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1. skeleton mages should have the same amount of life as the skeletons do. they have less defense but why do they have less life?
2. skeleton mages should have faster cast rate, so they do more damage than skeletons.
3. the shadow master should not disappear so much.
4. the druid spirits should be immune to physical in all difficulties.
5. the vines should have 10 times the life they have now or a higher defense rating. vines should be very hard to kill. if they had a could slow enemy or chance to open wounds would be nice.
All the suggestions about nerfing the runewords are IMO, really bad ideas. Although it does radically change the way the game is played, it is already too late. This is similar too the erasing of the carrion wind and marrowalk bug that destroyed many characters. Now imagine having almost every class except the sorceress destroyed as well. It kills all of your previously made chars, and pvp wise sorceress would dominate and desynch hammers would obliterate any non teleporter.
The merc and stash suggestions have been really interesting though and are smart.
Fix all the bugs, leave a countdown on your screen or whatever to tell you how many more times you can log on before you get kicked by BNET. (So annoying if you're trying to trade or xfer and then you get owned)
Remove immunities on standard monsters and replace them with say, 95% resist or such. (Defeats the point to having an infinity on cold sorceresses and will allow the viability of more builds)
Make ubers have more exp, including their summons.
Change the way clone diablo spawns.
Increase Merc AI.
Better Low Level Items!!!
Have the shop sell better stuff (e.g. by spawning high level mods or elites more often)
Have rares always spawn with 6 modifiers and Magic always spawn with 2 (so annoying when you get an almost nice combo, isn't really overpowering considering the wealth of rw out there)
Increase the benefits of fr/w (reduces the necessity of teleport)
Allow skill switching w/o miscasting (e.g. leap + tele or charge + smite)
Better drops (the way runes work right now, it encourages duping)
Increase the range on two-handed weapons, or make them stronger
Everyone should get a base 5% or so chance to dodge/evade/crit strike etc
Have the server aim better, e.g. shift zerking or zealing or fury
Minion stack should be more like minion blob (all the monsters surrounding you not on top when you teleport)
Have more magic resist items
Smite should be range one, (I don't see how a longer weapon affects how long your arm is)
Have more items with magic resist, maybe cap it at 50% like physical?
Have a facet for physical and magic damage
Make the unused trees more useful, e.g. (defensive aura, martial arts, druid summons)
Have an act4 merc![]()
Self-healing merc if you give them a belt of pots
Decide how many sockets you get from Larzuk (I don't see how impossible it would be to just tell him how many you want. . .)
Destroy Hackers
Get to choose your name color (have your name appear in what color you want)
Boost low damage spells such as warcry, freezing arrow, the pally elemental auras, hydra, wake of fire, etc.
More runewords!!!
Allow people to add clan tags to their name, make it distinguishable by having it in quotes or something so that two people won't have the same name
Allow torch etc trading
A use for standard of heroes
Increase effectiveness of non-caster builds in hell
Less used skills should get a 5% bonus to experience when killing with it (encourages variety in game play)
Fix the LCS and boost the impaired doublethrow/inferno/artic blast
Allow ravens to be targetable but with say, 75% dodge
Buy vendor maps
Have vendors who will "snitch" the last 5 people in the act area (adds a more pk element style to playing)
Bone armor should have to be casted off a corpse (makes it harder to recast in pvp)
Cyclone armor should have a 30 second timer
Slow/freeze should affect all speeds, e.g. block,fhr,casting
What do you think slow doesn't affect now?Originally Posted by atenza
And more used skills, like blessed hammer shoud have a penalty of something about 75%-95% less resistance gain!!!!!!!!Originally Posted by atenza
1) That would defeat the purpose of building a versatile character build. I personally don't want to go back to the era of pure orb sorcs. Having a Blizz sorc with an infinity polearm is a priviledge of playing, building yourself up.Remove immunities on standard monsters and replace them with say, 95% resist or such. (Defeats the point to having an infinity on cold sorceresses and will allow the viability of more builds)
Make the unused trees more useful, e.g. (defensive aura, martial arts, druid summons)
Decide how many sockets you get from Larzuk (I don't see how impossible it would be to just tell him how many you want. . .)
2) That should be up to the players. There are lots of different builds that use these trees quite effectively - i.e. Cleric.
3) That's just not going to happen. It's all a chance thing. If that happened, who in their right mind would say... I'd like 1 socket, Larzuk.
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More set items - like a set that uses all your slots.
A pair of set rings - because there are too few set rings to begin with. Like one being a 'Cursed Ring' and other a 'Blessed Ring' and their attributes by themselves aren't so great but when together, they give a lot.
Runewords that allow minions for other skill classes - wolves, skels
Umm, correct me if I'm wrong gianturtleman, but isn't only fr/w, ias, dodge/evade/avoid the only things affected by slow?? As far as I know, casting, fhr, blocking animations are all unaffected. Thats why you don't see casters bothering to get cannot be frozen gear. . .
Ability to ban certain classes from the games, there are level restrictions now but i think this would be nice. :P
Hooray for BM BvC!!! 6-7k life, and mass minions on top of them. Imagine something like, a 6-7k life BvC with lightning immunes and those Wailing Beasts from act3. Oh, and do not forget some physical immunes too, so that nothing pretty much could finish off your revives, no hammers, no teeth, no nados, no CL or javas.Originally Posted by MadMachine
mercs
act 1 rouges - should get faster the higher their level, and user crossbows.
act 2 guardsman - are good as they are
act 3 iron mages - the cold mage has a defense skill, chilling armor? so i think the lightning mage should have thunder storm. and the fire mage shoud have maybe hydra. plus the sword is almost useless on him, he should be able to use his sword more often.
act 4 - should be able to hire a warlock or witch that uses daggers/wands with shield. and uses poison/bone skills or curses
act 5 barbs - should be able to use axes and maces. they should be able to use some of the warcry's or maybe iron skin to toughen them up a bit.
magic users (sorceress/druid) should be restricted to non-metalic armor/weapons
shadow warrior should cast fade, venom, ands blade shield like the shadow master does when you summon her.
blade shield should do full damage not 1/4 weapon damage. it only hits 1 time per second.
Set-based Sub-Quests.
For example, you need to wear the Disciple set when doing the Quest.
There could be crazy class specific ones.
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