I think NV should still reset when swapping skills. It's an interesting concept that gives some value to the combination of skills I'm using for that run. If I didn't have that, I'm sure I'd be switching stuff back and forth (maybe even for specific elite affixes).
That's a pretty good idea - I'd have the penalty go higher (15 min) so it's actually a hard decision. But his point stands, that we would probably feel "forced" to swap out less useful skills on specific packs I'm kinda ok with the current system.Quote from FatManza
3: My favourite: Let every skill change subtract X (5) minutes from your NV cooldown. 5 minutes means that a complete switch out always drops NV, but just one skill only gives a small overcomeable penalty.
Weapon Swapping would be nice, and I'd definitely make good use of that (I usually have 2 sets of weapons/shields/sources on my inventory for more messy situations).
Paragon system is working as intended in my book. And I don't think giving us another skill slot wouldn't exactly increase build diversity. At first, when they reduced the number of slots from 7 to 6, I thought they were messing up real bad, but then I realized how much better the current system feels (compared to what I tested on Blizzcon with 7 active skills).
My personal list would be:
Crafting becoming useable. In the sense that if you put a considerable amount of gold in it, there's at least some sort of control over what affixes you'll get. So that we can use it to actually improve our own builds (+bonus to skill, for instance). I think something like this would require some sort of Bind on Account system though, so I don't see it happening.
Critical Hit Dmg being tweaked to be less of a mandatory stat. They could do this by setting the current 100% max to 75%. The higher tier gems could give improvements of 5%/lvl. And current weapons/gems that have 100% would be tweaked (similar to what happened to AS - if you have 90% currently, it would drop to 67% - which is 90% of 75, the new max). Yes, it would piss a lot of people off. Yes, they'd have to give some sort of massive bonus to people's current power to make up for it. Yes, people would still cry over it. But to be fair, I think it would improve the "affix game" tenfold if they started doing something about it.
Gems on Weapons reworked. A radiant star Ruby giving you a +30 dmg base is not even a contender. You could tweak it to give +100-200 and it would still fall waaaaaay behind the current Emerald bonus. This is a system that's not giving us any choice whatsoever, the choice is already made, you either go along with it or considerably hinder yourself. Life on Hit and Thorns gems also need an obvious rework.
The whole Thorns system (paired with the rework to the gem). You could have gems give you 10k dmg/hit and it would still not be a solid choice of build. Firstly because it doesn't work on ranged enemies (I'd change that to deal half dmg to ranged enemies). Secondly, with MP and how high your dmg can go with Crit Chance/Crit Dmg (the top notch people are probably doing 500k-1mil in actual dmg/sec - not character chart), it's obvious why a Thorns build won't work at all. So we would need a tweak on the maximum values that these can get on gear (to be actually useful even for non-thorns builds).
And last, but definitely not least:
This. Paired with a rework of the current absolute BiS stuff to have more "random" affixes (instead of guaranteed +200 mainstat +70-80 res all, +150-200% crit dmg + guaranteed socket 2-handed).Quote from RockmanDoom
Frankly I'd like to see a buff to all the Legendary items that are still worthless.
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Also, while we are talking about thorn att, the thorn mantra skill for monk definitely need to be reworked...Hell, all mantra skills need to be reworked so that I can finally see monk players use something else other than the OP Overawe mantra...(+24% damage, +48% at peak).