Let's say that Blizzard decides to make you call the shots for D3 development. You're provided with a modest amount of funding (not infinite) and a large amount of developers (enough to create an expansion, but not enough to develop an entirely new game).
What would you change, implement, tweak, fix about Diablo 3?
Just to give some ideas;
1. Would you add a new class?
2. How would you change/fix the endgame?
3. Would you implement any new features and/or revamp current ones?
4. Would you tweak with drop rates and/or legendary affixes?
5. Would you change current set items or implement some new ones?
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
1. every year new class for me 12 total to choose would be perfect.
2. I would expand paragon system, skill tree, max level.
3. add new features each season (similar like now but much more game changing).
4. drop rates tweak hell yeah! I still getting other class items... Itemization kinda broken too many unuseful items all legendary should have different affixes (gameplay changing) we salvage too many!
5. change current no! Implement new each season yes! please
So having in mind that new team for classic games involved and D3 kinda is in that category we could hope getting something new not only small changes each season but more new content just maybe this year blizzcon will give more love for Diablo!
1. Auto pick for death breaths and crafting materials. This is really annoying!
2. Achievements are useless, they can be linked with primal drop rate in a logarithmic way and if they are maxed out to give +0.5% increased drop chance for primal items.
3. Primal items needs to be more special. It would be nice if you are able to re-roll 2 primary properties or at least 1 primary and 1 secondary property.
4. There are still legendary items without legendary powers. Make them great again.
5. There are 2 legendary gems with level 50 cap. Rework them and every non-usable gem too. 90%+ of player base are using 4-5 gems only.
1. i would remove set items or nerf them a lot. They are to powerful.
2. i would nerf legendary gear drop rate. 1 pice every 20-30 minutes of average game play would be good enough. There is nothing special about legendary gear if there does drop 5 of them every minute.
3. i would remove half of the torment levels. There is no point to have so many Torment levels, people skip half of them anyway. playing torment 6 then finding a set item and skipping right into torment 12 is just stupid game design.
Reuse the Campaign in some way it's a huge amount of unused content, maybe let it scale like GRs do with similar rewards? I loved a lot of the boss battles and what not and wish there was a challenging, rewarding version of it.
Adding more content to farm stuff. You can still push for highest GR but let's say we had some serious hard boss fights for extremly rare but powerful stuff, there would be more than just one "meta"
3. Would you implement any new features and/or revamp current ones?
- rework hellfire farming (and rework the hellfire ring)
- rework the challenge rift system
- let people play it more often.
- make group challenge rifts
- dont take these crappy builds, just take some grifts from the leaderboards
- maybe let people play the rifts with their own character
- rework bounty system (everyone hates it like it is now)
4. Would you tweak with drop rates and/or legendary affixes?
- every legendary should have an effect, otherwise they are useless
- drop rates are okay but there should be more extremly rare stuff which also should not be craftable in the cube
5. Would you change current set items or implement some new ones?
i read that they plan to create a whole new set for every class. so that will be enough.
Just right off the top of my head, other than generally improving the story writing, Get rid of sets, or make them just 2 or 3 piece and be less powerful. Make crafting and random chance important again, gambling for a suitable griffin eye or finding the perfect ethereal weapon while collecting the necessary runestones made the items feel that much more important and special when you finally had them. Nowadays you're salvaging 90% of what you find. They aren't even cool anymore.
Give us something to do with all of our acquired gold. Caldessan's is okay, and enhanced GRs work, but how about adding something to Kanai's Cube? The Cube already gives users the ability to upgrade a rare to a random legendary, and reforge a legendary for better stats, so how about giving us the ability to guarantee a reforge of an item to a primal ancient? Make it cost a lot of gold (perhaps a billion and/or upgraded gems), but it is still subject to requiring a player to complete a solo GR70. This might also give us a reason to use some of the gold build items like Goldskin or Kymbo's. Just a thought.
I'd probably add a horde minigame with a leaderboard.
Defend Tristram as long as you can type thing.
I'd also put the AH back in the game and let players trade again. The RMAH was a mistake, but the AH itself was not a bad idea. When people rioted about spending real money on in-game items, Blizzard removed trading completely like a petulant child.
- Away with the big damage numbers, this means all these damage % increase legendary items and set needs to be nerfed or removed. Instead add special rune or elemental effects that can alter skills or even make them stronger(due to new mechanics).
- Decrease legendary drops and make them feel more rare and unique.
- Rework and balance item so that blue and yellow items can be viable at level 70 instead of being just a source for crafting materials.
- Away with loot 2.0 make the majority of items usable by all classes and further tweaked with class gems and runes.
- Away with Rifts and GRs look into adding more endgame event's like epic hard world threatening Boss fight requiring tactics and skills to overcome, players can be rewarded with specific class drops from the different bosses. Bounties needs to be switch out with these events.
- Instead of the now scrapped rift add legendary dungeons with unique looks, traps, monsters and bosses. Again this need to feel special and epic in scale. Add random modifiers for better loot drops.
- Introduce the Druid class.
- New crafting system which allows players to be more in control of the items effects, the used crafting materials will determine which stats/effect the item will have, and the rarity/power of the material will determine the power of the item.
- Back with the pvp challenge mode from D2 or make those arenas available for players to have fun in.
- Decrease legendary drops and make them feel more rare and unique.
- Rework and balance item so that blue and yellow items can be viable at level 70 instead of being just a source for crafting materials.
- Back with the pvp challenge mode from D2 or make those arenas available for players to have fun in.
Strongly agree with these. The other bigger issue for me was definitely thematic, and I'm not just talking about the visual style. Vanilla D3 was very opposite of the message of the original series. I'm hoping what's-his-face is really bringing this back around, but I guess we'll see.
It feels like even playing a fresh character you get into uniques and sets almost immediately. In 2, you sometimes had normal-quality stuff with gems through most of normal, with an odd runeword (lod) or set piece here or there if you knew what you were doing. I don't like feeling like a decked-out war god so quickly.
They really should have gotten pvp arenas set up besides the one. I remember from BlizzCon or was it the WWI they showed off a couple with interesting LOS and traps and stuff and I was actually excited for that. Arenas would be perfect for Diablo.
i was talking about 2 ideas: Craftrade Items + ModMaps. there. done. let your minds wonder about it. not gonna retype. LOL!
Craftrade Items: think of Warframe's crafting feature. the hilt, blade, etc. putting up for sale for players to buy, gold isnt the only currency. gems, resource materials, etc.
ModMaps: think of "Mighty Quest for Epic Loot" back in the early days when it was on PC. not the mobile one, which is what it is now.
i was talking about 2 ideas: Craftrade Items + ModMaps. there. done. let your minds wonder about it. not gonna retype. LOL!
Craftrade Items: think of Warframe's crafting feature. the hilt, blade, etc. putting up for sale for players to buy, gold isnt the only currency. gems, resource materials, etc.
ModMaps: think of "Mighty Quest for Epic Loot" back in the early days when it was on PC. not the mobile one, which is what it is now.
A Map generator would be a really neat idea, instead of this seasons, allow the community to create their own events, arcade style.
could probably get some really neat side games, like Dota was for Wc3
One big, easy change I just don't understand is to make use of the campaign... Give the campaign decent scaling and loot that reflects it.
This is one thing almost every ARPG these days lacks, and that is varied content. If everyone only farms 1 way, there's only 1 build. Look at D2:
Countess farming Build, Meph build, Andy build, mlvl 86 build, chaos farming, baal runner, Key farmer, Uber runner all of which was viable for it's own unique reasons.
Not to mention the different brackets of gear going from no gear, to Vmagi to full tals to runewords to being decked out in bloody ebotdz and all that goodness... Also having the super-rare top tier items that let you do crazy things like bramble and what not letting take say Psn Nova at first a build that doesn't work is now one shotting entire screens.
Compare this to Diablo 3, where you get your DB build which is just a gotta go fast buiid. Honestly every classes varient of this feels the same, and then your pushing build. You can't balance abilities to create varied builds, there will always be 1 build that's better but if you have varied content that is what creates varied builds.
Who cares about a new class, the game is so well understood at this point a new class will only add a different collection of pixels to look at.
Make 1-70 a loot fountain (like PTR) but reduce XP earned so all pieces drop during levelling and theres time to try things and actually be able to choose your playstyle while levelling, reverse drop rates for Deaths Breath so lower the Torment the more DBs which means player farms with low gear drop rates and High DB rates or high drop rates with less DBs. Make Bounty mats a time reward, just play the game to accrue x mats for x amount of time the char spends moving and give them out if chars spend time running in circles in tristram, cos anyone prepared to drag a mouse around pointlessly also deserves the reward because its no more difficult than doing a bounty. Besides movement locking them finally levels the field between group sizes.
Remove the color of gear - make it all the same bloody colour just so all those whining about legendary drop rates can just rage-quit. Honestly anyone that whines about drop rates in 2019 can take a long walk off a short pier. Theres no need for artificial restriction, anyone prepared to pay for a AAA game deserves to experience the whole game from levelling to pushing their own ability within the time constraint of a season, no matter if they invest 4 hours a week or 40
Id also insert drops only available from campaign mode that are normal legendaries modified with other effects and make those the source of the challenge rifts, for example finnish a rift while wearing a piece of gear that makes all mobs have grotesque explosions or a Unity that gives your Templar follower a constant friendly-fire Aoe that scales up with every heal he casts or a piece that makes every rift guardian spawn together at a random point within the rift. Sets are fine as is - but surely we're at the point now where a set of gear could have its percentages and skills adjusted by the game to maintain balance for example akkhans adjusting percentages to allow using any skill reach more or less the same Grift.
Oh and the only leaderboards we see should be optional for friends and clan, if we dont know the person we have no need to know their levels and times theyre nothing more than an e-peen meter and unless the game is MMO theres simply no need to see them. The objective is slaughtering DIablo and minions not a random strangers times. If youve read this far, waste a second or two actually thinking about it, no region leaderboards means noone gives a crap about bots, paragon, hacks, or anything but their own enjoyment for a damn change.
What would you change, implement, tweak, fix about Diablo 3?
Just to give some ideas;
1. Would you add a new class?
Yes mini patche/expansions like the necromancer were good for the game. add a new one each year so every 3 or 4 seasons. I would love an Amazon, add an Assassin, and a Druid next 3 years.
2. How would you change/fix the endgame?
Cap Paragon, but not gear. the whole point of diablo as an arpg is "gear" progression that is why Magic Find runs would be more fun IMHO than exp farming meta's.
3. Would you implement any new features and/or revamp current ones?
Bring back magic find runs. change what drops were. mix it up dont make speed farming GR the only thing that seems to matter. make GR's for Lego Gems and EXP but not for drops
bring back rune words and charms from D2 add each in with the paid for expansion of the new classes. starting with charms and amazon then do druid and runewords and finally add assassin and rune's in the cube to make things.
4. Would you tweak with drop rates and/or legendary affixes?
Yes I would change drops and put back drop tables for specific gear from a type of mob or mode IE GR/Regular Rift/WP/Bounty/Keys etc. .
5. Would you change current set items or implement some new ones?
I would keep changing them like they are doing now. buffing and adding new ones. they should continue adding 2 new sets each season. For the love of Diablo do somethign with Blackthorns set. . having a set everybody just curses if they get is bad IMHO change this for either a good generic like captains remove it or change it to a class set and do it up.
Revert everything back to Vanilla D3 except the Auction House removal.
Everything was better in Vanilla.
You were actually farming different bosses and acts.
Itemization was way better.
Power creep was non existent.
Game was harder.
Paragon didn't exist.
GR didn't exist.
4 Difficulties and each one did what it was suppose to do.
Now you have:
Rifts spam from level 1 until you get bored out of your mind and quit.
Itemization and power creep that is just ridiculous.
Game is feeding you legendaries and items from the getgo. You are literally given a full free set at level 70 which is reached in no time at all. It's more of a tedious tutorial until you reach Paragon...
Paragon makes the experience dull and boring. You get to a point where you wonder why you are even playing the game? Infinity with infinite power scale which provides no meaning whatsoever and you lose all that progress when the season resets.
GR is just a dick measurement for the leaderboards. It provides the most stupid end game I've seen. There is no enjoyment there. You run the timer and try to do it as fast as possible and that's it. That's the most boring thing to do for 20 seasons. The timer is what makes this so bad. It's meant to be a competitive mode and not an endgame experience for the masses.
20+ difficulties which makes you think just why? Why have this power scale? Diablo 2 had 3 difficulties and didn't split the player base. Diablo 3 playerbase is split and non existent so this makes it impossible to find a game unless you have added people to your friends list. It's unnecessary.
1. every new expansion should have 2 new classes MINIMUM. e.g. druid.... amazon.... assassin ....
2. add world boss raiding kind of like what was demonstrated in D4 demo. Also dungeon raiding. colloseum PVP, and also world PVP zones. So most of that farmed gear will be mostly for pvp, or if you just want to participate in higher end raids. Also to keep end content fresh, to have new areas added, new bosses, new side quests, new gear etc....
3. the stuff they talked about adding in D4.
4. the design for d3 was more frequent legend drops so that everyone gets a chance to use them. But i prefer that they LOWER the drop rate to make getting an item MORE meaningful. And also reduce the chances of just anyone having the best item straight away. You shorten the longevity of the game if you made everything drop left and right so ez. In D4 they are capping 1 mythic item able to be equipped, so that is interesting.
Ultimately this is pointless. D3 was not perfect, lets get that out of the way. But it did improve on graphics (regardless of our thoughts on the more colorful and brighter palletes use vs d1/d2), and flexibility in experimenting with builds without punishing the user by locking them into a build permanently.
The question you should be asking is how would you improve Diablo 4 after learning from the mistakes in D3, for what needs to be done to improve upon that.
The D4 darker horror theme is a good start. But i feel the microtransactions is a very bad thing for the diablo series.
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Let's say that Blizzard decides to make you call the shots for D3 development. You're provided with a modest amount of funding (not infinite) and a large amount of developers (enough to create an expansion, but not enough to develop an entirely new game).
What would you change, implement, tweak, fix about Diablo 3?
Just to give some ideas;
1. Would you add a new class?
2. How would you change/fix the endgame?
3. Would you implement any new features and/or revamp current ones?
4. Would you tweak with drop rates and/or legendary affixes?
5. Would you change current set items or implement some new ones?
Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
Just open the game up for modders and private lobbies and you'll have infinite replay-ability imo.
All that you listed could be done by the community if Blizz let the tiger out of the cage.
You're a wizard Harry.....
1. every year new class for me 12 total to choose would be perfect.
2. I would expand paragon system, skill tree, max level.
3. add new features each season (similar like now but much more game changing).
4. drop rates tweak hell yeah! I still getting other class items... Itemization kinda broken too many unuseful items all legendary should have different affixes (gameplay changing) we salvage too many!
5. change current no! Implement new each season yes! please
So having in mind that new team for classic games involved and D3 kinda is in that category we could hope getting something new not only small changes each season but more new content just maybe this year blizzcon will give more love for Diablo!
1. Auto pick for death breaths and crafting materials. This is really annoying!
2. Achievements are useless, they can be linked with primal drop rate in a logarithmic way and if they are maxed out to give +0.5% increased drop chance for primal items.
3. Primal items needs to be more special. It would be nice if you are able to re-roll 2 primary properties or at least 1 primary and 1 secondary property.
4. There are still legendary items without legendary powers. Make them great again.
5. There are 2 legendary gems with level 50 cap. Rework them and every non-usable gem too. 90%+ of player base are using 4-5 gems only.
1. i would remove set items or nerf them a lot. They are to powerful.
2. i would nerf legendary gear drop rate. 1 pice every 20-30 minutes of average game play would be good enough. There is nothing special about legendary gear if there does drop 5 of them every minute.
3. i would remove half of the torment levels. There is no point to have so many Torment levels, people skip half of them anyway. playing torment 6 then finding a set item and skipping right into torment 12 is just stupid game design.
4. i would make a cap on paragon level.
This game could use a lot of things but this one irks me the most personally.
Get rid of the set dungeon requirements for the seasonal journey
Reuse the Campaign in some way it's a huge amount of unused content, maybe let it scale like GRs do with similar rewards? I loved a lot of the boss battles and what not and wish there was a challenging, rewarding version of it.
1. Would you add a new class?
No. I think what we have is enough
2. How would you change/fix the endgame?
Adding more content to farm stuff. You can still push for highest GR but let's say we had some serious hard boss fights for extremly rare but powerful stuff, there would be more than just one "meta"
3. Would you implement any new features and/or revamp current ones?
- rework hellfire farming (and rework the hellfire ring)
- rework the challenge rift system
- let people play it more often.
- make group challenge rifts
- dont take these crappy builds, just take some grifts from the leaderboards
- maybe let people play the rifts with their own character
- rework bounty system (everyone hates it like it is now)
4. Would you tweak with drop rates and/or legendary affixes?
- every legendary should have an effect, otherwise they are useless
- drop rates are okay but there should be more extremly rare stuff which also should not be craftable in the cube
5. Would you change current set items or implement some new ones?
i read that they plan to create a whole new set for every class. so that will be enough.
some of the current sets should be reworked
Just right off the top of my head, other than generally improving the story writing, Get rid of sets, or make them just 2 or 3 piece and be less powerful. Make crafting and random chance important again, gambling for a suitable griffin eye or finding the perfect ethereal weapon while collecting the necessary runestones made the items feel that much more important and special when you finally had them. Nowadays you're salvaging 90% of what you find. They aren't even cool anymore.
Give us something to do with all of our acquired gold. Caldessan's is okay, and enhanced GRs work, but how about adding something to Kanai's Cube? The Cube already gives users the ability to upgrade a rare to a random legendary, and reforge a legendary for better stats, so how about giving us the ability to guarantee a reforge of an item to a primal ancient? Make it cost a lot of gold (perhaps a billion and/or upgraded gems), but it is still subject to requiring a player to complete a solo GR70. This might also give us a reason to use some of the gold build items like Goldskin or Kymbo's. Just a thought.
I'd probably add a horde minigame with a leaderboard.
Defend Tristram as long as you can type thing.
I'd also put the AH back in the game and let players trade again. The RMAH was a mistake, but the AH itself was not a bad idea. When people rioted about spending real money on in-game items, Blizzard removed trading completely like a petulant child.
- Away with the big damage numbers, this means all these damage % increase legendary items and set needs to be nerfed or removed. Instead add special rune or elemental effects that can alter skills or even make them stronger(due to new mechanics).
- Decrease legendary drops and make them feel more rare and unique.
- Rework and balance item so that blue and yellow items can be viable at level 70 instead of being just a source for crafting materials.
- Away with loot 2.0 make the majority of items usable by all classes and further tweaked with class gems and runes.
- Away with Rifts and GRs look into adding more endgame event's like epic hard world threatening Boss fight requiring tactics and skills to overcome, players can be rewarded with specific class drops from the different bosses. Bounties needs to be switch out with these events.
- Instead of the now scrapped rift add legendary dungeons with unique looks, traps, monsters and bosses. Again this need to feel special and epic in scale. Add random modifiers for better loot drops.
- Introduce the Druid class.
- New crafting system which allows players to be more in control of the items effects, the used crafting materials will determine which stats/effect the item will have, and the rarity/power of the material will determine the power of the item.
- Back with the pvp challenge mode from D2 or make those arenas available for players to have fun in.
Strongly agree with these. The other bigger issue for me was definitely thematic, and I'm not just talking about the visual style. Vanilla D3 was very opposite of the message of the original series. I'm hoping what's-his-face is really bringing this back around, but I guess we'll see.
It feels like even playing a fresh character you get into uniques and sets almost immediately. In 2, you sometimes had normal-quality stuff with gems through most of normal, with an odd runeword (lod) or set piece here or there if you knew what you were doing. I don't like feeling like a decked-out war god so quickly.
They really should have gotten pvp arenas set up besides the one. I remember from BlizzCon or was it the WWI they showed off a couple with interesting LOS and traps and stuff and I was actually excited for that. Arenas would be perfect for Diablo.
testing
WHAT HAPPENED TO MY POST??? ROFL
i was talking about 2 ideas: Craftrade Items + ModMaps. there. done. let your minds wonder about it. not gonna retype. LOL!
Craftrade Items: think of Warframe's crafting feature. the hilt, blade, etc. putting up for sale for players to buy, gold isnt the only currency. gems, resource materials, etc.
ModMaps: think of "Mighty Quest for Epic Loot" back in the early days when it was on PC. not the mobile one, which is what it is now.
A Map generator would be a really neat idea, instead of this seasons, allow the community to create their own events, arcade style.
could probably get some really neat side games, like Dota was for Wc3
https://www.deviantart.com/aerisot
One big, easy change I just don't understand is to make use of the campaign... Give the campaign decent scaling and loot that reflects it.
This is one thing almost every ARPG these days lacks, and that is varied content. If everyone only farms 1 way, there's only 1 build. Look at D2:
Countess farming Build, Meph build, Andy build, mlvl 86 build, chaos farming, baal runner, Key farmer, Uber runner all of which was viable for it's own unique reasons.
Not to mention the different brackets of gear going from no gear, to Vmagi to full tals to runewords to being decked out in bloody ebotdz and all that goodness... Also having the super-rare top tier items that let you do crazy things like bramble and what not letting take say Psn Nova at first a build that doesn't work is now one shotting entire screens.
Compare this to Diablo 3, where you get your DB build which is just a gotta go fast buiid. Honestly every classes varient of this feels the same, and then your pushing build. You can't balance abilities to create varied builds, there will always be 1 build that's better but if you have varied content that is what creates varied builds.
Who cares about a new class, the game is so well understood at this point a new class will only add a different collection of pixels to look at.
Make 1-70 a loot fountain (like PTR) but reduce XP earned so all pieces drop during levelling and theres time to try things and actually be able to choose your playstyle while levelling, reverse drop rates for Deaths Breath so lower the Torment the more DBs which means player farms with low gear drop rates and High DB rates or high drop rates with less DBs. Make Bounty mats a time reward, just play the game to accrue x mats for x amount of time the char spends moving and give them out if chars spend time running in circles in tristram, cos anyone prepared to drag a mouse around pointlessly also deserves the reward because its no more difficult than doing a bounty. Besides movement locking them finally levels the field between group sizes.
Remove the color of gear - make it all the same bloody colour just so all those whining about legendary drop rates can just rage-quit. Honestly anyone that whines about drop rates in 2019 can take a long walk off a short pier. Theres no need for artificial restriction, anyone prepared to pay for a AAA game deserves to experience the whole game from levelling to pushing their own ability within the time constraint of a season, no matter if they invest 4 hours a week or 40
Id also insert drops only available from campaign mode that are normal legendaries modified with other effects and make those the source of the challenge rifts, for example finnish a rift while wearing a piece of gear that makes all mobs have grotesque explosions or a Unity that gives your Templar follower a constant friendly-fire Aoe that scales up with every heal he casts or a piece that makes every rift guardian spawn together at a random point within the rift. Sets are fine as is - but surely we're at the point now where a set of gear could have its percentages and skills adjusted by the game to maintain balance for example akkhans adjusting percentages to allow using any skill reach more or less the same Grift.
Oh and the only leaderboards we see should be optional for friends and clan, if we dont know the person we have no need to know their levels and times theyre nothing more than an e-peen meter and unless the game is MMO theres simply no need to see them. The objective is slaughtering DIablo and minions not a random strangers times. If youve read this far, waste a second or two actually thinking about it, no region leaderboards means noone gives a crap about bots, paragon, hacks, or anything but their own enjoyment for a damn change.
What would you change, implement, tweak, fix about Diablo 3?
Just to give some ideas;
1. Would you add a new class?
Yes mini patche/expansions like the necromancer were good for the game. add a new one each year so every 3 or 4 seasons. I would love an Amazon, add an Assassin, and a Druid next 3 years.
2. How would you change/fix the endgame?
Cap Paragon, but not gear. the whole point of diablo as an arpg is "gear" progression that is why Magic Find runs would be more fun IMHO than exp farming meta's.
3. Would you implement any new features and/or revamp current ones?
Bring back magic find runs. change what drops were. mix it up dont make speed farming GR the only thing that seems to matter. make GR's for Lego Gems and EXP but not for drops
bring back rune words and charms from D2 add each in with the paid for expansion of the new classes. starting with charms and amazon then do druid and runewords and finally add assassin and rune's in the cube to make things.
4. Would you tweak with drop rates and/or legendary affixes?
Yes I would change drops and put back drop tables for specific gear from a type of mob or mode IE GR/Regular Rift/WP/Bounty/Keys etc. .
5. Would you change current set items or implement some new ones?
I would keep changing them like they are doing now. buffing and adding new ones. they should continue adding 2 new sets each season. For the love of Diablo do somethign with Blackthorns set. . having a set everybody just curses if they get is bad IMHO change this for either a good generic like captains remove it or change it to a class set and do it up.
Revert everything back to Vanilla D3 except the Auction House removal.
Everything was better in Vanilla.
Now you have:
1. every new expansion should have 2 new classes MINIMUM. e.g. druid.... amazon.... assassin ....
2. add world boss raiding kind of like what was demonstrated in D4 demo. Also dungeon raiding. colloseum PVP, and also world PVP zones. So most of that farmed gear will be mostly for pvp, or if you just want to participate in higher end raids. Also to keep end content fresh, to have new areas added, new bosses, new side quests, new gear etc....
3. the stuff they talked about adding in D4.
4. the design for d3 was more frequent legend drops so that everyone gets a chance to use them. But i prefer that they LOWER the drop rate to make getting an item MORE meaningful. And also reduce the chances of just anyone having the best item straight away. You shorten the longevity of the game if you made everything drop left and right so ez. In D4 they are capping 1 mythic item able to be equipped, so that is interesting.
Ultimately this is pointless. D3 was not perfect, lets get that out of the way. But it did improve on graphics (regardless of our thoughts on the more colorful and brighter palletes use vs d1/d2), and flexibility in experimenting with builds without punishing the user by locking them into a build permanently.
The question you should be asking is how would you improve Diablo 4 after learning from the mistakes in D3, for what needs to be done to improve upon that.
The D4 darker horror theme is a good start. But i feel the microtransactions is a very bad thing for the diablo series.