Be nice everyone.
deothor wrote:what is clod
clod is classic diablo 2, unmodded d2
And about your feedback.
1 and 2: Rings and Amulets can make for very good rares. For the rest, they're used as bases for crafting; which tbh crafts fill the function of D2 rares. That said I would love for some rare-only bases that could compete with crafteds, uniques and other endgame gear.
3: Clod RW and Rune drops system doesnt really translate well into MXL. Lots of runes are used as common socket fillers so they cant be rarer; and having multiple rune RWs would mean sacrificing jewel slots for no real reason (tough this is used to balance some of the higher end runewords). The RWs where you need multiples of one rune are because that rune is a special drop from an uber so you need to farm enough of them for the runeword.
4: Subjective, a lot of people find that class only items bring extra identity to the class. As for lore, MXL is based off the Diablo novels mostly, so they do fit the lore, altough yeah they wont make much sense if you come from D2.
5: Sacred uniques cannot be created. ACs are meant to give you easy access to tiered uniques so they remain relevant without it having to rain uniques so you can actually use them where they are meant to be used (early game). So yeah it is true that for normal and nightmare you gearing choices can feel limited; but dont worry once you get to hell ubers you will be forced to use more variation and actually dabbling into Mystic Orbs, Sockets and gear other than uniques.
6: Rings and Amulet crafting could be unbalanced considering we had rare jewelry reroll in the past and it had to be taken out. Rare amulets and rings can be disgustingly good with proper rolls. For the rest, current crafts work exactly as you say they should; with the expection of the recipe, which just uses Shrines rather than some random reagents. You dont have to hoard every single rune and gem you find unlike clod, and I think this is a good thing personally.
7: Gems are widely used, pdiamonds in weapon for casters, %att gems, resist gems, and a lot more.
8: This would be a very good idea if MXL's gameplay was just running through the acts 3 times like clod was. However MXL has a whole endgame different from this so this just isnt needed, as instead of fighting the same mobs with some new abilities; in hell you will fight entirely new mobs altoguether. Normal and NM could use more differences tho other than just bigger density and numbers.
9: Main issue here is balancing.
10: Yeah some descs could be better.
11: Charm stacker is an idea that frequently pops up, but is sadly limited due to numerous caps on number of stats, and the value of the stats that a single item can have. ''Consuming'' a charm also seems like a nightmare to implement. Other than these limitations, I dont see the need. We have a way bigger inventory and full charms only fills 4 rows I think?. As for the potions, people carry a lot only because some ubers, mainly Dimensional Labyrinth have a lockdown so you cannot go back to town to refill if you run out of them.
And also, theres no torch or small medium large charms anymore. Only unique charms that you get from the Challenges, and then the bosses at rifts or dungeons. Cycles are the closest thing but those are also from an uber and do actually use this charm stacker mechanic but its pretty limited since the charm cant have too many stats or it starts causing technical issues.