Suggestions for game improvements and player experience

Cycles and Load-outs
Load-out System: Implement a “load-out” feature that allows players to switch between different builds for the same character and class. This would eliminate the need to create multiple characters to experiment with different playstyles. Each load-out would function as a fresh start, but players could easily switch between them to continue building different styles.

Monolith of Fate
General Corruption: Instead of having corruption levels tied to individual echoes, make corruption a general feature that affects the entire Monolith of Fate.
Unified Echo Platform: Consider having all echoes on a single platform or map layout, with different directions or paths leading to specific loot or bosses.

Loot
Gold Pickup Radius: Increase the radius at which gold can be picked up.
Auto-Loot Shards and Runes: Automatically loot shards and runes and send them directly to the stash, with the same pickup radius as gold.

Loot Filter
Simplified Loot Filter: In addition to the current loot filter, provide a simpler version that adjusts based on the skills the player is currently using. This would streamline the process of finding relevant loot.

Set Gear
Set Gear Shards: Introduce a system where set bonuses are applied through “set gear shards” that can be slotted into gear, rather than the gear itself. This would provide more flexibility in obtaining set bonuses.

Calculator
Skill Simulation Calculator: Implement a calculator that allows players to simulate adding stats and debuffs to each skill. This tool would help players understand the effectiveness and utility of different skills.

Screen “Pollution”
Reduce On-Screen Information: Provide more options to deactivate redundant or unnecessary on-screen information, such as duplicate gold pickup notifications.

Tool-tip
Detailed Skill Information: Enhance tool-tips to provide more detailed information about each skill currently in use, including additional stats that may not be readily displayed.

Unique
Unique Items per Skill: Create three unique items for each skill, each serving a different purpose:
One designed for defence
One designed for damage
One designed for synergy with other skills

That will never happen. That is just D3. LE is a game that is much focused around making alts. If you implement this, many players will leave, especially players that have been with EHG since the start.

This is actually something being discussed recently, but the main issue is that if they did this, they would reduce corruption gain by a lot.
Also, this would remove the strategy of leaving some monoliths at lower corruptions for easier harbingers.

I don’t understand what this means.

This has been discussed many times. Searching those threads will enlighten you on the devs’ and players’ opinions on this. tldr; autopickup will likely not happen and isn’t actually that important, autotransfer would be nice.

How would this work? This would be a nightmare to code. How would the game decide what you find relevant? Many skills have effects that give you some ward but in many cases that ward is irrelevant. How will the game know if you’re build ward or health? How will it determine if you’re building dodge/block?
There already is a solution for your issue: look up builds that are similar to yours and use their loot filter.

Set gear will be reworked at some point.
Adding shards to gear to get set bonuses seems like a nice idea, but it would just make them mandatory, since there’s no downside. You’d end up with D3 again.

Having a single mono web where you head in direction A to get to the Dragon Emperor, direction B for Rahyeh, direction C for Lagon, etc.

2 Likes

Ah, I see.
I don’t know how I feel about that, to be honest. I guess it would depend a lot on how that was implemented. At this point this is too vague a suggestion to really have an opinion on.

I haven’t kept up with Diablo 3 recently, last time I played was when Reaper of Souls was released.

For players who enjoy creating and playing the same class repeatedly for different playstyles and outcomes, it would be great to have all these variations under the same character as an option.

For example, instead of having five characters with the same base class, they could all be under one character, with each “load-out” would be the same as a new character created to play with.

When a cycle is finished, all the load-outs in legacy mode could share the same stash and end-game progression activities, if one load-out is more advanced than the others, a Master Load-out could be designated to move forward in shared end-game activities.

This way, players could rotate between load-outs, avoid falling into a monotonous playstyle in end-game activities, and return more often to other playstyles with better gear.

I could suggest implementing corruption progression tied to echoes, with options for different progression sets.

For example:

Progression 1: 3 echoes tied together
Progression 2: 2 echoes tied together
Progression 3: 1 echo

Alternatively, all progressions could be tied together, or none at all. The key would be to provide options, allowing players to choose which ones to move forward together and which ones to leave behind. This could be done individually, tied, or in various combinations.

I was wondering if it would be possible to implement a simple version of an automatic loot filter, could use the same scaling rules as active skills to ensure that only relevant stats are dropped, especially for defence as a standard norm.

The idea is to enhance the in-game experience without relying on external references.
I’m just guessing, but it would be interesting to know how many players from the player base are using a loot filter.

Set gear bonuses could be added as new affixes or other form and used for later game builds by converting them into shards.
This way, players could benefit from Set gear as early as possible and keep the bonuses for later, adding them as shards to maintain the combo benefits.

You’d just end up with a spec for boss killing, one for speed farming/AoE, etc, like you do in D3 and switch according to the content. It’s not what the devs want for the game nor is it what many players want.

Monos do need some help with the slog of raising corruption. They already did in 1.1. I don’t see it happening on a global scale (as in increasing them all at once) unless there’s a global nerf to corruption (which would make if feel worse than now if you just want to farm 1-2 monos).
Anyway, ideas about this are always welcome, but I wouldn’t expect the overall time investment into this to decrease too much, since that’s part of the game identity.

I once suggested simply having template filters already in the game, for the most common builds. They could be created by the community and when you started a game you’d have a “Cold mage template” or “Fire minions template”.
I don’t think it can be done automatically like you suggested, but anything to improve accessibility of QoL is welcome.

Again, if you make them as shards, you’re making sets mandatory for endgame. Because you will get the set effects while only sacrificing one affix, rather than a whole slot. So there would be no effective downside to the big upside you’d end up getting.

Sets do need rework (which the devs have said they will do), but in a way that doesn’t make them clearly superior and mandatory for any endgame build.

As a sidenote: you can include your quotes and replies all in the same post, you don’t need to do multiple posts to reply :wink:

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