ImmortalPhoenix wrote:No resolution to the infamous "trade bug" that randomly kicks people out of games when viewing items in trade screen.
That will most certainly come when additional heavy time consuming work will be invested in the GUI code, it's not a deal breaker right now and that time sees a higher return as it's currently invested in bigger priorities.
ImmortalPhoenix wrote:Give Kabraxis a very small chance to drop the Xis rune. It's his rune, and it could save some time as opposed to farming the 13 necessary cube reagents. Or be a useful item to trade when someone is down on their luck and needs to make a major change to their character that they can't afford.
To not upset the balance the drop chance would need to be so small that it would hardly matter at all.
ImmortalPhoenix wrote:A vessel for holding belladonna extracts would be convenient, similar to those of shrines and arcane clusters. A cube recipe for creating belladonna extracts as opposed to finding them would be even better! I can't tell you how many times I've been low on tradeables (or run into newer players) who screwed up their build and desperately need a belladonna but can't seem to find one...which puts them in a "chicken and egg" situation.
This point has been argued during the years already multiple times, the discussions brought to the current system. Anyway keep in mind that there are already 3 free respec, one for each difficulty, and bellas are not that rare in the first place. Normal difficulty is a joke and it's pretty rare for a player to ruin a build to the point of being unable to complete it; worst case scenario you could just restart since you're still in Normal and breeze thru even faster. The case for Nightmare is similar but even if you used your free-Normal respec you have now a new one again as soon as Act1. By the time you reach Hell you might encounter quite the resistence before you can use the additional free respec but, being in Act1, if you have completed Nightmare with a not fully functional build then you should not have huge problem completing the quest on the first act. If you do a mistake once again, by this time the chances of not having dropped a bella are not high, so in most cases you should be covered. In case you're not, there are trades and the
friendly community at your disposal.
ImmortalPhoenix wrote:The Dimensional Labyrinths don't feel or look much like "dimensional labyrinths" at all. They're supposed to be these other-wordly places and yet they're just cave and jail maps we've run through thousands of times before, the exceptions being labs 14 and 15. New layouts/tilesets for the labs would be great.
Well they still have fairly unique monsters and an unique enviromental component (conditions that cripple the player). Making a fixed unique map for each tier would require a huge amount of work that perhaps could be better directed towards other tasks at this moment. Also, if by "new layouts/tilesets" you mean brand-new, then the whole thing reaches a new level of improbability.
ImmortalPhoenix wrote:There needs to be a monster/object who drops a labstone of the next lab tier in all labs. The difficulty of killing this monster/object could scale in difficulty as you go up the labs. And before any of you say "just kill Navigator" how many times have you fought him in labs 10+ and he only drops a t1 stone after all the time and effort you went through to kill him and the surrounding Sinew Shapers? Yeah, I thought so...
Labs progression and balance is an ongoing process and changes will most likely be presented in the future, anyway it would be better for feedbacks to find their way into the proper thread (
Bugs&Feedback).
ImmortalPhoenix wrote:I've long had this idea of an ultimate endgame quest that could be for level 145 or 150 characters only. It's a 3 part quest and ties into Diablo lore: fight and kill Anu could be part 1, going through a dungeon and gathering parts of a vessel to trap Anu's spirit into it could be part 2, and then part 3 could have you summoning the spirit of Anu through the vessel to re-create the battle of Anu vs. Tathamet, where only Anu can make Tathamet vulnerable (similar to Toraja uber Edyrems) and then both of them dying within 30sec-1min of one another to get complete reward charm.
https://diablo.fandom.com/wiki/Anuhttps://diablo.fandom.com/wiki/Tathamet(speaking of which: who tf are Samael, Deimoss, and Phoboss and where do they fit in Diablo lore? either they don't exist or I don't know how to use Google. Please correct me if I'm wrong here)
Without disturbing the absolute apex of the Diablo-verse mythos, we already have a big list of possible lore-related uberquests for future versions, so we're quite covered from that angle, but thanks for the input.
For what concern Samael, Deimoss, and Phoboss, they are all part of the MXL exclusive lore, as is the case with the new uber mentioned in the changelog for 1.6. This original lore frame is quite interesting and potentially could allow us to tide up some loose ends or enrich (beyond what we could natively do with canon alone) the overall context in an attempt to create a more organic feel to the endgame additions... furthermore it's currently still in its infancy.
ImmortalPhoenix wrote:I noticed issues with Arkaine's Valor armor fluctuating around my char's defense and health totals (the numbers change back and forth and don't stay solid). Same with the slow effect on the Zod-Xis rune for armors--the number just keeps rolling.
If you think you've found a bug, as stated above, post it in the appropiate thread (
Bugs&Feedback) or better still on the
tracker.
ImmortalPhoenix wrote:Food for thought; bring on the hate
No hate, just love here.