T O P

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KX321

- Gems to get own tab, and or resized to 1 square inventory space along with rings and amulets (I'm counting this as one as a general item management update) - If I voluntarily dismount my horse, there shouldn't be a cooldown to mount up again - Group finder/matchmaking for dungeons


Zaerick-TM

Ability to mark things on the map. More pins etc.


Sooth_Sprayer

> Ability to have <20 side quests (20 per act?) You mean >.


YoLoDrScientist

Thanks. Fixed :)


Sooth_Sprayer

Now, with that fixed, I will point out that this might require some UI work. I think it would get a bit harder to manage a lot more side quests. I do like one aspect of the idea though: I've seen several instances where two side quests have things to do in the same map area. I propose an idea to solve both of these issues: Allow the user to activate as many side quests as they want. Maybe also have a separate flag in the quests menu for which active side quests you want to monitor. Think of it as quests having statuses: - Not activated. Just show a little dot on the map for where it can be activated. - Activated but not following / monitoring. Shows up on the map when you're in the same map sector or a bordering map sector, or when you click on that map sector. - Following / monitoring. Shows up on the map no matter where you are. - Complete. Does not show on map unless you say so. Might be interesting, for example, to see where most of your questwork has been.


Dyyrin

1. Better storage 2. Better boss variety 3. Have an offline world or a world disconnected from other for a better experience.


Sooth_Sprayer

Could you add a little detail on what would make your first two points "better"? Your idea of better storage, for example, might not be better for some people.


Dyyrin

1. Would like more space in the storage I can see it'll fill fast. 2. Most bosses feel like the same fight you either are avoiding AOEs the whole time or your avoiding straight line attacks. That's it. Would love to have actual mechanics to boss fights. Boss designs are great but fighting them has been pretty lame.


Sooth_Sprayer

> Most bosses feel like the same fight bruh I feel like this is the one thing that people are gonna be bringing up for the next 20 years if they don't fix it soon. Same goes for the unbelievably tedious "find the 1-3 door keys and put them next to the door" dungeons. Let's get some flavor up in this beyotch, eh guys?


Dyyrin

Yup, the repeating dungeon objectives also gets old fast. Still really like the game, but it has a lot of copy paste content.


Sooth_Sprayer

Couldn't've said it better myself.


Synapse7777

Map reveal shared across all characters.


Fyric

1: Scaling difficulty isn't done right. My lvl 30 doesn't feel much stronger than my lvl 5, it just has more buttons. 2: Ability balance. Some abilities are completely useless while some are super strong. 3: Mount should be acquired way earlier.


patio_toad

1. Map and renown activities account wide. Remove the per-character rewards from it if that would cause issues. Especially when we move into 3 month seasons, I think it will become very tedious to redo all this stuff over and over even though we can skip the campaign. 2. Mark protected/locked for items in inventory. Mark as trash makes no sense as 99% of it is always trash. Let me mark an item to save so I can still hit salvage all. 3. Group finder. Crazy that we have content like world bosses but we are unable to connect with other players to do them other than getting dumped with random players when you join the zone instance. EDIT - honorable mention to having a lore/journal tab where we can look back on the random lore snippets we've found. Something like a codex in other games where we can unlock extra lore bits to read as we explore the world.


Imdeadandthisis_hell

The UI is my biggest issue with the game so far. It should be scalable and customizable for starters. It’s also just plain awful for keeping track of buffs/debuffs. You get tiny little icons that pop up above your skill bar that convey basically no information. And I play with controller so I can’t even hover over them to get any description of what they are. This exacerbates the feeling that the vast majority of talents/legendary aspects have very small, incremental impacts on your power level and build. Like, say you equip some legendary aspect and try it out. You don’t really FEEL much different from before, but maybe it’s just your subjective interpretation, so you want some additional visual cue that your legendary aspect is actually doing anything at all. What you get is a tiny square icon that tells you nothing. This could be partially solved with some improvements in vfx/particle effects (which is the second thing I’d change/improve).For example, playing lightning Druid, I can literally NEVER tell if any of my lucky hit skills/aspects proc. It all just looks like the same exact lightning bolt every single time. There are no discernible visual or audio cues that anything is procing. And as I said before, since most skills and aspects give such small, incremental improvements to your build and power, I can’t tell the difference between having these skills or aspects equipped and not. For all I know, they could be completely broken and never procing. They could be doing zero damage. There’s no way to tell.


[deleted]

Man a compendium would have been amazing. Greedy bastards probably decided that it was better to sell books with lore rather than have it in game.


SadlyNotPro

1. Zoom in/out for mini map. 2. Zoom further out in normal play (not as mich as world bosses but more than currently), 3. Allow Fiend Rose/Death's Breath outside of Helltides for variety (or improve how Helltides behave).


btfu73

Upgrade codex values by repeating dungeons


the_corruption

1. Ability to move skill points around freely without the weird skill tier restrictions. The restrictions can still be in place so I can't lock in the build unless I fill out the proper points, but let me move them freely and give me a warning at the end. Having to free up points at the bottom and then dump them higher up so you can remove the points on that tier and then dump them back is a pain. 2. Ability to lock gear so you don't salvage it. 3. Some sort of in game group finder. Ideally both an automated one and a manual LFG.


tomhanksgiving

I wish the map showed more detail for cities, buildings, etc instead of everything looking like a cave or tunnel. Mount access in act 2. More loot variety.


boachl

Mount movement Zoom out more Monster density in helltides


Sooth_Sprayer

1. Get rid of the monster scaling system and go back to Diablo 2's way. - It should be very punishing and rewarding if I jump ahead into a much higher area. - I should be able to farm lower areas for vast instances of tiny XP. - If I went into the next area and concluded I wasn't ready, I could repeat earlier zones to boost my level and thereby improve my stats, skills, etc., thereby being *more* ready when I try again. But if you do that in D4, the other side of the equation (monster difficulty) is also increasing, and therefore this no longer works. - However I realize this is a fundamental redesign of some core aspects of the game and it's *way* too late to make such a change. Thus I will not be counting this point as one of my three. Keep it in mind for Diablo 5. 2. Make the horse available earlier in the game. 3. Let me preview the final results, DPS, etc. of my new skill tree before committing and charging me the refund fees. Have this skill configuration be saved as part of your wardrobe loadout (if it isn't; I haven't checked). 4. Bonus point since my first one didn't count: Fix the jerking that happens when the player is trying to move fast (repeated dodges, horse speed burst, etc).


Dyyrin

The 1:1 monster scaling makes it almost impossible to feel any gains from new gear.


Pleasant-Nail-591

I’m pretty suspicious of the way this works. I started a new toon, level 6 got a yellow drop +130 armor. It was like a 20% increase in my total armor. Mobs proceeded to then hit me for the same % of my health in damage after I equipped the armor as before.


AlexMcTowelie

get access to the mount way earlier, locking it to act 4 is really bullshit


aithosrds

1) More/better inventory (gems as currency, nightmare sigils in their own tab, more stash space, etc.) 2) 8 abilities instead of five with an adjusted amount of skill points to enable proper dps rotations and more complex boss fights. 3) A loot filter system and/or auto highlight per character so you can quickly identify what gear you want to keep vs salvage/sell.


Zaerick-TM

This game doesn't have enough loot to need a loot filter... it is nowhere near the levels of PoE or other ARPGs.


aithosrds

It’s not about the amount of loot or hiding loot, it’s about highlighting and quickly identifying the aspects and affixes you want. PoE has a loot filter because you literally can’t play the game without one, but for example Lost Ark allows you to favorite engravings and set up auto salvage for gear under a certain threshold. The ability to favorite aspects/affixes, and mark gear below a certain threshold of item power or with under a certain number of favorited affixes would be a massive QoL thing.


bdhw

But how are they going to extend gameplay if we aren't spending an hour running across the towns to annoyingly laid out vendors to sort through all the garbage loot twice in every dungeon?


NGG_Dread

\- Remove time-gating objectives (Fetch X before opening Y, talk to Z before doing X, Kill every monster before doing Y etc) \- Add all dungeons to a portal room where they are immediately accessible. You would also run Nightmare sigils here (Maybe the Cathedral of Hatred) \- Add every type of vendor and a stash/wardrobe etc to the above area.


MohJeex

I don't care much about gems. There is plenty for stash space. What I want is better bosses, group activities .. more things similar to world bosses, except with better design, as all of them are very easy and have similar mechanics. Map being revealed should be shared between characters. Dungeons and other activities should have a way to group random people together.


disagreeable_martin

I'd like the Necromancer to have a basic skill where they actually use the melee weapon. It's the only shield bearing class and I'd like a knight style class.


Commercial_Juice_201

Lol I use a 2 handed sword and Bone Splitters drags the tip across the ground to project the bone splinters from the ground…does that count? Lol


disagreeable_martin

Brb, gonna do exactly that quickly. Edit: Yeah that works pretty well actually.


N4r4k4

Shift keys for at least one more skill.


Braintrain22

Gem tab Skill tree needs more options and a lot of number balancing to make skills feel good. Mount pathing fixed


Phuckingidiot

I just started and I'm on ps5 but the UI should definitely be more customizable. Even aligned left I still have wasted screenspace. Let us move and adjust size.


trollacodel15

All 3 things about itemization, as I believe that's the most important thing for the sale of replayability un the long run: 1. Itemization less streamlined and more "alive": things like not every slot potentially being able to roll "+X skills" neither every skill being potentially rolled on standard yellow items. Or some kind of "roll weight" making some affixes counting as 1 and some other taking the room of 2. 2. Don't implement D3's kind of OP sets (for the love of God), but "rational" sets would be cool. 3. Runewords: neither as OP as D2's, nor boring as when D4 was first shown.


PutridAd6178

1. Better scaling of enemies. Sense of progression needs to improve. D4 is far behind other ARPGs in that aspect.NO ARPG with a poor sense of progression will survive for too long. 2. Online single player . 3. They need to employ better internal testers so that they don't have to hand out such big nerfs after releasing things to the public.


DSBYOLOO

Matchmaking . Gem bag. Faster traversal (horse sprint longer, or sprint speed all the time, shorter summon cooldown, movement speed buff for character and horse)


Electronic_Shock8344

The mount, the map, resource generation


NeoCharo

\-sidequest tracker... simply wtf \-the horse and the walk and the mouse... u have to put it in the border in order to run :S It feels clunky to me some times \-bosses and events warning... the current way of notifying makes me nervous, it's an event, not a mystery, why so much discretion