It’s been over a month since the launch of Reaper of Souls
and I have a much better understanding of what the game requires to continue to
keep players hooked. I still recommend the expansion to anyone who enjoyed
Diablo 3 because it a huge improvement over the vanilla copy of the game.
However it still suffers from a lot the same problems that Diablo 3 had even
with the updates.
The first thing that needs a rework is most of the legendary
items. Currently only a handful of legendaries are useful and that’s mainly
because those “good” legendaries provide extra useful stats such as increase in
damage or a stat that’s not generally available to that slot. Legendaries
should each provide a unique buff that’s useful for a player. While players
will generally want a pure damage increase on their legendary items, I think
there are other viable affixes that legendaries could bring to the table that
would be unique. Elite/Champion monsters have specific affixes like arcane
sentry, vortex, plague, and electrify. These could be distributed to different
legendary items that will allow the player to drop these affixes against
enemies and scale based off either primary stat or weapon damage. We already
have fire walker boots which is essentially the molten affix from mobs. You
would have to change the color of the effects so players know which are
friendly arcane sentries and which are ones dropped by the enemy.
I think legendary gear should also have a level up mechanic
introduced. Each item should have an experience bar with a few sets of levels.
Each increasing level will either give a buff or provide the player with some
new effect. One example could be the following. If lets say Arcanium Boots drop
one arcane sentry beam for equipping, and then each level up that the boots
receive will gain an extra sentry up to lets say a maximum of five beams out at
once. Vortex items could pull mobs from further away with each level up. The
level up mechanics shouldn’t be just an increase in damage output or
survivability. If this was the case then players would feel that leveling up a
new items means they’re going to be wearing a downgrade for awhile until they
can get the new item to the appropriate level. You could allow the player to
transfer experience from one item to another through the Mystic vendor but
allow for some of the experience to be lost. So the player would only be
allowed to transfer experience from items in the same slot and they would have
to transfer all the experience over but only receive lets say 30% of the total
on the new item. Blood shards could be used as a reagent for this transaction.
Currently fire skills have a huge advantage over the other
elemental skills. Fire naturally has an increase in damage compared to
lightning and cold skills since those are considered more for utility purposes.
However increase to fire skills is available on more pieces of gear than the
other elements which makes fire better than the other skills. Increase to fire
skills is available on a glove, a chest, two 1-handed weapons, and one 2-handed
weapon. Cold damage is available on a glove, and two 1-handed weapons.
Lightning damage is available on a belt, a one handed weapon and a two handed
weapon. I rather not see any nerfs to the fire damage items but see new items
that help close the gap between fire and the other elements.
Death’s Breath should also receive a rework. Players should
be able to use Death’s Breath as a currency to buy other crafting mats. The
ratios would need to be tested thoroughly before implementation but something
along the lines of 10 Death’s Breath for one
Forgotten soul, 1 Death’s Breath for 5 Veiled Crystals and 1 Death’s
Breath for 10 Arcane Dust.
Blood Shards could also allow players to fight the specific
purple named monsters to acquire the specific legendary crafting material
needed for some legendary items. The player would be able to donate 40 blood
shards (again this number can change depending on which monster to spawn) and
that monster will now spawn in the next rift as an enemy wandering around.
I believe the cost of rerolling an item should decrease over
time. Blizzard should think about making the item cost reset back to the
original cost over a two week period. I’ve gotten some items where I increase
the reroll cost significantly and still had not received the stat I wanted. I
ended up just chalking it up to a loss and decided to wait for something else
to drop so I didn’t have to lose all my money for a single stat. Resetting the
costs would also allow players to try out new stats without having to worry
about the cost in the long run.
I would really like Blizzard to add in some new vanity items
to help create a diverse set of armors that players can choose from. It should
work in a similar fashion to the way World of Warcraft challenge modes reward
players. Completing certain achievements (specifically the more challenging
ones) should provide the player with new sets of armors to transmorg. The idea
of tiered rifts could also give the players new sets of wings that are only
available from the higher level of tiered rifts. They can also create different
types of vanity rewards such as killing a monster has a chance to make it rain
blood everywhere, or picking up health globes turns the character red
indicating that they bathe in blood. These would be effects that you can toggle
on and off in the character sheet or a new tab under the paragon menu.
Blizzard could add in monster challenges where you fight in
an arena against a specific type of monster. You have to defeat each wave of
that specific monster with each wave becoming harder then the last (increasing
the number of affixes the monsters gain). Your reward could be a pet that
resembles that monster or a set of gear that looks like the monster. There
would be leaderboards for the fastest clear times plus highest wave achieved.
If Blizzard really wanted to add some randomness to this, the higher end waves
would have a higher chance to drop the pet, or pieces of gear that you use for
transmorg. That way the player would have to go through the waves more than
once to try to acquire all the pieces of gear. Torment difficulty would also
scale with the drop rates allowing players who can handle higher Torments to
have a better chance. There could be two separate modes, one for coop and one
for single player since coop seems to make the game a lot easier.
I would absolutely love some controller support for the PC
version. I prefer controllers over keyboard/mouse for gaming since that’s what
I’ve been using for most of my life. Diablo 3 feels pretty natural on the Xbox
360 when I played the demo a few months ago. Honestly I know this probably
won’t ever come to the PC since it requires an entirely separate UI but I still
hope Blizzard will consider it one day in the future.
Most of these ideas help to push for more content and add
reasons to continue playing but are far from the only ways to improve the
Diablo experience. Most of these ideas could be fully fleshed out as separate
game modes (similar to adventure and campaign). So far Blizzard is on the right
track towards creating a greater Diablo experience and I just hope they don’t
get side tracked along the way.
DOUBLE LEGS FOREVER!
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