Hi new forum member and long time TQ player (still play occasional).
Just like to ask that the system from Titan Quest with some tweaking would be my preferred thing.
Please do not add an auction/trade house ,end game maps,or gate content in such a way that it has level and/or gear check requirements.
While having one or two secret areas is also cool for the game,please keep in mind that making access to them heavily dependant on RNG is probably not a good thing.
The secret passage in TQ was acceptable and quite fun,but not something I was interested to run all the time,even if I could get the drop to open it easily enough.
What I like in the older ARPGs is the risk verse reward factors.A gear progression that makes sense and the incentive to move on to higher level/difficulty areas with the very real risk of dying(in fact like TQ a reason to stay in lower level areas or come back) and the reward to match that threat.
Please if possible limit monster level scaling to a minimum.As an old school ARPG gamer my friends and I didn’t band together to fight the same level/difficulty/mobs/content with pumped up health/damage just to be rewarded with the same reward as soloing.We adventured in partys to take on far greater opponents and reap the rewards of better challenge and equipment or die miserably trying.
If doing this means no party bonus experience that is more than fine,it wasn’t the experience we were after in the first place.
Just a few things I can think of,thanks for listening.