My really-good wishes of next version

1) No set for new endgame gears.
Sets alway restrict people’s choice of gears.

2) Arch-nemesis bosses(for co-operate)
These bosses are far more powerful than current nemesis bosses, but only spawn when 2+ in a room.
Arch-nemesis always have 100 level.
The number of players won’t change arch-nemesis bosses’ damage and stats.
Arch-nemesis will always drop a exlusive special legendry.
e.g.
Shaper of flesh, aetherial arch-nemesis
Many elemental/aetherial/vitality AOE and heatpoints.
He debuffs a player(never target at minions), make the player can not receive heal from every source, and if the player die, boss will refill his hp. And the player on the effect can not use rift.
Summon ranged flesh seekers, these mobs have immobile skill and always target at debuffed player. Others must burn them before they killed the debuffed player and let boss refill hp.

The grandmaster, cronley arch-nemesis
400% move speed
Lower HP but 100% deflect from front, every deflect recover 10% hp.
Ignore physical and pierce resistance.
devastating pierce damage and continous immobile to his target.
Enrage in 30s, 1000% damage and 90% damage reduction, lasts 5 mins.

3) Rework damage/resistance system
The resistance system is boring, without just get higher resistances as possible, people always be one-shot, and many gears were rotting in box because of low resistance.
Resistance and Sets are restricting the gear choice.

  • 15% resistance reduction in elite, 35% resistance reduction in ultimate.
  • Hero unit penetrates 25% current resistances(80 to 60), Boss units penetrates 40% current resistances(80 to 48), Super bosses penetrates 50%(80 to 40). Resistance become a stat that against a dozen of trashs.
  • Rebalance damages of heros/bosses/superbosses

4) Mobile skill and greater slow/speed up
This system is to support some builds(especially for ranged), and let the game do not merely be a boring stationary and damage mode.

Wind stone
Foot component
-10% max hp
+20% speed

Earth stone
Foot component
+5% max hp
-15% speed in combat

Wrap of time
Weapon component
-10% max hp
-10% defensive ability
Skill
Teleport
Teleport to the target location
10 meter
5s cooldown

5) Fame level
Reduce the time of leveling alts and motivate player to co-operate.

  • Gain fame after kill heroes and bosses if character reached level cup.
  • 100 Fame level in total, each level have 5% magic find and 15% exp bonus.
  • Every other player in the room, +200% fame exp.

6) Aetherial craft
End-game weapon
-Requires Aetherial shards to craft, randomly drop from nemesis/arch-nemesis/chests from 100+ crucible box
-Aetherial crafted weapon need additional Aetherial shard to level up, 20 level in total, current stat bonus is based on level.
-In every 4 level, players can ‘empower’ the aetherial crafted weapon by destory a legendry gear and transfer a stat to the aetherial crafted weapon, but the bouns number will only depends on weapon level. Transfer a stat that the aetherial crafted weapon already have will increase the effect.(e.g. for max level, one time transfer: +90% element damege, twice: 120% damage, 3 times, 150% damage, 4 times: 175% damage, 5 times: 200% damage)

  • Can not transfer bonus skills from gears.

  • Can only equip one aetherial crafter weapon

  • Special components to aetherial crafted weapons
    Grim essence of the warden
    Skill: The true power
    500 damage reduction
    +5% all max resistance
    +100% all damage
    last 10s
    60s cooldown
    -Rarely drop from the warden

Aetherial heart of Darius cronley
Skill: Embrance of aether
toggle to use
-10% max hp
+10% offensive ability
+20% Aetherial resistance
50% all damage transfer to aetherial damage
-Rarely drop from Darius cronley

Loghorrean’s eye
Skill: Gaze of the void
-50% damage
-50% all resistances
10000 chaos damage in 10s
10m range
lasts 10s
30s cooldown
-Rarely drop from Loghorrean

Shar’zul’s devouring soul
Skill: Boiling hellfire
24000 fire/chaos/vitality/bleed/physical damage in 5s
5s fear
50% damage convert to health, lasts 10s
16m radius
60s cooldown
-Rarely drop from Shar’zul

Sign of champion
-100% damage from damage reflection
-100% damage from retaliation
100% resistance to life reduction
+100 offensive ability
+100 defensive ability
+20% maxhp
+10% speed
-10% skill cooldown
-25% skill cost

  • Drop from chests of 100+ crucible

hell no, forced MP and getting a guaranteed legendary for a boss that does not scale with number of players in MP… awful idea

3) Rework damage/resistance system
The resistance system is boring, without just get higher resistances as possible, people always be one-shot, and many gears were rotting in box because of low resistance.
Resistance and Sets are restricting the gear choice.

  • 15% resistance reduction in elite, 35% resistance reduction in ultimate.
  • Hero unit penetrates 25% current resistances(80 to 60), Boss units penetrates 40% current resistances(80 to 48), Super bosses penetrates 50%(80 to 40). Resistance become a stat that against a dozen of trashs.
  • Rebalance damages of heros/bosses/superbosses

do not like this idea either. You do not need resistance for trash mobs, so you still need full resistance for bosses, only they now reduce it and in turn deal less damage, which evens itself out, so nothing gained.

5) Fame level
Reduce the time of leveling alts and motivate player to co-operate.

  • Gain fame after kill heroes and bosses if character reached level cup.
  • 100 Fame level in total, each level have 5% magic find and 15% exp bonus.

no, once you have reached max level that is it, no Paragon system… start a new char instead of endlessly grinding the same one

  • Every other player in the room, +200% fame exp.

no forced MP…

I mean EXCLUSIVE legendries from those bosses.

Targeting to full resistance causes many good gears were let rotting in box, many skill and builds according to these gears are useless because got one-shot for low resistance.
Forced resistance is a bad idea.

In my opinion, Fame is account-shared.

GD is mainly a SP focused game, I personally hated that Diablo 2 had loot tied to bosses, having to farm constantly to get that one piece of loot from a boss to get a piece of gear that you need for your build.

Even if this idea is exclusive gear, what is the point? your forgetting that this is a SP focused game, with modding, so people can mod the item in. Two, making the item tied to either a certain build, then forcing people to farm constantly to finish that build, legendaries are hard enough to find, farming one boss for a certain piece of gear that has a small droprate then its tied to 2 or more people, even worse.

I do agree that the resistance system is’t that good, but then again, you can point that same argument to D2 and POE, To me, D2 is probably worse, especially with loot tied to bosses,

I’m honestly getting sick and tired of people asking for MP stuff in a game focused on single player. Crate themselves said that this is a game focused on single player and that’s the best thing about it to me.

So quit trying to force MP stuff in the game.

Pls no. No MF systems, for the love of whatever you deem holy. I had to suffer through that in D2, in Torchlight, and I do not want it here. Drop rate in GD is considerably more generous than pretty much any other ARPG I’ve ever played anyway, MF is wholly unnecessary.

Other then 1), I do not like any of your idea’s, sorry.
2) Forced MP on a SP game.
3) Don’t get this one, you already need top resists for bosses/Nemeses in Ultimate, have them debuff you even more, will still keep the gear choices to a narrow number.
4) Always hated the gear that gives you negative stats, that was one of the reasons I never played “Path’s” mod for TQ, investing in tree reduced my resistances and move speed, no, just no.
5) Once again a MP feature, besides item system in GD is ok with me.
6) Everyone will run with the same weapon, but with different stat’s, no visual diversity.