Just some things that ran through my head while leveling some recent toons.
1. Improving (non-DLC) faction gear
There are some base game faction items that see a lot of use and need no improvement at all. All the armor pieces are pretty much fine imo.
But the weapons and accessories are largely outclassed by items dropped in abundance from monsters, especially MIs.
The entire line of level 40 rings for example is outdone by some of the guaranteed drops and quest rewards (Slith Primal Ring, Viloth, Gollus, Cronley, Bloodsworn, eventually Living etc) of equivalent level.
The weapon slots are dominated by MIs and the bonuses they bring, faction weapons canāt compete with that, but even as a stop-gap they feel quite bad. The numerical values just donāt compete with generic green MIs, even if their bonuses are irrelevant to the build.
2. Increasing faction rep gain (for some or all factions)
The mentioned faction rings for example unlock so late without a Mandate, that they are fairly irrelevant. The character will often be lvl 60+ and have access tomuch better gear.
This is especially true for the Outcastsā equipment.
(I understand that point #1 and #2 are partially a DLC vs non-DLC issue, but still.)
The faction rep grind seems a bit like a device to āpad the play-timeā from ye olden days, but several DLCs later it appears to be no longer required, as there is enough content.
3. Boosting percentage-based damage values on very low level affixes.
Typically the affixes have massively decreased percentage values at the lower tiers, despite the base values (which they multiply) also being lower.
It leads to a massive shift in power in favor of MIs, aura-components and devotions.
For example, a character who picks up a Groble Sky Effigy at the end of Act 1 and slaps Hellās Bane Ammo on it will have ~140% increased lightning damage.
Which is as much as 12 āMagestormā or 7 āThunderstruckā affixes combined.
So a player without knowledge of these items will be severely hampered.
I would suggest to raise the values of the level 5 affixes closer to the level of the lvl 36 ones and adjusting the values of the level 36 affixes as well.
4. Tutorializing augments and components better
Augments are maybe the #1 thing new players are missing or misunderstanding.
The only ātutorialā (afaik) is the side-quest in the Pine Barrens, giving you a Manticore Venom, which is probably not even useful.
I think it would be helpful, if there was a quest on the main Path (Homestead or Fort Icon), which rewards a bunch of more generic augments (some of the level 40 augments for rings for example).
Similarly, after you rescue the smith in Devilās Crossing, a follow-up quest to craft an armor component and a weapon component could help to introduce those.
Itās also not very clear that you can slap augments and components on gear.
5. Improving some quest rewards/required hand-ins during base campaign
Some quests give you very versatile, useful rewards, like the Slith Primal Ring or scrap.
But a lot of them also just hand out a random component, a random blue item or a green junk item (Skinnerās Torch, Manticore Longsword).
Those items often seem very outdated and not very much like a reward.
Some quests also ask for components that are hard to find on āNormalā difficulty.
Handing in 3 Seals of Binding to start the Chosen/Deathās Vigil questline can be quite a hassle.
If the player allies with the Outcasts, the 1st quest asks for an Ancient Heart, Brain Matter and Blood - a new player is probably better off not handing those in and using them for relic crafting instead.
My suggestion would be to decrease the required amount of rare components required.
6. Making āConstitutionā regenerate energy outside of combat
This would solve some energy issues on the first few levels, when gameplay is more relaxed, and probably have next to zero impact on high level characters, endgame content.
Suffering from energy issues early on can really drain the fun out of the first hours of gameplay.
Thatās all for now.
Apologies for the lengthy post.