the game.
Also I'd like to have the ability to craft any temper from any class that I have unlocked on my account. For example, Barbs are using the crit damage temper from Rogue but you have to swap characters to your Rogue each time you want to temper crit damage for a Barb item which is super clunky.
You just answered yourself. Creating 3 fully maxed out characters in just 1 month tells you how easy it is to create new characters and how fast the process already is in d4. Everyone seems to want everything for free in this era. I cant understand it. What happened to actually playing and spend some time to think about what you do in a game for a bit?
@@fisskr yea but why make 3 new different characters instead of making a loadout?
@@fisskr You're missing the point entirely. The lack of a loadout system is clunky because I don't want to have to create multiple characters to have different builds for endgame activities regardless of how fast I can level them. I'm fine with farming multiple sets of gear I just want to have the ability to swap my skills and paragon board more easily on my 1 character. I'm not asking for anything free here.
I'm also fine with creating in my example a Rogue to unlock a different class' tempers but I want to be able to craft the tempers on any class because again swapping characters to perform a 3 second temper is clunky. So again, I'm not asking for anything free here but rather wanting a smoother system once I have things unlocked.
@@Bakouru I think I understand clearly. You want a speedbuild for something, a tanky build for other activity and pure dps for something else. My point is to have a great game whereas all builds are somewhat viable in all activities (Last Epoch does this really well). I elaborated on this on a separate comment. I'm not entirely against loadouts but I really dont want to see quick-swapping for free whenever you want. Its a roleplaying game and choices need to have weight. If you feel the need to make different characters for different purposes its something else wrong in the game. They should focus on making more builds viable and also able to effectively do all content in the game. But yes, i do think loadouts can exist but it should be expensive to switch and more for the purpose of allowing players to TEST different builds and be able to switch back, and not use loadout as something thats part of the gameplay-loop as I understand it youre implying.
My top 5 list
1. A way to unbrick an item. Example create a once a week Dungeon that opens maybe once a week for 24 hours. A hard dungeon with a worthy boss that gives you access to an ancient forge and you need to maybe pay by sacrificing 3, 3 greater affix items that is the same as your item. Just a thought
2. Class Balance is a real clown show at the moment, maybe an extra gear item like a talisman can help some classes. I play druid and it’s always a pain trying to get a build together because druids need to many aspects to get a build going. Why not have one aspect that make wear bear skills earths skills. That'll save one slot.
3. New abilities, I know they said that is not in the cards but hear me out. Why not add new abilities into the Uniques . That could be part of a quest line to unlock. Example giving the mage earth skills that is part of a unique item that completely changers how you play a mage.
4. Load outs: what Raxx said. I’m sitting at the moment with 3 lvl 100 druids with different builds.
5. I guess it’s only 4 on my list. I walked away from D4 but this season brought me back and I think they on the right track to make Diablo great again.
lol druids aspects are literal ass.
Initially tempering seemed fine to me. I guess I was lucky with my first couple of tempered items.
Then the nightmare started. One after the other I bricked several perfect items and the frustration started to settle in.
I now realize the devs have done exactly what we asked them not to do - make dressing up a single character in perfect gear an endless journey.
If they think I'm going to spend another 12 years just to end up with half-baked characters, constantly having to rework my builds because of their changes, they are sorely mistaken.
I’d like to see Uniques develop over time, they evolve in affix’s and the special bit at the bottom
Example:
Affixes steadily increase by up to 150% as the weapon is satiated with blood
Then at max level it creates that 5th (like tempering) affix
Lastly, the special then evolves somehow, maybe a quest which gives you different choices based on the quest chosen
This is a pretty cool idea. I would like to see something like that. Numbers might need some tweaking but the idea is solid.
Have reagents or fluxes or catalysts or whatever you want to call them that modify the chances on the rolls. Look at something like Last Epoch's lenses for prophecy rolling.
They could even be based on the previous roll - so you get a stat you want but it rolled low? Add a r/f/c/whatever to make the stat less likely to change, add one to make it more likely rolls will be at the extremes (low/high, not middle). If you got a stat you really didn't want but got a high roll? Add something to make a stat change more likely or make a particular kind of stat more likely, add one to make the roll not change much.
MUGA was not the phrase I thought I would come out with for this video, but here we are lol
We're going to build a wall and we're going to make Blizz pay for it
@@bonelessthincrustI almost choked and died reading this
1. Allow sacrificing of "junk" legendaries to allow another roll.
2. Enable dynamic affix weighting so that affixes you've rejected become less likely to come up, or at least less likely to roll so low.
3. Allow for only one copy of a unique per character, and additional drops just increase the quality/rolls of the unique you already have.
4. Randomness for ability damage needs to be on a bell curve. Very low and very high hits should be rare, but overall damage should be somewhere in the middle. There also needs to be a better way for people to know how a piece of gear or an ability point will affect their game play. It might help as well if they had an in game help/guide that tells you what keywords actually mean. It took me forever and a day to find out what the Necromancer's "priests" were.
5. Completely agreed.
I think the main thing season 5 needs for me is an actually good seasonal theme. While I enjoyed the base game improvements they made with season 4, I checked out early because there wasn't any new content to do/new progression systems.
Yes, the pit was new, but ultimately it's just mini nightmare dungeons.
It’s nothing like nightmare dungeons
more like the greater rifts from D3 not nightmare dungeons
@@AK40Kevinn The pit doesn't have the mechanic to do to open a middle door like a nightmare dungeon. But other than that it's the same except you get masterworking materials instead of glyph xp.
Oh and there's a timer, but that doesn't have a massive impact unless you're pushing really high level pit.
@@JackPlaysTVyou just answered your own gripes with the pits. they’re also significantly faster than nightmare dungeons on average, especially if you’re speed farming. Nightmare dungeons become obsolete after a certain point in time, the pits are almost always needed to further the power of your gear. The pits’ timer does mean a lot, even if you’re not pushing high tiers, its to test your efficiency and see how fast you can clear them for the most mats in the shortest amount of time at a high enough tier you’re comfortable with. That, along with everything you described is far more than enough to distinguish nightmare dungeons and pits. The gameplay loop in dungeon crawlers tends to be the same, just with different end goals. The pits and nightmare dungeons are no different.
Once I got to 100 I had no desire to Pit because they felt too much like NMDs.
Raxx, you are a god amongst men. I am a filthy casual when it comes to ARPG's, but I love theory crafting even when I don't play for days/weeks/months. Your videos always help me understand the intricacies of these complex games, so I waste less time when I do get to play.
Also, you're funny af.
I disagree with the Tempering portion on two counts:
1. Tempering is NOT the first step to "crafting" in D4. The first step is finding the right affixes. Forget about finding a useful greater affix, just finding skill rank affixes for example is hard enough for most players.
That's based on pure luck, so when you brick it, you feel helpless
2. I don't think it should be easy to get perfectly crafted gear, but Blizzard should also consider making it easier to try different builds in one character. And the current crafting systems force you to go all in on one build.
Being able to reset tempers and lowering the cost of Masterworking and enchanting would help. And yes, loadouts are basic features along with adequate stash space that should've been there at launch.
The lack of being able to try builds is what kills me.
Finding skill rank affixes? Do people actually wait for one of those to drop? I gave up on that. I'd still be wearing 720 gear if I made that a must-have. Enchanting is the only option, and with the current weighting, it's nearly impossible. We should be able to spend a "couple million gold" to obtain skill ranks.
Love your idea for tempering. As a sorc main, I’ve bricked so many GA CDR focuses. Then I find a GA crit chance focus and I’m like ok I can work with that, try rolling for CDR on one of the other affixes, hundreds of millions of gold and can’t get a CDR roll. As far as uniques are concerned, a simple fix could be when we masterwork them, the unique power levels up as well as the affixes. Ex. 12/12 shako would give plus 7 to all skills.
Let's make it simple : breaking an item should be a risk you WANT to take, not a risk you NEED to take.
Amen.
It is? You dont need to brick any item to hit the ostensible breakpoints for easily clearing content. That's one of D4's major failures itself - the only source of interesting progression is tied to character power as there is no current challenge past a pretty easily attainable level OF character power. It's playing with monopoly money by the end of it where optimizing numbers is all that's left which encourages risking bricks to get better numbers to clear the same content faster. Which means itemization itself and challenge content both need mechanical additions like raxx alluded to in the uniques feeling unique section. So much of D4 is a waste of early game intricacy; it becomes a standard 'numbers go up' ARPG, where as more longevity comes from actual playstyle options and mechanical interactions that this game doesn't have. Sidegrades that feel more fun to play are always healthier for the genre than basic stat ups.
If you don't need to roll good affixes on tempering, then why having tempering at all?
No, you need it. And the reason is that the affixes are OP.
@@Diogen74 unfortunately I definitely agree with that straight facts
Great list. I am a “casual” but do enjoy the game. I view them in a different order but agree.(uniques, class balances, tampering, resources, and build swaps) easy for me to say when you put all the thought and work, lol. Thank you for all the thought and work you put in.
Tempering: Pick the temper you want, you get one roll to set the % or level then every 4 masterworks it rerolls and you can choose to take the reroll or keep the old. Reset the masterwork and you start over from the original roll.
I hope blizzard watches this. You articulate these changes very well. I leveled almost 8 level 100s this season and can say uniques do need a rework and tempering hurts when I brick a 2 or 3 star item, which happens more than not.
Turn Yellows into Affix mats. If you are looking for specific affixes, you can scrap a yellows that have the affix and get increased chance of getting the affix for each piece used.
You know what's the problem with build-defining uniques? Without them you don't have the build.
I barely managed to get the Fractured Winterglass the other day after 62 Zir runs. Sixty frickin' two runs!!!
As you can imagine, those were not done back to back. I had to collect 558 vials of blood for the summoning ritual which, of course, I did over the span of several weeks.
And since the goddamn blood vials drop mostly from the Blood Maiden in Helltide, I died a lot and lost a lot of time because, lo and behold, without the Fractured Winterglass my Frozen Orb sorceress is not powerful enough to farm resources qiuckly and effortlessly enough for the process to be midly enjoyable. A vicious loop isn't it?
Unique ideas to make them useful:
1. Poison traps are throwable and send out a flurry when triggered
2. Penetrating shot splits into barrage arrows when hitting an enemy giving range on barrage
3. Fireball is turned into a lightning skill that chains lightning when hitting an enemy (imagine pairing that with the fireball unique we have)
I don’t know the other classes well enough to give ideas but these would be uniques that you would easily give us a tempered item for
Great ideas
Hmm last epoch reference
I like your wishlist Raxx.
I agree that bricking an item is actually helpful (gives incentive to keep item hunting), but what if we used scattered prisms to reset tempering? Would help with the overcorrection on having an abundance of them.
I kinda like this idea
I totally agree with your first part, but i don't want to reset tempering even if it would cost a lot. As you say, if i brick an item it gives me a short head ache, might throw a temper tantrum but it give me the incentive to keep grinding for loot. This is the first season i keep playing after level 100, i might even start a new character. :)
no, bricking just extends item hunting artificially. You got a perfect 3/3 GA and max tempering rolls on the stats you want are you still gonna look for new gear of that slot? no, so you no longer have incentive to item hunt that slot. if i get a 3 ga hellbent ammy im not tempering it im selling it, even when im playing minion necro. why? cause i can not bear to brick it. bricking is just straight up bad
@@Akakiryuushin Bricking is good when it has a value just like in POE. You choose if you want to roll the dice and get a crazy reward. Its also the last step so again your decision to come all this way with the item and say fuck it.
@@Akakiryuushin that would only work if you actually had a way to farm for 3GA. You could play rest of season and never smell another 3GA item. So no, tempering should be reset same way as masterworking can be. Bricking items doesn't equal engagement and its not really fun for anyone. Casual audiences will brick one item and will never engage with that mechanic again.
My fixes for the non-end game stuff.
1) Eliminate Resources for Tempering or make them so abundant from EVERYTHING that they might as well be free.
2) Eliminate the cost of aspects or make the cost so low its functionally 'free' IE) 50 gold each time.
3) All waypoints for a new character except strongholds. Strongholds (not in campaign mode) award a full bar for the tree of whispers (10 I think it was) AND of the resource that adds a socket to gear upon completion.
These things get in the way of the fun getting started. Strongholds are fun but just need a bit more.
Thanks for your suggestion on making uber uniques more visible. They will now drop with " - U" text at the end.
The only reason I'm playing season 4 is fractured winter glass...and YES gold enchant cost is horrible I've finally got a crit DMG/attack speed ring that has never rolled crit chance in 25mil gold spent so far.. it's frustrating and all I'm doing now is selling drops just so I can roll crit chance... 100% agreed on the master working..
However, my main issue with D4 is boring skills, boring skills choice, paragon is meh, maps mostly feel the same and bosses are boring except Uber... I recently started playing Undecmber and that game has a better skill system, better skills, better maps, better bosses... It's p2w model is the biggest draw back..
I agree with you on the 5 biggest things I'd like to see. My order from top priority 1st:
1) class balance- raise the floor and lower the ceiling (and please buff druid)
2) Tempering- Bricking okay, just need less 1 in 5 tempers and a way to keep what you have when rerolling (and maybe extra chances on GA items)
3) Load-outs- need at least 3 per char, I'm fine with them being locked out of changing during pits and things, but should be free otherwise
4) Resources- Gold & angelsbreath always running out. I like having best ways to acquire things, but gap between best and other is gigantic. Consolidate gems to all use generic gem fragments.
5) Uniques- definitely need a big balance pass, they should probably add at least 1 fixed temper on them (random roll but fixed temper type so no bricking) or 5th affix
I actually feel like the goblin hunting and the week long event was the reason for the “over correction” of scattered prisms. I have, since the event ,started over in HC and find that if i participate in WB evens and am farming that the amounts of scattered prisms is really appropriate. I just reached 90 and I have 7 in my inventory, and have used 3. I feel this is actually spot on and doesn’t need change.
Edit: grammar
I think tempering should be fixed so that you cannot brick items - needs a rework. I'd rather not find the item in the first place then get super excited I found a godly legendary item only for it to brick. Then I feel like quitting. Getting a good pair of gloves or ring is VERY rare. This should not brick.
Yo Rax, appreciate all your work, simply amazing. One thing that I would add on the top of all you said is to do something about unique affixes. For me playing casually there's nothing worse than farming uniques, finding one with greater afix (which is extremely rare) and finding out that the unique affix is the lowest possible roll. In the end I'm still running with uniques at ilvl 800-900 just because the affix I need the most is top roll. They did improve a lot (last time I played was on the premiere) but I wish there was some system to improve affixes on uniques like there is this changed codex of power. Keep up the good work, cheers bro
They also need to fix the tempering resource rewards from the pit for coop play. It’s silly the rest of the team only gets 50%. Makes it better to solo farm and you spend most of your time farming the pits in endgame. Make it enjoyable to play together. My friends and I all stopped playing because we couldn’t play together anymore.
But the other option is "People who have a team fly ahead".
Those players in a team can all split and do their own pits, and be at full efficency.
Some people dont/cant play with people, so they would just get fucked without a choice.
You've also gotta remember that teamplay means you clear faster. Have P1 pop the key, then P2 the next run.. Etc. - That way everyone gets the same amount of resources.
Maybe just up it to 80%, to even it out with solo players... group play already has alot of benefits that solo players don't and you ALWAYS have access to solo play, you don't always have access to group play. Not to mention blizzards community access to Randoms group is total crap borderline none existent. There's no decent global chat in the game, no group finder... its almost like they don't want you to group. People don't find each other out in the world like they imagined, and almost no one will type in local chat. At best you get them using emoticons
My idea was to let us upgrade vendors. I figured the mats would drop 80-100 in the pit, and as you upgraded your vendors they would show additional rolls. So eventually fully upgraded vendors would be your idea, the blacksmith shows the full manual, and occultist shows 6+ different affixes on a roll. Healer/Gambler would just get more items, maybe even the old system in which a rare could be upgraded to legendary.
I have a dagger and a sword in my chest. Both with 3 GA dex life and crit I play ssf so I found these. I don’t know if I’ll ever be able to roll them. I’d be too angry, and I do get angry.
I’ll go find some grass now.
Bricking finally broke me this past week. I'm done pushing and I'm now just playing a few alts 1-100 because I like the fantasy. If the bricking mechanic remains like this in game then I think I'm done with Diablo 4. Sad to say because I have over 15,000 hours of my life into the Diablo series and this one is getting close to being good. I just absolutely hate this system.
Just sell them... I've bricked 3, 2GA bows by not getting vulnerable damage, even with hitting HA cast twice perfect roll on the 1st temper try...
Man Raxx is spot on with the Mythic unique take… it so sad seeing 6 uniques drop and just praying you get somthing.. let’s get the Big TINK in there .. right on Raxx couldn’t agree with this whole video more . Multiple like buttons needed
I wish the Skill Tree had a more impactful feeling. And should be the main thing focused on. Like “Wow. I finally was able to put that 5th point into Fireball. Now I’m a master of Fire!!” Or finally putting a point into Army Of The Dead and you just feel that class fantasy and now you “feel” like YOU command the Undead. And then feel that power riding out into the Helltide…You know?
I sometimes feel I just quickly put my little points in and run to the blacksmith..😅
I know with certainty the animation changes In sorcerer as you level up certain abilities. They should definitely put that for all classes.
Great video as always! This comment may be on here already I didn’t read through them all. But I think the loadouts as you mentioned is needed most.
a quick way to solve this if not giving loadouts is to make glyph levels shared on each class. It’s quick to level up a new character now. I don’t mind having to do that. If the glyphs were all shared on a class we can have different ones for different tasks without much hassle. This would allow each to have their own paragon board and gear. Would be a quick solve if not able to do loadouts. This would cater to all. Those that like to play more and those who take there time.
Considering that D4 is targeted towards casual players, it’s a really good thing that an item can be bricked at the first step.
This way, if tampering is successful, you know that it’s just a question of resources (gold, crafting res) to improve your item and that it is safe.
They should just use the same mechanic like enchanting where you can chose to use the new roll or keep the new one.
imo the biggest problem is still the time spent dealing with the 2 trillions items you get all the time. Even if we don't have to LOOK at every item anymore cause only the ones with greater affixes matter, we still have to LOOT everything to sell them for gold and sometime salvage them for mats. I want my bag to be a magic bag that can EAT items for me. I want the simplest loot filter ever, with just a few settings: rarity / slot / item level / number of greater affixes, not more, no detail of the stats. And everything that is not in my filter, I can still pick it up, it still goes in my bag, but my bag eats it. And I have a toggle that say "do you want your bag to gove you gold or mats when it eats something?". That's it, give me a magic mimic bag, I don't mind clicking on every item to pick them up, but I do not want to go back to town to sell them all one by one because I need a trillion gold to get my rank to passive on my amulet. PLEASE
Well, if you have a family + job and you play only in your free time, bricking an item feels you have just wasted your time in this game.
I agree with the take on uniques. 1) Make unique drops class weighted if they aren't already, and 2) Make ALL of them good enough to be usable as soon as they drop.
U don't roll for CDR. you pray you get an item with it 😅
Which tbf is very rare
First of all, I would like to commend Blizzard for implementing many of the features and improvements you have discussed in previous videos.
The most annoying thing I have to deal with atm are the bugs with the Holy Elexier, and Lilith. Since the recent update, nothing is working anymore and it was too easy with mmy Twink, because Lili didnt make half of her skills.
I like your ideas for tempering, here is one more:
Increased Player Control through Material Choices: Implement a system where players can increase the probability of obtaining specific affixes by choosing certain materials or by using additional resources. This could enhance player control over the process and reduce frustration from random outcomes.
You are absolutely right about the points mentioned, and Blizzard seems to be listening to the community lately, so I am hopeful that this will be addressed as well. Tormented Boss materials could drop randomly like Living Steel, in my opinion. It shouldn't be the case that I have to one-shot low-level bosses for 30 minutes just to fight a few Tormented Bosses. Ideally, all bosses should be nearly as challenging as Lilith. However, it's important to communicate this properly. Players shouldn't feel like they have to complete all content in the game immediately; instead, they should work towards it. Lilith before the changes was a reason for me to improve and upgrade my character with better items and to masterwork.
Thanks for your effort and hard work in helping us and improving the game
I think all those things would be great to add would also really like,
1. Health bar above player.
2. Stash space and character slots
3. Paragon respec like maxroll/d4builds
4. Something done to the transitional events in dungeons fighting 15+ elites for no xp no loot feels bad just remove them if you can stop the exploiting.
5. Remove any weighting or tempers/rerolls(they did this at some point) then put it back in the game why? Drop life per second, cc reduce and thorns(on anything but barb/necro) completly
To add the things you've mentioned on the list, here are the list of options that I would like to be added in the future maybe season 5 or the next expansion after vessel of hatred .
1. Add the Paladin and the Amazon
2. Add armor sets from uber bosses ( free cosmetics )
3. Change the Pit tileset to Hell tileset similiar to the Echo of Hatred or The Burning Hells quest campaign.
4. Update the paragon board. Add more legendary nodes and points.
5. Add runewords
6. Add Kanais cube system in that way we can equip the legendary aspect of the weapon , armor and jewelry without equipping it in the inventory.
7. Add ascendancy for each class
8. Add legendary gems
9. Add set items
10. Platinum rewards for completing a season enough to buy a 1 armor set from the shop
11. Add the option to change the color of the mount armor / horse armor to match the color of your gear
12. add a mobility skill to the Necromancer like Wraith walk or Spirit Walk.
13. Add the option for the Barbarian to equip both 2 handed slashing weapon or 2 handed bludgeoning weapon.
14. Add a 3rd slot for the enchantment for the Sorcerer
15. Add the option for the Rogue for dual wielding a 1 handed crossbow similar to the Demon Hunter.
16. Maybe add another shape-shifting skill for the Druid like the Werecat. Maybe a new legendary apsect that can make him transform into a Werecat.
Something small I would like is a little warning when you're about to sell gear, something like "You are about to sell an item that would upgrade your codex, are you sure you want to sell?" I know you can just buy it back but that costs me gold lol I also think that instead of Ensembles the wardrobe, replace them with Loadouts. That way they don't have to add a "locker" or whatever. Or keep Ensembles and make another tab in the wardrobe for Loadouts idk. I would also like to see something like vampiric powers come back, those were fun and build changing, could help with build diversity. But we do also need more skills on the skill tree. Each class really only has about 3ish high end game builds. Sure you can go off on your own and mix and match a ton of stuff, but it's not usually top tier end game ready.
All great points Raxx.
For casuals that spend 99% of time lvling and trying/creating builds without copying from internet:
1 - Tempering DMG is too overpower, lvling is zero fun now. Nerf DMG options, make Tempering only available after lvl 70 or something like that.
Bless you, Raxx. You try so hard to save this game from what, at times, appears to be just utter incompetence at Blizzard, or a total lack of understanding of makes a game fun. I hope your dedication and positive approach is rewarded.
1. Tempering, I totally agree, desperately needs a change. The current system takes away player agency, which is bad. D4Bad levels of badness, which means it's really bad. Let players CHOOSE the tempering attribute. In D4 we don't play classes, we play builds. Specific builds which require specific attributes to function properly. Players need control over the characters they build. Now, the value of the attribute can be a range, as it currently is, that's a totally acceptable use of randomness. So I got 63 out of a 50 - 100 range on the first try, fine, that's just my luck. Now I'd like a system where I can push that attribute close to the max roll, maybe somewhere in the 90's with certainty and effort. Never reduce the value, but, within reason, give us a chance to increase it. Attaining a max value should not be guaranteed, but the item should always remain in a usable state, good enough that I can use it, maybe even sell it later, or even use it's attribute values as a base for tempering another item if I manage to find a possible replacement. Whoops, I used all of my bricked items to build a wall of text. Sorry.
3. Raxx spittin' facts. 10% more damage isn't unique. Maybe you can do a pit level one higher than before, but you're still playing the exact same build in the exact same way, fighting the exact same monsters. Uniques should change the way you play, but isn't this what they already did with legendary powers?
5. Loadouts, yes! The paragon / glyph system makes it very troublesome to switch builds, whether you just fancy a change or need it for a particular activity. Somehow swapping paragon boards just isn't as rewarding as fighting monsters.
1) Item filter
2) Auction house or at least a trade site like PoE
3) Sell all button
4) Reset dungeon near the summon device
5) Autopickup of every material (shards, organs, blood, distilled fear etc)
autopick happens already.
Hi Rax,
Perfect list, for me the number 1 thing is Loadouts.
To enjoy a class you need to be able to switch styles of play on the fly, for example, going from Twisting blades rogue to a Penetrating Shot rogue, coz let's be honest, most of us start a build for the season, and stick to it coz it's too much effort to change.
If we could develop two builds at the same time, it would be amazing.
Also, they need to look at a different way of measuring dps and legendary powers.
Other games, your ability does not define whether you are ranged or melee, it defines your playstyle.
Last Epoch, if you change your held weapon your ability is automatically adjusted for ranged combat.
Too much is dependant on the legendary powers that are hard tied to your gear, this needs to change, we need legendary powers as selectables and not imprinted on the gear itself.
This will make it easier to change playstyle.
idea for rolling affixes: have an option to block one of the rolled affixes, the subsequent rolls on that item will not be able to roll that affix therefore making it easier to roll the desired one
also lootfilter, that would change the items below threshold into resources in the field
Very good points... Regarding an in game auction house (I know it wasn't a main point), I'm not sure if I'd like that. If they would implement that I think they should simultaneously include a solo self found mode. Or maybe just a self found mode that disables trading but you can still group up. A true ssf mode would also need to address the cost of summoning bosses that is so brutal for solo players compared to 4 man groups.
Honestly, there should still be value for experience after level 100, i think still levelling up but instead of infinite power creep, get currency / materials or something in this line which makes it worth for the player to get exp and "level" up. Maybe implement some new rare mats that can refresh tempering rolls (but must be rare).
I just want to mention something about enchanting rerolls, I noticed that some items like boots or rings have a max gold cost of about 1.8 mill, but other items like 2 handed weapons or amulets have a max gold cost of about 6 mill to reroll. I want to see a change here where all items start equally at like 10k gold and has a max gold cost of about 1.5 million in the end.
Heres my idea ;P I would do tempering as leveling/grinding thing. So basically I can choose what I like for my build/item/class and tempering would "calculate" what I need to do for that. like deliver 1k mats, kill 10000 mobs with that weapon and after that bam, you get your desired affix ready for tempering or "unlocked". Whatever, the point is, that way we can target what we need, it opens basicly another "endgame" activity of some sorts as it gives you something to do/chase. And not some RNG crap.
What if tempering was just a chance to get a stat if it succeeds, and not if it doesn't? But you would be able to choose it. As for re-rolling better stat roll, it would simply reroll the stat, which could both downgrade or upgrade it. With the ability to potentially "Greater Affix" the thing, increasing the bonuses of the temper for like 20% chance, and 80% of it failing and removing the stat or giving it something else or keeping it the same, (similar to Vaal).
Your tempering idea for “soft bricking” is brilliant. You should suggest this directly to Blizzard. I love it!
Hi Raxx, would you still want a sell-all button, when it's sort of allready in the game? If you mark the items as junk and sell one it sells all of the junk. I scroll through all the items, double tab the greater affix items and uniques, single tab the undesired items
I don't know if this is too similar to Last Epoch, but solving tempering and yellow items, let yellow items roll with all the affixes but still have fewer affixes. Salvaging them banks the affixes. Then you can choose the specific affix and roll RNG for the actual amount and either it soft locks after a number of rolls or you can reset like master-working for gold + materials. Or just have yellow items salvage to a generic resource for tempering affixes without having to bank specific ones.
I like your ideas, it all makes sense. 2 things I actually mentioned to my clannies, was the need for a loot pet and loadouts, and boom, we got the pets 2 days later! Let's hope they do the loadouts as well...
Great feedback as always man!!!
Imo Mythic uniques could (should?) be as their name implies.
Maybe there is one or there are 3 maximum for each class, which should be build defining. For example we could have a mythic wand for the Sorceress, which would allow infinite teleporting and each teleport cast could activate a Nova, or something similar. Or we could have the Bul Kathos Mythic swords (or ring) for the Barb, which would allow for the Ancients to constantly be accompanying us, maybe dealing tons of DPS and providing some sort of DR.
Druids could have a Mythic totem that could enable some skill interactions, like Lightning storm bolts and tornadoes are raging at a radius around us for the whole duration of Hurricane.
There are a lot of things that could be added and the key word here is Creativity, as you succinctly stated.
Keep up the great work!!!!!
(Sorry for the long comment)
Another way to fix Uber unique is to have armour and weapon upgrade drops from all the bosses which can plug missing tempering/affix types to customise the item to your build so your not sacrificing your build to have a Uber unique. For instance replacing armour legendary piece you often lose by not having resistances on them. You could make a armour upgrade for Uber unique give all resistances upgrade. Just depends on what your build needs to make the Uber unique a additive upgrade to normal legendary armour.
Yea, I blew through 100 million in an eyeblink trying to get Frozen Orb points on my gloves yesterday. The RNG weighting to main stat, life and life per second in the mystic reroll is BRUTAL.
I think adding wild uniques is good, but it wouldn't hurt to consider adding at least 1 temper slot to uniques. That way using them doesn't subtract too badly from your overall build.
Agree on almost everything. The best solution I can think of for tempering is a time gated reset manual. Worthy rank or 1 each week from WB kill or something. A sparse resource that doesn’t encourage RMT and isn’t farmable.