RockoGoblino: I'm a simple man, I see a Raxx video, I click.
Murzerker333: Number one issue I have with tempering is that I can reroll the same shitty stat 5 times in a row. They need to make it so that if I reject something twice, doesn't roll again. It's so soul crushing.
CubaSmileSauce: Let's make it simple : breaking an item should be a risk you WANT to take, not a risk you NEED to take.
alientaker: Hi Raxx, I think they could make the tempering system more refined by categorizing similar skills / damages together. For example Druid:
1. Wind Shear Manual - everything related to Wind Shear skill
2. Pulverize Manual - everything related to Pulverize skill
3. Melee Damage Manual - everything is about Damage vs Melee
... and so on.
By doing so, you can actually feel less painful when you bricked an item because the tempering outcome will still somehow fit into your build.
Decide-ru2ud: They fixed the forgotten souls problem and replaced the exact same issue with angelbreath. GG, i love rerolling.
IndependentBoy94: The biggest flaw of the game is the multiplicative damage system imo. It trivializes content because it creates a massive difference in power between lower end and higher end builds. With an additive system there would still be a difference but content like world bosses for example would be far easier to balance to make them interesting again. In some of the problems you mentioned, like class balance and uniques, changing the way damage is calculated would help enormously in getting them right.
Something no one ever mentions is the eternal realm. It feels like it exists solely so your characters aren't deleted at the end of the season, even though they practically are. My solution for this would be to include another pillar in the eternal realm, and on this pillar you'd be able to select one of the previous seasons to play. That way, no seasonal content is lost forever and people aren't punished for picking up the game later on. You could even make it so that you can buy and finish battlepasses on the eternal realm, removing their timelimit. It will never happen because Blizzard loves creating content and then destroying it in the name of FOMO, but it would be something I would greatly appreciate nonethelss.
SkiDooRydr: I'll be honest, bricking items when tempering is the #1 reason I stopped playing the season.
If I could at least control the "stat" that was chosen then I'd be fine if I had a low Stat roll. I can't stand things like getting Upheaval 5 times in a row when I'm trying to roll Dust Devils... After bricking 10 items in a row then I just stopped playing.
okamichamploo: A small thing, but I'd also like some new colors for drops, so that temper manuals, goblin treasure bags, paragon glyphs, etc. don't just look like another random item that I'd skip picking up.
Jeff321: I agree Mythic Uniques need to stand out more. The way to tell you got one, is to have the names of all of them memorized, I guess? I certainly don’t. They should have a different color beam and in inventory.
xanxavier666: MUGA was not the phrase I thought I would come out with for this video, but here we are lol
sephrinx4958: Things I want to see.
1. Build Diversity.
2. More Build Diversity.
3. Talent trees.
4. No, not twigs. Talent TREES.
5. More build diversity (viable builds)
6. Endgame progression loop.
7. Runes.
8. Runewords.
9. Item types, more sockets items.
10. Better bosses.
lightsong5512: I would add 2 more
1. Remove the need to exit and reset dungeons to farm uber bosses. I feel stupid farming 30 Varshans back to back, just to get his stupid eggs. 1 shot Varshan -> exit -> reset -> run -> repeat x30. Somewhere around 10th kill, as you run to the boss, you start thinking "what am I doing with my life?", after that I just don't want to play anymore.
2. Get rid of the x4 uber boss bonus from party, being able to kill bosses faster and easier is enough incentive to play in party. Right now I feel like I have to do it in party, doing it solo is stupid. Currently there is no fun doing bosses in party, you just get annoyed if someone is slow, or you just find scammers who leave on their turn to use boss materials, on top of the stupid system that you have to add them as a friend first.
joshuagroner6819: 1) Removal of disparate rewards when doing put with friend. Just make it so all parties must pay to enter.
2) Increase level of bosses so all of them drop 925 gear.
3) Armory feature added to save load outs.
4) Smoothing out tempering. Rework recipes so some aren’t 3 while others are 5. Necro is significantly easier for example than rogue.
5) Significantly buff the Druid class.
bonelessthincrust: Introduce a tempering reset item. Make it as rare as a stygian stone. Now you have something to chase.
Lethorio: There's enough gold sinks in the game, especially now that items are tradeable. I'd really like them to remove the gold cost on re-speccing skills/the paragon board. This would also open up the loadouts/armoury.
teanymonster5227: what about new endgame?
seluhir8820: I actually think your idea for tempering would be fantastic. When you pick a tempering manual, you get random rolls from each category, and you have to choose which one you want. I don't even mind the whole bricking items thing much, but I think that would be a much more engaging and thoughtful system.
Jeffisafoot: Bricking at the start is way better in the long run for items. People would just shift their complaints to "I put so much effort into this item just for it to brick" it's not the same as a corrupting in PoE because tempering holds so much power behind it.
I disagree that Angelsbreath doesn't have a great way to farm it. You can get over a 100 from a helltide that's plenty. Just please blizzard remove weighting from enchanting at the occultist.
1mzion: I’m still convinced that they don’t play their own game.
mrw210: As you mentioned, the reason certain affixes are so rare in enchanting is because there's always highly weighted affixes like hp/primary stat/armor sucking up most of the available reroll slots - which makes it really hard to get desirable skill mods outside of natural drops. Three options worked in Diablo 3 because the pool of options was fairly small when split between primary/secondary. Diablo 4 has a larger pool so it should have more options.
The best idea for "fixing" uniques seems to be just giving them one (or two if really ambitious) pre-defined tempering slots - of course this requires re-addressng them all. Make some of these slots things that either don't exist in manuals or normally aren't possible in that slot. A simple idea would be to take damage/defense modifiers out of the unique effect and put in the temper slot. The unique instantly becomes better because you can now upgrade the "old effect" through masterworking.
pehadzick: Not only are you exactly right, but these changes are the kinds of things I need to see to justify playing. I play a little too much right now and go to bed a little too late each night because I'm having fun, but I'm also extremely frustrated by these and other things. When my characters expire into the eternal realm at the end of the season, I'm going to have to decide if I'm going to start over or take advantage of the clean slate to break my addiction. Without these changes, I'm better off skipping season 5 and the expansion, and waiting for that future Raxx video titled, "We asked. Blizzard delivered! Diablo 4 is finally the game we've been waiting for."
G1ggl3z: With Uniques and Uber's they do need to stand out from Legendaries.
Harlequin's Crest for example - drop all stat, replace with 1 to all passives
BAROMETERONE: Raxx does a great job to break down games to navigate them efficiently.
The current system for D4 is designed around the dopamine gaming model. Have you wondered why you are "forced to gamble" for tempers and enchants etc. And the weighted RnG system they use, making it essentially a carrot on a stick that you chase but never attain until end of the game. I'm sure you've experienced the weighted RnG that rolls the same stat 5 times in a row bricking your item. You can become addicted to the gambling. You hate it....but you keep chasing that dopamine hit.
Obviously some are immune to this tactic. But many aren't. Most aren't even aware.
mach2922: I agree that bricking an item is actually helpful (gives incentive to keep item hunting), but what if we used scattered prisms to reset tempering? Would help with the overcorrection on having an abundance of them.
shimik11: I just want at least 2-3 S tier builds for every class per season
GPS08: I agree with all of these. But I'd like to see some QoL updates for the game.
1) - Give us an extra action bar for elixirs and incenses.
iatwiatw: I disagree with the Tempering portion on two counts:
1. Tempering is NOT the first step to "crafting" in D4. The first step is finding the right affixes. Forget about finding a useful greater affix, just finding skill rank affixes for example is hard enough for most players.
That's based on pure luck, so when you brick it, you feel helpless
2. I don't think it should be easy to get perfectly crafted gear, but Blizzard should also consider making it easier to try different builds in one character. And the current crafting systems force you to go all in on one build.
Being able to reset tempers and lowering the cost of Masterworking and enchanting would help. And yes, loadouts are basic features along with adequate stash space that should've been there at launch.
DadGotGamez: You have 400 scattered prisms because you play like 14 hours a day. I don’t think it was an over correction for the vast majority of players.
100% agree with loadouts. I think it’s the most important thing to do right now, followed closely by a loot filter, then some adjustments to pets like in d3 where they can auto salvage.
12OhNine: I feel like part of the problem with bricking the items is the fact that there is no actual way to work towards getting that item back. The complete RNG of the greater affix system makes tempering hurt even more. If you aren't trading who knows if you will ever get an item like that again. Being able to a choose between two options and keep your last temper and then a system to chase greaters would feel better.
szilardfater6136: Well, if you have a family job and you play only in your free time, bricking an item feels you have just wasted your time in this game.
crunguss: For tempering, we get 2 free tempers to start. I would like to see 2 free final tempers. These 2 free final tempers allow you to choose your temper, but it's a minimum roll.
CrunchyZebraHooves: I like the idea of being able to keep the choice of what we temper. We are given 7 chances the current systems doesn't allow us to fully utilize the 7 tempering chance for the fear of bricking the item.