Posted over on the official forums, figured I'd post here too to get some more replies. http://us.battle.net/d3/en/forum/topic/14420051892
- Greatly reduce the Veiled Crystal cost for crafting and reforging or increase how many you get from salvaging. 90 yellow pieces of gear to craft something is insane especially when you factor in the other mats it takes. 50 to reforge a chest one time is even more insane. Not a fan of capping blood shards just to reroll my chest twice or craft 1 pair of gloves for my alt. Also. Kadala should give more Crystals/Dust if the item costs more blood shards.
- Trade system where we can trade a Forgotten Soul or Death's Breath for 25-50 or so Veiled Crystals, 50-100 or so Arcane Dust, gems etc. and vice versa. The ability to trade gem colors and break down larger gems back back into smaller ones. Drop rates on bigger gems should be higher on higher torment levels.
- Loot all/aoe loot button.
- Option to not pick up health potions automatically.
- Greatly increased gem crafting time.
- More storage space and a menu to see what's on other characters and in their bags like we had with the RMAH. Each class should have storage equal to the current stash size. I don't understand the reasoning behind such limited storage. Without mules, we can't play alts and theorycraft and try new builds or save gear that may not be good now but would be later with certain gear. My favorite thing to do in this game is theorycraft and build sets for the builds I come up with. Storage has been making this extremely difficult and also puts me off from playing sometimes.
- Electrified fixed. It's unbelievably overtuned for melee in group play and no amount of toughness or avoidance will keep you from getting insta-gibbed especially when friends have pets and you're playing a charge barb. Please refer to my thread on this. http://us.battle.net/d3/en/forum/top...8977789?page=1
- Account wide followers so we don't have to constantly transfer gear. It's tedious enough constantly transferring and moving around our own gear. This was planned if I remember correctly, what happened?
- The ability to transmog any weapon of the same type to any other weapon, like 1h to 1h, 2h to 2h. 2h swords get no love. I've been told it's due to animation restrictions? Don't know if it's true, but I also have a thread on this. http://us.battle.net/d3/en/forum/topic/14277907928#1
- The fact that there's really only 3 usable rings in the game. RoRG, Unity, SoJ.
- The fact that we can only socket legendary gems into jewelry, further increasing the value of jewelery, which way too much of our damage comes from already. IMO remove or reduce ChD from jewelry and give it to us baseline to open up more build options and gear choices. Currently for a necklace, main stat or elemental, cc, chd and socket are mandatory. Rings are not much better. Too much of the gear in this game is a shard because of this. Ramaladni's should also work on jewelry IMO.
- The insane lag in certain areas of this game. Cesspools for example. 4.7ghz cpu, gtx 670 single or sli, doesn't matter, stilldrop to literally single digit fps. Makes it a nightmare when you're doing something like a high level Grift as a Raekor Barb.
- Greater Rift level slider. If you've completed up to say 30, have a slider that just takes your regular keystone and lets you set it from 1-30. No more trial after the first time (but maybe the option to do it for funsies or to test a new build/gear?). Currently, if you fail, you must go back and do the trial and subsequent lower level Grifts before you get to where you were again and you might get horrible RNG where there's no density and/or Heaven and Westmarch mobs, which I'll cover in a second. Upon rift completion, you get the keystone for the next level to save for later like you can currently. This way, you won't be able to constantly use 1 keystone for lower Grifts, as it consumes it and gives you back the higher version that will only let you do from that level up to your max and only the regular keystones give you option to start from 1.
- Normalize mob damage in adventure mode or at least just in rifts. Currently greater rift progression and the enjoyment of rifts in general is determined by which mobs you get from which act. They get MUCH worse just like in the normal game. Heaven and Westmarch mobs are so much worse than the first couple of acts due to their mechanics and damage. This is not a good design for competitive play. It leaves it up to RNG.
- The density is another big factor in greater rifts that determines how well you do. Some levels like the underground cave place shouldn't exist in Grifts or needs the density greatly increased. You can get places like the graveyard where you have hundreds of mobs everywhere and then the caves where there's groups of 3 with 15 second runs in between. This isn't balanced and these things are what could make or break your progress and there's nothing you can do about it.
- Rift guardians should always spawn on top of you. On multiple occasions I've wasted more than a minute or two searching for it because it isn't being pinged on the map.
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I believe if these things were addressed, the game would be so much more enjoyable and balanced. I'm sure I'll think of more and if I do I'll try to update. Thanks for reading!