Diablo 2 Resurrected new idea list
TLDR LIST:
General:
• Please keep in mind these are all WIP ideas I've played with off and on for the last few years, and most would need some adjustments to fit in correctly.
• Finish Act 4.
• Increase max monster level.
• A handful of New NPC's once Baal is defeated.
• Can create a game with custom player level up to 8 on battle.net (can't change in-game)
Leveling:
• Most people get rushed to act 5, and and Baal to level. By increasing the Area levels, you essentially make playing through the game more rewarding.
• I would want to increasing area levels in a large portion of Nightmare and Hell difficulty's.
• Terror zones are a great idea, but leave the same issue as doing Baal runs, you're stuck clearing the same area over and over. Adding 1 Terrorized area PER act makes sense, allowing players more areas to clear if they are simply looking for maximum experience.
• Diablo 2 could use something akin to Diablo 3 Rifts, having a true randomized late game experience.
Itemization:
• All Builds revolve around runewords, they're simply the best. I think Diablo 2 could be a more rewarding experience if more Elite level unique/set items become end-game build ready.
• Fix Mosaic.
• Make a large majority of unique weapons have sockets, and increase variables to be more on the level of Runewords.
• Change a few set items to be more in-tune with late-end game gear, by giving them +skills, cannot be frozen and more attributes.
• Change a lot of runewords to be able to be made in more bases, so that more white items will be picked up and kept.
• Add new Unique items and runewords to balance out the mid-late and end game.
New NPC's:
• Finishing Act 4, adding more areas, and a new mercenary (Diablo 1 Warrior) to Act 4 would be an awesome change. You can still go past act 4 once Diablo is defeated, this just gives you more options of quests, and areas to level and magic find.
• Adding a second mercenary (Diablo 1 Sorcerer) to act 3, giving this act a bit of variety when it comes to mercenary's. Being the only act with 2 different choices.
• Adding a new NPC to act 5 once Baal is defeated giving the option of randomized dungeons for leveling. Giving a second option to doing repetitive Baal runs.
General:
• Please keep in mind these are all WIP ideas I've played with off and on for the last few years, and most would need some adjustments to fit in correctly.
• Finish Act 4.
• Increase max monster level.
• A handful of New NPC's once Baal is defeated.
• Can create a game with custom player level up to 8 on battle.net (can't change in-game)
Leveling:
• Most people get rushed to act 5, and and Baal to level. By increasing the Area levels, you essentially make playing through the game more rewarding.
• I would want to increasing area levels in a large portion of Nightmare and Hell difficulty's.
• Terror zones are a great idea, but leave the same issue as doing Baal runs, you're stuck clearing the same area over and over. Adding 1 Terrorized area PER act makes sense, allowing players more areas to clear if they are simply looking for maximum experience.
• Diablo 2 could use something akin to Diablo 3 Rifts, having a true randomized late game experience.
Itemization:
• All Builds revolve around runewords, they're simply the best. I think Diablo 2 could be a more rewarding experience if more Elite level unique/set items become end-game build ready.
• Fix Mosaic.
• Make a large majority of unique weapons have sockets, and increase variables to be more on the level of Runewords.
• Change a few set items to be more in-tune with late-end game gear, by giving them +skills, cannot be frozen and more attributes.
• Change a lot of runewords to be able to be made in more bases, so that more white items will be picked up and kept.
• Add new Unique items and runewords to balance out the mid-late and end game.
New NPC's:
• Finishing Act 4, adding more areas, and a new mercenary (Diablo 1 Warrior) to Act 4 would be an awesome change. You can still go past act 4 once Diablo is defeated, this just gives you more options of quests, and areas to level and magic find.
• Adding a second mercenary (Diablo 1 Sorcerer) to act 3, giving this act a bit of variety when it comes to mercenary's. Being the only act with 2 different choices.
• Adding a new NPC to act 5 once Baal is defeated giving the option of randomized dungeons for leveling. Giving a second option to doing repetitive Baal runs.
General Changes
• Increase Area Level in Normal Mode, up to a max level of 55.
• Increase Area Level in Nightmare Mode up to a max level of 75.
• Increase Area Level in Hell Mode up to a max level of 95.
• The endgame of Diablo 2 is extremely fun, but almost TOO easy.
• When you 'repair all equipment' fill up your equipped arrows or bolts.
• Add Level Lock & Exp Lock. For low level dueling.
• Allow players to create a game games with player level up to 8 on battle.net (can't change in-game)
• Terrorized game: Now has one terrorized zone per act. Player count is increased [to 8] in terror zones.
• Add a Story book, so you can listen to any of the NPC's as you walk around.
• Increase Area Level in Nightmare Mode up to a max level of 75.
• Increase Area Level in Hell Mode up to a max level of 95.
• The endgame of Diablo 2 is extremely fun, but almost TOO easy.
• When you 'repair all equipment' fill up your equipped arrows or bolts.
• Add Level Lock & Exp Lock. For low level dueling.
• Allow players to create a game games with player level up to 8 on battle.net (can't change in-game)
• Terrorized game: Now has one terrorized zone per act. Player count is increased [to 8] in terror zones.
• Add a Story book, so you can listen to any of the NPC's as you walk around.
Mercenary Changes
• Add the option to "dismiss" your mercenary hirelings and leave them in town when you adventure.
• Allow mercenary's to equip more weapon types.
• Act I Rogue: Add a 'Magic Arrow/Guided Arrow/Inner Sight' version.
• Allow mercenary's to equip more weapon types.
• Act I Rogue: Add a 'Magic Arrow/Guided Arrow/Inner Sight' version.
Shrine Changes
• Shrines can no longer be removed by being cursed.
This just needs to be updated. It makes shrines damn near useless in hell mode, they almost always get removed by curses from the first elite monsters you fight.
Fade no longer reduces the time Shrines last.
• Stamina Shrine gives +10% run speed
• Refilling Shrine also fills Stamina, and removes freeze, poison, and curses
• Add 'Dark Shrine' (Dark Portal Shrine) in Hell difficulty - When used opens a Rift.
Rifts are massive randomly generated areas with very high monster density and level. - If you town portal out, they will close, and close the rift.
This just needs to be updated. It makes shrines damn near useless in hell mode, they almost always get removed by curses from the first elite monsters you fight.
Fade no longer reduces the time Shrines last.
• Stamina Shrine gives +10% run speed
• Refilling Shrine also fills Stamina, and removes freeze, poison, and curses
• Add 'Dark Shrine' (Dark Portal Shrine) in Hell difficulty - When used opens a Rift.
Rifts are massive randomly generated areas with very high monster density and level. - If you town portal out, they will close, and close the rift.
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Created by Derekplus
Thanks for visiting
Created by Derekplus