Hello, I wrote a very long post on some of my thoughts regarding the game's state and end-game in the last season. I had a few lengthy drafts again this time, but I lost them (cellphone typing), and will try to make it more casual. So this will be less organised and more focused on new potentials opposed to old problems.
General
- Seasons should start on weekends, any EU/NA afternoon/evening time works. Four month seasons seem just about right, but I personally feel the Friday afternoon mid-October start for NA players crippled the player-base a bit. Feels like the game is getting less and less active, to pre-Sigma dates, despite much more content and development. I feel the game also missed out on a nice new season right after Blizz-con to ride some Diablo 4 hype. There was pretty valid speculation that Diablo 4 and potentially Diablo 2:Remastered would be announced, especially since their major recent PR blows due to China/HongKong-related incidents. I believe there would have been a lot of fresh new faces if the season was delayed 2-3 more weeks to time its' right around now, but as it stands, 2 of my last season's starting party began this season due to time constraints, and people don't want to play catch-up with each other.
- More builds need to be viable for the game, especially the focused "endgame" of T10-15 Labyrinths. Bowazons have unparalleled clear with ease, Summoner spells exist in multiple classes but cannot compete with Barbarians' damage and items, Traprat does it all, Necros have the most viable builds and remain competitive; meanwhile, classes with more dedicated spells, such as elemental sorcs, javazons, spearzons (nerfed), totems (still mediocre), nagisins (still bad), caster druids (their own spells suck and uses stormfront), and so on, are pretty much dead. Labs are a decent end-game option, but not viable for play for most builds, especially elemental. Absorb / resistance levels scale too high, and defensive/survival stats in top-end elemental gears and skill-sets are often greatly trumped by top-end melee/physical options (see:arrogance, giant's knuckle, khazra, list goes on). As new builds become competitive each season, attempts to change that are clear : UHM Paladins and Trapsins from last season, which focus on Vitality increases. Not a fan of the design, but understand the simplicity and what life it can give to the builds that receive it. Hopeful that every season will continue introducing at least ~4 new builds, with 2-3 potentially top-end.
- I understand this probably won't happen, but the game seriously needs more and better documentation. I've found a few Cornerstones this season. I have one for "Squall Gust". What the hell is this? Why do I have to put this in an item, which "cannot be unsocketed" to find out what it looks like, and how much damage it does? This is silly. Sure, I can assume it's junk because I've never seen anyone talk about it, and searching on forums doesn't seem to help much, but really. Probably hundreds of instances like this for newer players. Should continue to shed the fat, similarly to removing hundreds of SU's upon Sigma's release, and remove a lot of the obsolete / useless skills, and/or buff some and make them competitive, with description. I also appreciated the update to documents regarding Dimensional Labyrinths, but really, there's still little to no organised information - to find most of rifts, you have to search or look at old patch notes. That shouldn't be the case, in my opinion.
Endgame
- Suggestion: "Map Scrolls" - drops from around the world, from alvls 120 and above, that opens portals to cool new/rehashed maps. ALVL 125-135. IOTSS, Tran Athulua, Frozen Tundra, Red portals in A5, Ancient Tunnels, Cow level, whatever. Enhanced drop rates, especially for the rarer items of the game - SSUs, SSSUs, other grails like Buried Hawks, Cornerstones, Jewel of Lucks, Atomus, etc. Diablo is at its' essence, an item-hunt game. The desire to find that crazy upgrade or something you never had before, keeps most people repeating sequences over and over again. For most people who thrive on this thirst, Median offers 1000 runs of Fautinzville. Fauzt is a fantastic map, but there should be "greater" alternatives, or more rewarding options. Dimensional Labs is not that. Labs are much more of an adventure and challenge than anything else, and though may be rewarding at its' end, is a turnoff to a large portion of the player-base due to many factors - lack of documentation of specific values, spike in difficulty compared to everything else, and generally less-rewarding and less-efficient than grinding for items in Fauzt and trading. Doesn't help that every charm and item from the hardest content is easily obtained via auction from dedicated expert players who can run the content easily. 3 weeks into the ladder, I feel no motivation to run Uldy for ~45 minutes with my fully geared trapsin, when I can buy a +2 from someone like morph_Oldman's melee Necro who does it in 1/3 the time, for like 50-100tg.
Anyways, going back to map scrolls, the game should be an "endless" grind, it provides more play-ability. Last season, I suggested higher level caps among other things, which obviously Median isn't for - ~15% of skill points were removed from items this season just to lessen the power levels across the board. But at least, if there were a higher level cap, or more ways to obtain experience beyond 140, or to get stronger without feeling like you've hit a brick wall unless you enter the Labyrinths, I feel the game is providing more options for "casuals" while maintaining the Labyrinths' luster. The options are endless in these "special maps", here's some random ideas:
- "Chaos Rift" - opens portal to x map, ALVL 125-135 - new/modified beastiary, bigger map, enhanced loot - EXP gains possible beyond 140, less than Labs. Say, one map scroll's drop rate is similar to that of a Great Rune, maybe lower, can drop anywhere? Labs' only? ALVL 120+ areas? Requires 1 Great Rune or Elemental Rune to "materialize".
- "Chaos signet of learning" - +1 beyond 400 limit - expected 1-5 drop per map?
- Trophy fragments, especially with introduction of more SSSU's with "Restitution", can drop here. All kinds, different chances.
- SSSU drop rates enhanced, maybe 10x? Or SU drop rates in general? Duncraig got ninja-nerfed right? Another place of rewards beyond Fauztinville would be nice. Unique Jewel/Jewelry drops enhanced? Best place in the game to find Buried Hawks, maybe ~1 every ~25 clears drop %?
- Skill signets, up to 3..? With all the nerfs and additions of +max skills, it would be nice to get this back and balance out or use those +max skills...
- EXP - provided you are lucky enough to find these map scroll and able to grind them efficiently (difficulty should be similar to like a T7-9 Lab), you should be able to get decent experience. Labs should not be the only place that provide EXP after 140, maybe ~145.
There are many options to this, but I believe adding map scrolls to the game, to revisit modified older areas would be a great addition to the game.
- Rifts - please make this more Elemental friendly in general. I don't fully understand the complications of everything development-wise, but physical builds in general benefit from much less reductions overall opposed to elemental, which requires at least ~150+ pierce, and still faces a ~70+ absorb at higher levels. Nevermind the survivability and whatnot, it takes forever to kill certain bosses from T7 onwards. It's not fun to play a character or a build knowing that you're vastly less effective than some of the other options despite having equivalent or higher gear value. Balance is tough and perhaps shouldn't even exist in many forms, but elementals are seriously lackluster in the endgame on Median. A Sorceress by design, should be the most gifted elementalist, and melee sorcs are great - but that doesn't mean every top sorceress in the server should be melee because her elemental design is awful.
ITEMS
Really hope that at least some of these items do receive changes. Will try to keep it short. Few random examples of lackluster item designs:
Angelhost - Crown Shield SSU - Crown shield is an extremely rare base, but no Paladins want to use this shield despite its' amazing defensive stats, because it cripples %30 of your main damage stat, STR. The Cherubim proc on melee attack also seems a little mediocre, since the spell kind of sucks, but that's something else. Angelhost... Maybe a shield to buff Paladin summons, giving Hoplites / Scourges some life/damage stats based on your own? +skills to something? I'm not sure, but I am of the belief that every highest-tier base of any class-specific unique, should be Best-in-slot for some build. This item is not that.
Galeona's Lash - Jared's Stone SSU - Not a Dimensional Shard from Diablo 2, but the same base family, and highest Sorc Orb base in Median. But, it's a melee weapon. In fact, not only is it a melee weapon, but it doesn't even compete with its' counterpart in Steel Punisher, even Starhawk. 1% melee proc is not a thing, offers little to no defense, damage isn't even that high, the item is pretty useless. Rarest sorc orb base, not even the strongest melee weapon among Sorceress options. If it were to remain melee, this item needs buffs - better procs, perhaps on striking, some PR/DR/ER, Leech, something. However, if you were to convert it to a caster orb, the options for effects to enable caster Sorcs is endless:
- Witchblood now works for all spells
- Abyss center hits at %damage
- Thunderstrike on targets hit by Nova Charge, massive damage.
- oskill Blizzard (may be better on Atanna's Key)
- Why is the rarest SSU for a class so terrible, I do not know.
Stygian Fury - SSU Trebuchet - Another extremely rare base, highest tier of Necro-xbows. This item is like a child's version of Hellreach for Amazons, the Necro's version of the failed Galeona's Lash - though slightly different. If the selling point of an item is a fire-based proc, and the build encourages a hybrid-style with good physical/elemental damage output, then with max gears, the item better at least compete with the damage output of a single damage focus (i.e.) physical, while not making you more squishy (reduce TCD). Because when it fails to do that, the item becomes completely worthless and lacks identity. Why any X-bow Necro would even try to use this over Buriza, Advent, or Hwanin's is beyond me, and that's sad because technically, this item is rarer than all of them. A tad bit disappointing. If anything, this bow should grant you 6% fire spell damage per point in DS or something, and give like 5-10% base DS, with more pierce than 15. But perhaps, that would make it a Fire-Buriza basically, and maybe you wouldn't want that? There's other options, but I believe the current version is not it.
Hammer of Jholm - Since this item was introduced, S1 or 2 of Sigma can't remember, I was very curious - effects seemed really unique, cool, and fun. It's unfortunate that Whirlwind as a spell can only hit 6 times in a second no matter the targets, and that the procs are designed to work once every second. On top of all that, it offers 0 defensive capabilities or leech options (basically spell proc item with no physical), so pretty much regardless of the build, you're probably going to die after a whirlwind or two against any real endgame entity (Fauzt, Ubers, Labs). This item might be one of those, "not every item has to be game changing or useful", but I wanted to mention it because it's such a waste of a great item design, and it's a shame that potential druid/barb/paladin builds based on the item can't exist because you can't really survive while trying to take full advantage of its' attribute-based effects. Also, 6-hit whirlwind without any defensive boosts (slow aura, damage reduction, leech), is pretty terrible in Median. Hope this item gets a mention next season.
- New Assassin trap items - Tinker's Gambit SSU, Clockwork Slippers SU, Implement 7 SU ++
Tinkers Gambit - makes you sacrifice a ton of survivability (Artifice Mastery 50% vitality bonus), to invest in STR (useless) for trap damage. The ratio is 1% damage to 5 base STR. Why? Were Trap-sins ever so strong last season, that they needed a hit to their survivability to allow climbing rifts? I don't recall any Trap-sins efficiently clearing T13+, correct me if I am wrong. The damage bonuses from this helm's effect is not good enough to warrant the sacrifice in survivability, which is an absolute necessity at higher rifts - ironically, Trap-sins suffered last season from lack of damage due to lack of elemental pierce, despite being able to tank. This trade-off is a major off-put, and I am certain by the end of the season, that no good Assassin will actually use this item's effect and invest points into STR. Extremely inefficient trade-off.
Clockwork Slippers - This item, good Assassins probably won't use at all. The 50% reduction to radius eliminates the potential for this item to be BiS, even though it's pretty much designed to be. If anything, this item should reduce the radius of Catalyst Trap and not Incineration Trap, and keep the cooldown reduction bonus. It should also be rarer, though I assume that requires a new SU boots. Again, the drawback of this item is not worth the trade-off, especially in 125+ content, where nothing remains stationary and you need the radius from incineration traps to have any decent damage output.
Implement V.II - 125 level requirement hurts it a bit, but carries a lot of great stats, and pretty much a must-use for Trap-sins. A little conflicted on design, seems like it was basically made to encourage hybrid-sins using Artifice Mastery and a physical claw setup - don't agree with the design. I feel that it would make much more sense to add the elemental pierce to traps on Tinker's Gambit, and give some stats bonus to traps / spell damage on Implement. But maybe, that makes Tinker's Gambit uncontested BiS as the new SSU, which I believe is the purpose, but perhaps it isn't? I'm not sure. Either way, Implement's trap elemental pierce is a necessary addition to the game, though I feel the item itself offers more conflicting stats (physical-focused). Feels like the item is telling you to build a hybrid-trapsin, as a pure trapper is not going to cut it.
EYE OF WISDOMS
- Every single one of these should be buffed. What's the identity and purpose of these set pieces? They are actually pretty rare, aside from the amulets - Do they want to be endgame pieces? They're 2 piece sets, so it makes me believe that you want them to be comparable to 1-2piece Henchmens / Curse of Zakarum sets. However, I do not know of a single class that actually wants to use these for a top-5 build of their class, maybe druids who want to have some fun? Since they have a lot of synergy to poison in their kits already.
When these first came out, the hype was pretty crazy - everyone wanted to buy some to try them, especially the Frozen Orb and Lightning Fury sets for Sorc and Amazon. Little did they know of the disappointment to come. Frozen Orb's mana costs are exorbitant without valid reason, and Lightning Fury is just so lackluster compared to everything Bowazon. I sincerely don't see why these spells and concepts are reintroduced if they are going to remain completely noncompetitive and impractical vs. everything that already existed. Shouldn't people want to get these sets, add some more SSUs / perfect runewords to their other slots, and be able to roll Duncraig / Fauzt / T1-5 rifts? I'm not sure of the design philosophy, but honestly, out of the 7 sets for the classes, not a single one is coveted highly. ATMG sentry saw some buffs for the Assassin set this season. Magic damage increased from 10-40 per level, or something like that. I tried running the build again this season on my Assassin, in light of this buff, only to realize that yet again, it's still terrible. Looking at the numbers, ATMG hits around ~12 times per second. That means, upon damage calculations BEFORE reductions, each sentry at level 30 received about ~900 additional damage. Most meaningful mobs / bosses in the game find themselves around ~50 Magic Resist, which means each sentry at level 30 gained about ~500 damage to its' target. I look at this, and I look at damage from other physical abilities in the game - Divine Judgment, Carnage, Deathgaze, Bladestorm, Traprat/Beardudu, even Noctule on the same Assassin. Why would I ever use this oskill in its' current form, with its' 10%WDM, with Assassin's 8fpa max cast rate? I really just don't see it.
Crazy Idea
All shrines should offer a 4-10% chance to spawn a 5th affix. All shrines should offer a 1-5% chance to add "Orb Effects are Doubled" modifier, or even 1% chance to be ethereal (is this possible?). Shrines should offer more potentials for end game, adding values to rares, which were also partly the endgame and made the item-hunt in the original game of Diablo 2 more enjoyable. 3 weeks into the season, I find myself not even picking up shrines anymore, nevermind the useless ones like Hidden / Spiritual. I understand that you don't want the pre-Sigma days when people would run end-game setups of full shrine crafts basically, but having 1-3 shrine crafted pieces, or the potential of a few perfectly-rolled shrine craft pieces being your best in slot adds a lot more value over time to shrines than just the first week. I believe having extremely low percentages for extra affixes, or the orb effect modifier, or ethereal potential, or all is an additional gamble similar to hunting loot, and adds a lot of great value to their existence.
This should be enough for now. These are obviously my personal opinions and ideas, perhaps not the best opinions or ideas, but I believe what I have said addresses potential for a better Median XL game and future seasons. Thanks for reading, have a good day.