Diablo® III

Improvements Almanac v2

This is a continuation of the D3 Interactive Improvement Initiative
http://eu.battle.net/d3/en/forum/topic/5848165193

Please support the sister projects
http://eu.battle.net/d3/en/forum/topic/5723362876
http://eu.battle.net/d3/en/forum/topic/5724134919
http://eu.battle.net/d3/en/forum/topic/5847637766
and any thread that aims at improving the game you (wish you could) love.

Since the original post no longer fits the required format of maximum 10000 characters, I am forced to break it down into volumes.

The integer score next to each item in the list, represents the number of people encouraging that idea minus the number of those who oppose it.

Any input is welcome and encouraged and I will do my best to keep the list updated as new suggestions and votes flow in.

The ideas are posted in the order that they come up, not order of their relevance/score. Some scores of new ideas may be off by 1, depending on whether I agree with them or not.I'm trying to compile a list of relatively small additions and improvements to the game (things such as new acts and characters obviously do not qualify for patches, but rather for an expansion).

Public Games:
- introduction of MP system (+33)
- Introduction of public rooms that not only can specify MP lvl, but also can set minimum requirements such as paragon lvl, no AH players only, etc (+27)
- Each additional party member increases max number of NV stack by 1, hence a 4 ppl party can have up to 7 NV (+18)
- Each additional party member increases base Exp gain (+8)
- option to lessen or hide altogether the graphical effects from ally abilities (+22)
- Add in game-naming system for public games, like in D2 (+13)
- Open up the PK mode, like in D2. Allow players to create public games with PK option unchecked (and make PKing disabled by default), if they do not wish to deal with PKs (+13)
- Increase player limit to 8 or even 10 players (+12)
- Don't force players into a party (+8)
- Allow players to gain bonus exp if they are not grouped in a multiplayer game (like in D2) (+10)
- offer a list of public games available to join (like in d2) only more organized and searchable so you can actually select which game to join (+12)

Character:
- paragon levels provide a small increment to pickup radius, possibly 1 or 2 for every 10 levels gained (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=7#126 ) (+30)
- unlocking 10 levels grants a small extra benefit, along with the upgraded avatar (+26)
- increase base pickup radius to 1 or 2 (+33)
- add an influence of the paragon lvls of your other characters to the lvl60 character you're playing atm in order to encourage playing other classes. This can be in the form of pickup radius, increased exp/MF/GF rate (+24)
- button to automatically sort your items (+26)
- button to link your stash to your other characters while in-game for the purpose of comparing items (+23)
- besides a shared stash, add a private stash (+21)
- ability to buy moar stash tabs (+29)
- death is too lenient; experience penalties should be taken into consideration (+18)
- Each hero on an account benefits from GF & MF of the highest paragon level character on that account, but not the stat increase (+17)
- Since level ~77 is halfway to paragon journey 1-100, each PL from 75 grants twice the stat increase making the grind more rewarding. (6 primary stat, 4 vit etc.) (+20)
- every 10 paragon levels or so you gain a small amount of resistance to CC and reflect damage (+19)
- Players can now auto pick up tome of secrets, health potions and gems (+25)
- an equivalent/variant to D2's /nopickup mode where you can set an item quality level that will not be picked up when clicked unless a modifier key is held down at the same time (+13)
- Provide incentives for starting new characters. Hellforge, bonus items on first boss kills, imbue, socketing, etc, did wonders to give incentives for players to roll new characters (+13)
- ability to choose paragon leveling bonus (MP, pickup radius, etc) (+9)
- remove or increase paragon level cap (+8)
- add very small bonuses for reaching certain milestones above paragon 100 (+8)
- losing one point of vitality effectiveness (down from "35 hp per vitality" max. to "10 hp per vitality" min.) on forced respawn after death when Nephalem Valor is active. Can be avoided if a party member resurrects you on the point (+1)
- Some active skills with low damage output gets straight damage bonuses such as 30% weapon damage with +500 damage modifier , +45% weapon damage +200 damage modifier. So without any weapon player wouldn't feel so weak at normal difficulty as a higher level character (+3)
- Let main stats grant a secondary bonus to the characters; for example, Strength increasing movement speed and armor, Dexterity increasing block chance and dodge chance, Intelligence increasing resistances and reducing CC effects duration, Vitality increasing total health and grant small amount of life regeneration (+3)

Skills & Classes:
- general overhaul of skills and runes, thus encouraging build diversity (see http://us.battle.net/d3/en/forum/topic/7253855835 & http://eu.battle.net/d3/en/forum/topic/5847817976?page=6 ) (+13)
- make all classes viable and fun to play, in their own way (+12)
- Barbarian passive - Weapon Master - the bonus for Mighty Weapons needs to be redesigned (+14)
- Passives grant bonuses depending on attribute comparisons of the class you are playing. Some passives get "ranks" just like trait system to be unlocked within Paragon Levels. (see http://eu.battle.net/d3/en/forum/topic/5946304595 ) (+4)
- increase base attack speed of daibos to make them viable (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=7#133 ) (+2)

Monsters:
- reflect damage mobs have an aura, or are otherwise easily distinguishable and have a reduced spawning rate (+26)
- steeper damage curve, making MP10 foes provide the ultimate challenge/gear check for the absolute best players (+29)
- slightly leaner HP curve, making MP10 challenges less repetitive, time consuming and boring (+29)
- steeper progression of bonus EXP in order to encourage higher MP farming (+35)
- steeper progression of bonus MF/GF in order to encourage higher MP farming (+13)
- random boss encounters should provide a greater challenge and reward than any other conceivable random elite encounter (+30)
- a new monster power level where the packs have all the possible affixes at the same time (+16)
- more monster affixes (+26)
- bring back invulnerable minions, at least on the higher MP levels (+17)
- powerful uber minions for higher mp levels (+23)
- Monster population for each map is increased by 25% (including elite packs) (+22)
- random monster types on map (see http://eu.battle.net/d3/en/forum/topic/5848165193?page=5#85 ) (+19)
- Reflect Damage affix now has some sort of diminishing return, so that high DPS characters will still struggle hard but not punished this bad (+20)
- make every area as good for farming as Alkaizer areas (see http://us.battle.net/d3/en/forum/topic/7253855835 ) (+13)
- make the slower farming at high MP equally or even more rewarding than speed farming at low MP (+12)
- make longer farming sessions feel more rewarding than bursts of 10 minute runs (+12)
- increase NV cap (+9)
- don't despawn bosses if the selected quest is further than the boss (+13)
- give bosses a chance to make unique or extremely enticing drops (see http://us.battle.net/d3/en/forum/topic/7253855835 ) (+13)
- increase monster density by 10% for each MP Level (+6)
- add more randomized elite packs, that are not necessarily comprised of the same monster type (+5)
- Monster immunities return; normal mobs get single immunity; elites get single immunity from their normal counterparts also resistances and CC impunities regarding their affixes (arcane, frozen, molten, fast...) which scales with Monster Power level, bosses and act bosses get 2 immunity with several CC impunities (+4)

Vendors:
- give to the sellers outside town (those we meet sometimes) at least a slight chance of selling 63 lvl rare or why not legendary or set also (+23)
- introduction of gambling system (+12)
- warning when selling items that were recently equipped - maybe with some sign on the icon on the item (see http://eu.battle.net/d3/en/forum/topic/6161068271 ) (+2)

Events:
- add a gem mine event (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=1#10 ) (+19)
- adding at least one endless dungeon (+16)
- more endgame events like the uber bosses/hellfire ring challenge (+13)
- add a supreme uber encounter that grants a non-slot reward, akin to D2 charm (see http://us.battle.net/d3/en/forum/topic/7253855835?page=1 ) (+12)
- add areas with certain effects on player/monster attributes (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#88 ??) (+10)
- add temporary, shrine-like buffs as possible event or elite encounter rewards (+10)
- add dungeons with chance to spawn extra level(s) (+9)
- give metal doors an interesting purpose, like opening events or access to chests, bosses, etc (+9)
- add more random events/dungeons/bosses/challenges (+9)
- captivating quest rewards to be given at higher MP levels; e.g. static life bonuses, stat boosts, pickup radius, lifesteal, movement speed, +2 bonus to all attributes, etc (+4)
Edited by Nihilus#1211 on 26/12/2012 01:28 GMT
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Itemization:
- redesigning legendaries, making sure that none of them are utterly useless in every conceivable scenario (see http://eu.battle.net/d3/en/forum/topic/6160438979 and http://eu.battle.net/d3/en/forum/topic/5847817976?page=3#57 ) (+35)
- add more legendary diversity, more flavor, more incentives to farm (+34)
- decrease stat randomness of legenaries, making a good roll a lesser gamble; investing a bit more effort in custom designing them for specific purposes and builds (+31)
- allow legendaries to drop 4 difficulty appropriate versions of themselves, one for each difficulty setting (+22)
- add more gem types (+28)
- add gems as possible quest rewards (+16)
- add gem shrines with very low chance to drop even high tier gems (+16)
- increase maximum socket count for items (+22)
- consider gem synergies, or other small incentives to use certain gem combinations in multiple socket items (+25)
- MP no longer gives straight Magic Find to the character. Instead, the items recieve a small bonus per MP level to all their rolls. Notice that this means that high MP has a chance to generate items with rolls that are impossible to achieve al lower MP levels (+18)
- consider integrating something akin to the D2 runic and runeword system (+23)
- ability to dye legendaries (+26)
- rainbow effect dye available in Whimsyshire (+19)
- introducing more skins for the same gear type (+20)
- Re-work Tal Rasha Set bonus (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=7#131 ) (+25)
- Hellfire rings now roll 5 properties instead of 4 (+18)
- by the look of things right now, Shenlong has two right hands; unless this is "working as intended", please fix it (+18)
- introduce higher level/paragon requirements for BiS legendaries (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=3#58 ) (+11)
- make all gem bonuses for weapons feel on a par with emeralds (see http://us.battle.net/d3/en/forum/topic/7253855835 ) (+13)
- buff rare stats range, giving them a slight chance to top the current BiS legendaries (+10)
- make it so that Skorn is no longer the only viable 2h melee weapon (+13)
- leave the current drop rate of high level legendaries as it is, but give the lower level ones a chance to drop as well (see http://us.battle.net/d3/en/forum/topic/7253855835 ) (+11)
- make items roll with more varied skill bonuses (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=4#80 ) (+12)
- introduce items that are not slot bound, like charms (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#81 ) (+10)
- introduce legendary gems or jewels with varied and powerful bonuses (+12)
- introduce items with enchantment slots that can be filled with stats by artisans (see http://eu.battle.net/d3/en/forum/topic/5967618837?page=1 ) (+8)
- Higher Monster Power should put a higher max main stat roll (just str, dex, int, vit) limit on items. Such as 10% higher limit on MP10 (+3)
- introduction of D2-like jewels (+3)
- talisman returns to carry Charms in it (+3)
- add more class specific set items (+3)

Crafting:
- item socketing (+35)
- item attribute incrementation (+38)
- legendary item rerolling (+28)
- identify all items (+41)
- introduction of Mystic, possibly covering the roles above (+36)
- limit amount of modifications that you ca do per item and make it account bound afterwards (+29)
- allow specifying the primary stat that the item will be rolling with, akin to the hellfire ring (see http://eu.battle.net/d3/en/forum/topic/5848165193?page=1#18 ) (+28)
- salvaging hellfire rings has 100% chance at a random organ (+27)
- 3 hellfire rings can be crafted into a new hellfire ring (+17)
- Let people craft stuff with ilvl 63 affixes (+25)
- ability to craft more than one item of a certain type with a single click, provided you have the necessary resources (+19)
- a new crafting principle (enchanting?) where the end result inherits the properties of the base (white/gray) item required by the formula (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#90 ) (+10)
- randomized crafting plans (see above) (+9)
- significantly decrease tome of secrets drop rates (+8)
- minimize crafting gold cost (+8)
- add very rare materials which guarantee certain affixes (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#95) (+8)
- extremely rare optional materials that increase rolled stats by a small percentage (+8)
- ability to salvage an item into one of its affixes that you can then pass on to a newly created item (+8)
- ability to merge items of the same type into a potentially better one (+3)
- blacksmith can open sockets to any BLUE item type that normally can't spawn with sockets (+3)

Auction House:
- option to have items that you can't afford remain hidden from view in the suggestions and search menu (+31)
- option to filter items with and without buyout price (+26)
- taking sockets and gems into account when computing stats (+20)
- ability to specify DPS range in which to search (+29)
- introduction of commas, dots, space or other separator after each 3 digits in the item selling window (+34)
- showing the final bid amount/selling price for a lost bid instead of 0 (+32)
- a "call out" time for bids lasting a few seconds or minutes; if someone raises the bid during the call out, the auction time is extended, if not the auction ends (+21)
- replace current auction system with Sealed first-price auction: In this type of auction all bidders simultaneously submit sealed bids so that no bidder knows the bid of any other participant. The highest bidder pays the price they submitted. (+11)
- mark items that have gone through trades or AH (+20)
- buyer may offer a smaller amount than the buyout price; the seller may accept it, thus ending the auction even before the timer runs out (see http://us.battle.net/d3/en/forum/topic/6933916053 ) (+26)
- notifications display usable links to items instead of just plain text names (+22)
- ability to link items from AH history to the chat (+25)
- ability to access AH in game, possibly after talking to a special vendor, or by clicking on a special GUI element like the achievements button (+27)
- when you mouse over an item in the AH, you see not just the attribute comparison of that item and what you are wearing in the respective slot, but also the Life/Damage/Protection difference between the two, like you would with any item in-game (+30)
- showing which jeweler and blacksmith recipes are already known (+25)
- being able to filter legendaries by attributes that normally don't spawn on that item type (+27)
- dynamic filter list; i.e. restricting the filter list only to attributes that are actually present on at least one of the items in the search result list (+22)
- prevent the input limit reached message and subsequent forced logoff when browsing the AH history (+23)
- ability to order search list by bid (+20)
- favorites/bookmark system, i.e. ability to keep track of items that you are interested in without having to actually bid on them (+22)
- auto-refreshing prices on AH, just like the timers (+18)
- add a vendor function to right click, so you can easily sell junk items from the AH, without having to remember them and go sell them in-game (+24)
- make it so players can pick and move items in their stash in AH like they can do in the game (+18)
- let us sell stuff also from followers inventory in AH (+21)
- fix search for similar items so that it automatically fills in the stats of legendaries, not just their name (+18)
- add AH functionality to profile in webgui, as in WoW. Read only mode for free, read-write for some fee (+14)
- option to automatically send gold and/or items (if they fit) to your stash on transaction completion (+14)
- improved filtering of expired auctions (+12)
- inclusion of a "whishlist/buy offer" principle to expedite transaction pace (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#90) (+11)

Followers:
- paragon levels for followers (+23)
- add to them an inventory (+17)
- add to them multiple item slots (+23)
- option to mute them (+29)
- fix Leah to be a "mortal" like the followers and make her recover to full health with a demonic blast (+3)
- let us command the followers to be Offensive, Defensive and Passive by right clicking their portrait. Tyrael, pets and Leah included (+3)
- make followers account-wide, instead of character bound (0)

Companions:
- bring back the companion system (+13)
- tamed treasure goblins called via scrolls or bought from Mystic (+16)
- teachable ability to tell them what to pick up (gold, potions, tomes, gems, whites, blues, yellows, etc) (+17)
- teachable ability to auto-trade certain item type for gold (eg: have them automatically reimburse you for every white they pick up, at a slightly disadvantageous rate, compared to vendors) (+15)

\/ CONTINUATION IN COMMENT BELOW \/
Edited by Nihilus#1211 on 02/01/2013 18:00 GMT
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So many good improvements! Thanks Nihilus for doing so much work!
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- Lantern Oil barrels in Keep Depths on act3 - first whenever how are hit they stay invincible and just the lantern is ignited, at the same time every normal barrel around them (that looks exactly the same) is crashed on peaces; second when the barrel explode if there are some normall barrels next around it still untouched they stay untouched from the explosion no mater that the explosion even creates ground shake and flames around it. I beleve no one really cares for this, but for me it looks utterly stupid and it bugs me out seeing it in almost every room in the Depths.
Edited by FrozenTS#2718 on 14/11/2012 09:04 GMT
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/\ CONTINUATION OF ALMANAC ABOVE /\

Gameplay:
- make each banner customization provide a small buff to your stats, or other sort of in-game advantage (+9)
- option for map to remain displayed after you press a key, or to disappear once the key is unpressed (like the effect of alt over drops in D2), or some other way to make it not interrupt gameplay (+18)
- prevent disconnecting from server when AFK in a solo game (+26)
- button to lock the equipped gear so you don't sell it by mistake (+27)
- 2 sets of weapons like in D2 (+25)
- more visible buff icons, changed look of fading off buffs (+26)
- option to turn off screen shaking effect (+17)
- when something is changed in options the option "Enable Monster Power Selection" is automatically turned off; this issue needs to be addressed (+21)
- fix destruction effect for Lantern Oil barrels and adjacent objects in Keep Depths act3 (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=1#4 ) (+19)
- come up with several other roles for the banner, like initiating duels, or using them as a respawning point (+15)
- give banners in general a more prominent role (+14)
- All monsters and players now move 15% faster, increasing the overall pace of the game (+21)
- make inter-act travel possible (also see http://eu.battle.net/d3/en/forum/topic/6200810821 ) (+14)
- give us more variety in terms of what to do once we log in (see end of http://us.battle.net/d3/en/forum/topic/7253855835?page=1#1 ) (+11)
- a similar system like in Borderlands 2: You kill X zombies you get a stat improvement (+11)
- make each banner customization provide a small buff to your stats, or other sort of in-game advantage (+11)
- increase speed cap (+7)
- allow players to customize monsters by adding/increasing affixes, aggro range, speed, pack density, etc or add permanent debuffs to themselves, to up the challenge (+8)
- fix black screen bugs (+4)
- fix sudden fps drops (like on certain portions of Rakkis Crossing) (+4)
- skill respecing requires you to visit the blacksmith (or MYSTIC) and pay a toll (+3)
- Banners create checkpoints and pings to the all players in the game. Can serve as teleport points (+3)
- Bring back CC effects on elemental damage of weapons, they should only occur by luck on critical hits, and their proc chance should be penalized as difficulty rises (+3)
- ability to place custom markers on map (+1)
- add an option to disable quest location markers (+1)
- For certain achievements add an option to auto-mark the location on mini-map (+1)
- In multiplayer games add option to 'ping' instead of using your banner to alert (+1)

Hardcore:
- instill the thrill of the hunt into high level players by other means than DC alone (see http://us.battle.net/d3/en/forum/topic/7253855835?page=1 ) (+11)
- fix the DC storm (+5)
- consider interesting PvP options like sparring and fights to the death (+4)

Social interface:
- introduction of optional status message next to name in friends menu (+26)
- Private chat channels like in Starcraft II (+14)
- Add in D2-like visual channels for people to hang out and show off their profiles/characters (+11)
- ability to leave message to offline friends (+4)
- ability to leave message to offline players, with option to block all incoming messages (+4)
- ability to broadcast message to multiple friends (+4)

Achievements:
- making sure that all elite types spawn and are marked properly for kill (+27)
- properly counting the skeletons that the Skeleton King destroys (+27)
- think of more rewards for achievements, besides upgrading the banner (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=1#19 ) (+12)

Website:
- making the profile pages update the moment or minutes after you log out of the game, not hours later (+25)
- optional notification system for when someone comments on your thread, quotes or mentions you by battletag (+25)
- ability to leave comments on one's character profile (+21)
- ability to see how much time a (friendly) player has spent in game with each class (+22)
- ability to see the achievements on the profile page (+23)
- displaying the in-game banner on the user profile (+20)
- add different picture to pick for avatar in the forum. I prefer unlockable portraits like in SC2 (+19)
- a more diversified forum avatar selection (+12)
- possibility to unlock new forum avatars through events and/or achievements (+12)
- add an official ladder scoreboard and make it sortable by various factors (see http://eu.battle.net/d3/en/forum/topic/5847817976?page=5#81 ) (+12)
- changing the look of forum pages - the light text on black background can make your eyes hurt (+2)

---------------------------------------------> HERE ENDS THE V2 ALMANAC <---------------------------------------------
Edited by Nihilus#1211 on 02/01/2013 18:12 GMT
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13/11/2012 21:07Posted by FrozenTS
So many good improvements! Thanks Nihilus for doing so much work!


Well I can't take credit for most of them, but thanks xD

- Lantern Oil barrels in Keep Depths on act3 - first whenever how are hit they stay invisible and just the lantern is ignited, at the same time every normal barrel around them (that looks exactly the same) is crashed on peaces; second when the barrel explode if there are some normall barrels next around it still untouched they stay untouched from the explosion no mater that the explosion even creates ground shake and flames around it. I beleve no one really cares for this, but for me it's utterly stupid and it bugs me a lot seeing it in almost every room in the Depths.


I noticed this too, but it never bothered me to the point of demanding a hotfix :P

Added your suggestion ^_^
Edited by Nihilus#1211 on 10/12/2012 18:15 GMT
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+1 to all
except
-1 to Sealed first-price auction
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+1 to all
except
-1 to Sealed first-price auction


THAT'S IT!! I'm making a script to auto-increment scores xD
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I like reading this so much, it's pure awesome-nes !!!
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+1 to all except: "Death is too lenient and experience penalties" etc. could be viable, but if I lose a block each time I die it would be REALLY demotivational (I have bad internet, so 1000+ latency is frequent).

  • Add Legendary gem tokens - similar to a crafting plan, but providing 5% decreases to gem crafting cost of a SPECIFIC gem, only above Perfect Square. These tokens are account bound and have a drop rate less than the current legendary drop rate (I mean seriously, how many legendaries does the game have now?) I dunno? Maybe being account bound, the drop rate can be the same? You could e.g. see this on the ground: "Token: Flawless Star Topaz". Or maybe add additional levels to the artisans with a skill point allocation system (a la D2) that can be allocated to specific gem levels, not specific types (otherwise a player would allocate all points to e.g. Topazes, and then reroll a Barb and sit with a problem).
  • Also, +1 to the add more gems, but make it interesting - don't let them be found directly! Make it so that a journal entry/letter drops from a unique monster, informing you of great mysterious riches hidden throughout the land. Make us take the letter to Shen. Have him investigate it. Let him tell you where to look. Add a (LENGTHY) subquest line. After completing the subquest line for a specific gem type, it becomes available by normal looting.
  • Add a gem mine! Not one where you stroll in casually and mine for four hours... An instance, e.g. the Infernal Machine or a boss fight. Once you are in, you are in for good. Give us a couple of bosses (maybe corrupted miners?) with adds, enough kiting space and a big fat loot chest at the end, providing ONLY gems - say 20 gems of random types and levels. Only if other gem subquests have been completed can the chest provide them.
  • We need Sapphires, we need Diamonds (AR when socketed?), we need Aquamarine, we need Obsidian... SO many choices - make the things they provide all interesting!
  • That is my 2 cents! :D Should make a couple more sometime. Feedback appreciated!
    Reply Quote
    +1@ all, except:

    Public Games:
    - Each additional party member increases max number of NV stack by 1, hence a 4 ppl party can have up to 7 NV (+2)-1

    Character:
    - paragon levels provide a small increment to pickup radius, possibly 1 or 2 for every 10 levels gained (+8)-1
    - besides a shared stash, add a private stash (+8)-1
    - every 10 paragon levels or so you gain a small amount of resistance to CC and reflect damage (+2)-1

    Monsters:
    - reflect damage mobs have an aura, or are otherwise easily distinguishable and have a reduced spawning rate (+8)-1
    - a new monster power level where the packs have all the possible affixes at the same time (0)-1
    - bring back invulnerable minions, at least on the higher MP levels (+3)-1
    - random monster types on map (+3)-1
    - Reflect Damage affix now has some sort of diminishing return, so that high DPS characters will still struggle hard but not punished this bad (+3)-1

    Itemization:
    - add more gem types (+6)-1
    - increase maximum socket count for items (+5)-1
    - consider gem synergies, or other small incentives to use certain gem combinations in multiple socket items (+7)-1
    - MP no longer gives straight Magic Find to the character. Instead, the items recieve a small bonus per MP level to all their rolls. Notice that this means that high MP has a chance to generate items with rolls that are impossible to achieve al lower MP levels (+5)-1
    - consider integrating something akin to the D2 runic and runeword system (+6)-1
    - introducing more skins for the same gear type (+4)-1
    - by the look of things right now, Shenlong has two right hands; unless this is "working as intended", please fix it (+2)0

    Crafting:
    - legendary item rerolling (+7)-1
    - limit amount of modifications that you ca do per item and make it account bound afterwards (+11)-1
    - allow specifying the primary stat that the item will be rolling with, akin to the hellfire ring (+8)-1

    Auction House:
    - taking sockets and gems into account when computing stats (+6)-1
    - ability to specify DPS range in which to search (+9)-1
    - introduction of commas after each 3 digits in the item selling window (+11) +1 - or SPACE
    - a "call out" time for bids lasting a few seconds or minutes; if someone raises the bid during the call out, the auction time is extended, if not the auction ends (+9)-1
    - replace current auction system with Sealed first-price auction: In this type of auction all bidders simultaneously submit sealed bids so that no bidder knows the bid of any other participant. The highest bidder pays the price they submitted. (+1)-1
    - mark items that have gone through trades or AH (+9)-1
    - dynamic filter list; i.e. restricting the filter list only to attributes that are actually present on at least one of the items in the search result list (+6)-1
    - prevent the input limit reached message and subsequent forced logoff when browsing the AH history (+6) 0
    - auto-refreshing prices on AH, just like the timers (+2)-1
    - make it so players can pick and move items in their stash in AH like they can do in the game (+2)-1

    Followers:
    - add to them an inventory (+7)-1

    Companions:
    - tamed treasure goblins called via scrolls or bought from Mystic (+5)-1
    - teachable ability to tell them what to pick up (gold, potions, tomes, gems, whites, blues, yellows, etc) (+6)-1
    - teachable ability to auto-trade certain item type for gold (eg: have them automatically reimburse you for every white they pick up, at a slightly disadvantageous rate, compared to vendors) (+6)-1

    Gameplay:
    - option for map to remain displayed after you press a key, or to disappear once the key is unpressed (like the effect of alt over drops in D2), or some other way to make it not interrupt gameplay (+4)-1
    - 2 sets of weapons like in D2 (+6)-1

    Social interface:
    - introduction of optional status message next to name in friends menu (+11)-1


    Also:
    - i cannot sort legendaries /set items like rares - searching for similar items is broken because there are no stats
    - revive the SOJ market, because is very hard to find somthing useful without browsing and hovering all the SOJ's :D

    PS: I strongly suggest you posting this list on:
    - the US forum because EU is sometimes ignored
    - http://us.battle.net/d3/en/blog/7528695/Patch_105_Now_Available-10_16_2012 because is visible to them
    - other visible locations (US only), including diablofans
    Edited by AH1N1#2289 on 14/11/2012 12:16 GMT
    Reply Quote
    +1 to all
    except
    -1 to Sealed first-price auction
    -1 to a "call out" time for bids lasting a few seconds or minutes; if someone raises the bid during the call out, the auction time is extended, if not the auction ends

    and i didn't see this suggestion, but I may just have missed it:
    +1 add AH functionaility to profile in webgui, as in WoW. Read only mode for free, read-write for some fee
    Reply Quote
    14/11/2012 07:32Posted by Farystar
    I like reading this so much, it's pure awesome-nes !!!


    http://weknowmemes.com/wp-content/uploads/2012/01/oh-stop-it-you.png

    Does this mean you support all the suggestions, or that you simply enjoy the post? :P
    Reply Quote
    +1 to all except: "Death is too lenient and experience penalties" etc. could be viable, but if I lose a block each time I die it would be REALLY demotivational (I have bad internet, so 1000+ latency is frequent).

  • Add Legendary gem tokens - similar to a crafting plan, but providing 5% decreases to gem crafting cost of a SPECIFIC gem, only above Perfect Square. These tokens are account bound and have a drop rate less than the current legendary drop rate (I mean seriously, how many legendaries does the game have now?) I dunno? Maybe being account bound, the drop rate can be the same? You could e.g. see this on the ground: "Token: Flawless Star Topaz". Or maybe add additional levels to the artisans with a skill point allocation system (a la D2) that can be allocated to specific gem levels, not specific types (otherwise a player would allocate all points to e.g. Topazes, and then reroll a Barb and sit with a problem).
  • Also, +1 to the add more gems, but make it interesting - don't let them be found directly! Make it so that a journal entry/letter drops from a unique monster, informing you of great mysterious riches hidden throughout the land. Make us take the letter to Shen. Have him investigate it. Let him tell you where to look. Add a (LENGTHY) subquest line. After completing the subquest line for a specific gem type, it becomes available by normal looting.
  • Add a gem mine! Not one where you stroll in casually and mine for four hours... An instance, e.g. the Infernal Machine or a boss fight. Once you are in, you are in for good. Give us a couple of bosses (maybe corrupted miners?) with adds, enough kiting space and a big fat loot chest at the end, providing ONLY gems - say 20 gems of random types and levels. Only if other gem subquests have been completed can the chest provide them.
  • We need Sapphires, we need Diamonds (AR when socketed?), we need Aquamarine, we need Obsidian... SO many choices - make the things they provide all interesting!
  • That is my 2 cents! :D Should make a couple more sometime. Feedback appreciated!


    Very cool ideas; give us moar!! Glad to see I'm not the only one with a "gem fetish" xD
    Reply Quote
    @AH1N1

    First of all, thank you very much for the ample input!

    Secondly, please help me understand the meaning of "revive the SOJ market, because is very hard to find somthing useful without browsing and hovering all the SOJ's" so that I am able to add it to the list!

    Lastly, I've been planning to launch a similar campaign on the US forums even before this project started for the exact reasons you have stated. The required level of commitment was the only thing that prevented me so far, but not for long xD
    Edited by Nihilus#1211 on 14/11/2012 18:14 GMT
    Reply Quote

    and i didn't see this suggestion, but I may just have missed it:
    +1 add AH functionaility to profile in webgui, as in WoW. Read only mode for free, read-write for some fee


    Your idea is innovative, as far as I'm aware. Thank you! ^_^
    Reply Quote
    Public Games:
    - option to lessen or hide altogether the graphical effects from ally abilities +1

    Character:
    - paragon levels provide a small increment to pickup radius, possibly 1 or 2 for every 10 levels gained +1
    - unlocking 10 levels grants a small extra benefit, along with the upgraded avatar +1
    - increase base pickup radius to 1 or 2 +1
    - death is too lenient; experience penalties should be taken into consideration +1
    - Each hero on an account benefits from GF & MF of the highest paragon level character on that account, but not the stat increase -1
    - Since level ~77 is halfway to paragon journey 1-100, each PL from 75 grants twice the stat increase making the grind more rewarding. (6 primary stat, 4 vit etc.) -1
    - every 10 paragon levels or so you gain a small amount of resistance to CC and reflect damage +1
    - Players can now auto pick up tome of secrets, health potions and gems +1

    Monsters:
    - steeper damage curve, making MP10 foes provide the ultimate challenge/gear check for the absolute best players -1
    - random boss encounters should provide a greater challenge and reward than any other conceivable random elite encounter +1
    - a new monster power level where the packs have all the possible affixes at the same time -1
    - more monster affixes +1
    - bring back invulnerable minions, at least on the higher MP levels -1
    - powerful uber minions for higher mp levels -1

    Vendors:
    - give to the sellers outside town (those we meet sometimes) at least a slight chance of selling 63 lvl rare or why not legendary or set also +1

    Itemization:
    - adding more legendary diversity, more flavor, more incentives to farm +1
    - decreasing stat randomness of legenaries, making a good roll a lesser gamble; investing a bit more effort in custom designing them for specific purposes and builds +1
    - allowing legendaries to drop 4 difficulty appropriate versions of themselves, one for each difficulty setting -1
    - add more gem types +1
    - add a gem mine event +1
    - add gems as possible quest rewards +1
    - increase maximum socket count for items +1
    - MP no longer gives straight Magic Find to the character. Instead, the items recieve a small bonus per MP level to all their rolls. Notice that this means that high MP has a chance to generate items with rolls that are impossible to achieve al lower MP levels -1
    - consider integrating something akin to the D2 runic and runeword system -1
    - ability to dye legendaries +1
    - Re-work Tal Rasha Set bonus +1
    - Monster population for each map is increased by 25% (including elite packs) +1
    - All monsters and players now move 15% faster, increasing the overall pace of the game +1

    Crafting:
    - identify all items +1
    - limit amount of modifications that you ca do per item and make it account bound afterwards -1
    - allow specifying the primary stat that the item will be rolling with, akin to the hellfire ring +1
    - salvaging hellfire rings has 100% chance at a random organ +1
    - Let people craft stuff with ilvl 63 affixes +1

    Auction House:
    - ability to link items from AH history to the chat +1
    - ability to access AH in game, possibly after talking to a special vendor, or by clicking on a special GUI element like the achievements button +1
    - when you mouse over an item in the AH, you see not just the attribute comparison of that item and what you are wearing in the respective slot, but also the Life/Damage/Protection difference between the two, like you would with any item in-game +1
    - showing which jeweler and blacksmith recipes are already known +1
    - being able to filter legendaries by attributes that normally don't spawn on that item type +1
    - fix search for similar items so that it automatically fills in the stats of legendaries, not just their name +1

    Companions +1:
    - tamed treasure goblins called via scrolls or bought from Mystic -1
    - teachable ability to tell them what to pick up (gold, potions, tomes, gems, whites, blues, yellows, etc) -1
    - teachable ability to auto-trade certain item type for gold (eg: have them automatically reimburse you for every white they pick up, at a slightly disadvantageous rate, compared to vendors) -1

    note: actually, i really love the idea of companions, just not this one in particular.

    Gameplay:
    - prevent disconnecting from server when AFK in a solo game +1
    - 2 sets of weapons like in D2 +1
    - more visible buff icons, changed look of fading off buffs +1
    - when something is changed in options the option "Enable Monster Power Selection" is automatically turned off; this issue needs to be addressed +1
    Edited by November#2948 on 15/11/2012 02:22 GMT
    Reply Quote
    Thank you, November! Your time has come xD
    Reply Quote
    Great topic, I +1 everything and would like to suggest something more.
    The achievement are kinda useless to obtain right now. The only reason I see people getting achievement points is so that they can modify their banner in additional ways. It would be nice if the achievements would actually reward in other ways, like 1 mil gold for 1000 achiv points, 2-3 mils for 2k achievements and so on, or every like 500 ach points, you get a random legendary as a drop. This way, new players would have a certain amount of coins outside the ones they pick up so that they can slowly improve the gear (or a legendary, which they might be able to sell or to use). This would also motivate them to continue playing to obtain more achievement points and would motivate older players to try and get all the achievements or possibly to start playing other characters for the same purpose.
    Reply Quote

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