Character progression feedback

Hi all!

I would like to share my feelings about character progression and provide a couple of possible solutions of fixing it so it will feel a bit more streamlined for everyone. I will try to split it into sections so it will be easier to read.

Gear
Problem - Right now it's really hard to find an upgrade for each and every piece of equipment you have during campaign, which creates difference how people experience game. RNG factors in campaign shouldn't be so drastic in my opinion. In an ideal world you wouldn't use a bow from Act 3 in Act 5, or Bow from acts in t15 maps

Solution: Item level in Diablo, worked better for the gear progression (in the campaign) in my opinion. I'm not pushing for Diablo style item level but item bases should guarantee enough damage to finish an Act with just base damage and maybe a small damage mods without tree investment into damage itself.
I do like that we have 3 tiers of bases, but I do not think items should rely so much on % increased physical damage or specific flat damage mods as much as they do now.
So I propose to change to a more meaningful base flat modifier on items and less meaningful % modifier in the Campaign, with maybe more tier of bases. People would use way more magic items maybe will be more incentivised to use more currency to get extra flat damage mod or extra % mod to make campaign a little easier
Additional note: End game crafting should have much more drastic difference in mods (like it is now), because people in this tier of maps should have enough currency to actually craft items and their build should already be 100% working.
You can delete Cultist Bow the way it is now, % prefixes do not work on it and it doesn't have any unique mods or interactions AFAIK


Runes
Problem: While I like resistances and defences being on runes, I think weapon mods are a bit flaccid as they focus on more damage and most of them do not offer fun interactions.

Solution: Damage from long or short range, conversions, ailment chance (including blind), damage increase after kill, charge generators/spenders would feel way more interesting. I do understand some examples sound extreme but I didn't want to limit them.

Passive skill tree
Problem: Early damage nodes feel like they are mandatory to pick and are giving way too much early power to the point, where I have seen people who didn't take them, struggle to complete certain points in the campaign. They are also very locked into damage type (proj,melee,spell) which severely limits certain classes with their weapon choices

Solution: Move powerful damage from early travel nodes to further into the tree and replace them with fun nodes like conversion and ailment which contribute your build type and/or add mechanics to your build
Last edited by FreakyDr#7321 on Jan 13, 2025, 4:54:47 AM
Last bumped on Jan 12, 2025, 8:06:56 PM
I have no specific answer for crafting and leagues and we will see how it's going to look in the next patch, but right now I can tell... that I've got baited into doing leagues in early maps, hoping that I will find some solutions to my build this way, and OH Boy I was wrong. It was a complete waste of time as league mechanics were over-tuned, causing most of my deaths and you don't see meaningful rewards until red maps anyway. I wish we've had a more linear progression instead of rushing t15's on naked maps, basically just speed running through all tiers. Why create 15 tiers if there is nothing to do in 13 of them
Last edited by FreakyDr#7321 on Jan 12, 2025, 8:08:13 PM

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