Quote (Bui6Pays40Percent4Wins @ Feb 21 2024 11:45am)
My general take is that d2r was poorly implemented. Where they could have started d2r at 1.07 and each ladder was the next major patch, such as ladder season 2 being 1.08, season 3 = 1.09, etc etc until they got to 1.14 lod. Giving them time to think through new content and character/skill adjustments once the latest ladder reached 1.14 lod.
This would hve allowed .08 boots to exist, but only able to be found for the 3ish months of ladder 1.08 season. And thus, 08 valks to exist.
But to answer your question more directly, implementing some sort of low % chance an item spawns as a certain previous patch version would be interesting.
Your Runeword that is an 08 valk with more stat dump is an obtuse way of getting 08 valks into d2r.
There were lots of ways d2r could have been better. Sunders are poorly implemented, where all they needed to do was normalize monster resistance levels so that monsters didn’t have significantly more cold/fire resist than they do lightning. Or decrease the experience penalty of level correction (thus increasing experience gained at high levels and not low levels). Making the poorly implemented terror zones completely unnecessary and take less dev resources to accomplish their goals.
Sunder
I had a different take about sunder charms... I agree that the current ones are catastrophically bad. Sure, the cold mastery made it difficult, but not as convoluted as they made it seem. First, don't introduce a new mechanic to damper the mistake of the sunder... adjust the sunder xD (infinity doesn't get the full effect, lower res etc). They could've just made it so that all of these charms break the immunity and brings them monsters to 95% res And give you minus flat resistances to the element. THe same lowered resistance would be applied to you. Simple as that. The cold resist sunders would have much lower value etc.
Progressively reintroducing the nostalgia
That's a brilliant idea. I have nothing more to add. They also messed up on launching the first ladder a Long LONG time after the launch, but the fatal mistake - in my opinion - is to limit the server capacities instead of adapting and finding ways to maintain the high interest of the players. You think that all these guys that bought the game just wanted to relive the nostalgia? They may claim it was 80% of the players, but I think... it was more like 20% of the guys that left. Where it failed is "the limitations" of the game to create a place where you (I will use this next word loosely, but I could be far more specific and concise) feel at home. The storage did this for most of us, but the real killer were the lags, rollbacks and them pretending the players lose interest over time anyways. We do, but the reason was Them. Not the game. And I'm not a die-hard fan of anything. Making pvp more fair and cater to the new-age will to be "seen" (whether it is through a character or results) through platforms like twitch or a leaderboard really entices players to stick around.
Personally, I've always seen it under the guise of "the Guild halls" that weren't introduced, but first imagined and PLANNED by blizzard north 20 years ago. "Ginger gaming mentor" found the info and made a video about it a year or two ago (sorry I don't remember), but it would be easy to have balanced pvp, allow players to use in game gold to borrow perfect inventories to duel in arenas and have a leaderboard for it... in an expansion Paid, but wouldn't force players to switch to the xpac to play with these other players. The players that adhere to that change could buy more stash storage and have new features to gift items to friends without switching servers and whatnot (just tossing ideas at random). Oh... buy socket quests for... standard of heroes? Make Soe useful? Buy imbue quests with gold? Unlock said pvp arenas by killing bosses that are challenging?
Idk, sky's the limit when you have such a solid foundation that everyone like.
Reintroducing 08 items with 5% chance to drop them instead of their unique counterparts would be great. 10% of every item can roll ethereal, so you would effectively have a very tiny chance to get those ethereal, too. Revamping certain uniques would go a long way to make us happy endlessly,
but it's all about tweaking it... not really any changes. Heck, I liked the game without sunder charms. Sorceresses already had the upper hand, but the immunities made them rethink the benefits. It was great in my own personal opinion.
Terror zones I like, but... it annoys me that we can't schedule when to play these (Or that we can look these up 1 hour ahead of time... creates a weird compulsion to look for it or create prompts to disrupt to some people's work ethics or other plans... bit of a shame. Personally, Idm it... but the frustration would be understood/has annoyed me a bit at times... "aaaw I was going to sleep"/unhealthy dilemma).