Suggestions for D2 content New Class and more!

So this is some of the ideas that I’ve been working on lately for diablo 2 and I hope it may be considered implemented into the game and that people like it.

So first off these are some of my ideas:

New class: Alchemist

New event: Like the pandemonium event but with another goal.

New charm: A new unique small charm to improve gameplay.

A new zone in Act4: Basically more content that could renew the spark of D2 and be used for future updates to add more monsters and areas into the game.

So let’s start with the new event which I finished thinking out today actually.

The event is named “The smith”

So it’s in many ways similar to the pandemonium event, althought it contains other unique items and monsters involved.

The idea is that these bosses on hell:

  • Blood Raven drops an item called a “black feather” which is a reference to the feathers of a raven.

  • Radament drops an item called “wedding band” which is a reference to the wedding ring of Atmas husband who was killed by Radament

  • Izual drops an item called “herding staff” which is a reference to the recipe he drops in D3.

They are boss uniques that don’t have any extra use then the quest they are tied to atm, in the same way that The Summoner, Countess and Nihlathak aren’t.

So the idea is that either 1x3 or same as pandemonium 3x3 of these items can open portals. the 1x3 opens a portal to a blood moor that contains a large example of “The smith” or “Hephasto the Armorer” monster which is named “Haedrig” which is a reference to the D3 blacksmith Haedrig Eamon.

This boss can drop 2 or 3 items depending on how the devs want to implement it.

He drops 1 item called “Miras bag of needles” which is a reference to Haedrigs wife Mira. This item will work as a neverending bolt and arrow item.

He can also drop Cains bane, which is a small charm that looks either like a moth or a rat that has chewed through Cains books of identify and Town Portal and is now glowing with magic. Upon opening the spellbook “S” the player can now assign hotkeys to a neverending supply of identify and and town portal spells.

The last item he can drop is a small charm called “The Anvil”, which is basically a copy of the repair button found in town at blacksmiths, the character can then repair their items with this item if the player HAS GOLD IN THEIR INVENTORY.

The purpose of this event and the items are to clear up inventory space from the books of town portal and identify, aswell as ammunition and not needing to go to town for throw barbs and javelin amazons and similar things, items with charges etc.

The charm I mention in the event can also be added to t85 loot tables to drop normally in the game as “Cains bane”

The books and the ammunition is still supposed to be in the game, it’s just an attempt to create endgame upgrades viable for people who want to save inventory space and time at lategame.

The new zone in act 4 is quite simple in idea but can be used for anything really:

Next to Tyrael in the pandemonium fortress is a large fireplace, you can even step into this fireplace if you click in it, so my thought was that this could act like a gateway to a new zone or you can talk to tyrael to make him open different gateways to different zones in the fireplace that leads to new areas aimed at lategame challenges or quests / opportunities that extends the lategame beyond killing Baal and then farm cows until you die of old age.

The new class Alchemist:

So in the game there are a few other alchemists, just like Drognan is basically a male sorcerer and Natalya is a assassin, and Fara is a paladin etc.
Lysander and Alkor will greet the Alchemist with alchemist related lore and conversation. probably Akara in a1, Jamella in act 4(if needed) and Malah in act 5.

The Alchemist will have 3 trees like the other classes:

First of all I haven’t thought out specific numbers and % of each skill nor all skills but I got the basics down.

The first tree is called “Transmutation”

So on the right hand side of this tree is a few skills related to economics and magic finding, first skill is named “Greed”, which makes items sold and bought 1% cheaper per skill point in this skill even for gambling!

The next one is called “Avarice” which gives 5% gold find per skill point and also 1% increase to all fire damage done by the alchemist.

Then there is “Touch of Midas” all gold dropped from monsters, only from monsters will make a copy of itself when you loot it, but only once per pile of gold.

The level 30 skill on Transmutation tree is called “Philosophers stone” and allows the alchemist to perform a transmutation attempt on any white or ethereal item without sockets to become a unique version of the item type, this only works on items dropped by monsters and not on items bought from vendors. for each skillpoint invested in this skill it will increase magic finding by x0.1 meaning it starts at 1.0 and at skill level 1 it’s 1.1x which ends at level 20 at 2.0x meaning double mf on the alchemist (perhaps this is too much but it can be regulated with other multipliers)

The alchemist also has the ability to transmute items into ethereal versions of themselves, this is done with a recipe in the Horadric cube called spirit forge:

Eth rune + Dwarf star ring /Wisp projector ring+ item type + Perfect Sapphire

(possibly a skill or available for all characters?)

The other skill tree is potions:

Here the alchemist will throw vials and potions of different elements including poison with different effects based on the elemental damage in throwable items such as poisons, oils but also throwing weapons.

level 30 skill: “Apocalypse potion” Throw a potion at the feet of the alchemist that causes all nearby enemies to erupt in a fiery explosion with a poison effect after. the fire effect will be useful in normal and nightmare, and the poison effect will be more aimed at lategame, as the skill points spent in this skill will lower the poison timer down to 2seconds and be fairly high damage, making any poison gear desireable.

level 24 skill: “multi toss” tosses multiple potions of the same type in quick succession for a firework like display of elemental power!

level 18 skill: “freezing potion” freezing everything in x range for x amount of seconds including the alchemist! (perhaps gains defense while affected?) making cannot be frozen affix desireable.

level 30 potion: potion of speed increases the speed of the alchemist and his allies for x amount for x amount of seconds in x radius.

level 1 potion: Throws a potion of oil that burns on the ground for X x skillpoint amount of seconds.

level 6 potion: Throws a potion of frost that does x frost damage in x radius.

level 12 potion: Throws a potion of shock that does x shock damage in x radius.

level 24 potion: “liquid rainbow” throws a potion of all elements in x radius.

level 30 potion making: potion of rejuvination: the alchemist spends 99% his own health and mana to create potions for himself or his allies. This debuffing effect lasts for 1 minute. So that it can not be done during gameplay without a major risk of dieing, so that it doesn’t become overpowered.

The last skill tree is imbue / enchantment:

some of the unique and interesting skills here are the: “copy item” affix skill, that will copy the affixes from any non-runeword or class/set bonus item, and add it to the main weapon of the alchemist. I think it will be extremely fun to play around with and find synergies with items that are otherwise considered not so desireable or useful.

Golden weapon: with the weight of gold the alchemist will strike his opponents slowing them and with a chance of stun. synergizes with the potion tree and makes bow alchemist viable?

Bell of opening: The sound of a high pitched bell can be heard and all locks in sight are opened for the alchemist.

Master alchemist: The alchemist gains extra room in his/her belt for every 4 skillpoints in this skill, up to a maximum of 8 extra potion slots.

Goldskin: The alchemist drinks a potion and gains defense and magic resist based on skill level.

Liquid form: The alchemist drinks a potion and turns into a liquid for a short amount of time, allowing him to pass under walls and obstacles that would otherwise halt his movement. The alchemist can not perform any other actions during this effect.

I will edit this post once I come up with more things, if you have read to up to this part, then thank you for reading and please upvote or comment if you like it, and make suggestions or additions if you have any.

Kind regards Rewws

1 Like

no, get lost and never return

3 Likes

Really like the first ideas, especially since the items you can get from the events Just aim to smooth out gameplay and would not be really needed in any way.

I would hate farming izual though, but honestly this kind of sadism would fit quite nicely^^

I dont like the alchemist, or maybe i just dont get your idea how he should work out since too many skills just deal with … economics so to say.

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They are some nice ideas, but the problem is the current team isn’t the original d2 team. I doubt many trust them to implement effective changes and not destroy the entire game.
If the original team were at the helm, I’d be all for changes and added content updates.

3 Likes

what is your problem? if you have nothing constructive perhaps you should get lost?

Blizzard are bad guys and they will not implement anything. Why not go to good guys (PoE, Wolcen, Last Epoch, whatever) and offer them your brilliant ideas, and leave the bad guys and their bad games alone?

didn’t read lmao 20 chars

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sounds awesome man :slight_smile:

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bobump ibump bompbompi

No new expansion planned dude

could not have said it better myself

1 Like