So far this isnt major yet, hence i will elaborate some of my views. I never post here so doing this means i actually care.

Let’s start of with the end. End-game by that i mean. Rule of thumb is now that when you reach max level, end-game begins. Why can’t reaching max level be an end-game goal? Adding this does imply that quite the numbers of levels should exist, example 100, or - how D2-ish - 99. Reaching 3/4 of that must be doable by all, and getting to the top should take longer and be a goal per se.

Difficulty, another topic where there are two camps. One that supports scaling difficulty, and one that absolutely despises it. Here again is a solution midway. Keep the open world with a fixed difficulty, normal - nightmare - hell - inferno, where inferno should be inferno hard as D3vanilla, with monster health indeed scaling with player numbers (also to not make world bosses pieces of cake with plenty players). The special dungeons on the other hand would scale depending on the key level.

If the open world has different levels of fixed difficulty, this means numbers must be deflated. As shown a level 1 amulet has 100 “power level” and the most powerfull items will grow “over 9000” making everything other than ancient items and mythics pure trash. D3 introduced ancient items and later primals because there was no trading anymore and legendaries actually rained from the sky so getting geared is very simple. Perfecting gear takes some more time. Nonetheless, this is absolute donkey dung.

In short, numbers must be deflated. It just may not be possible that the difference between level 1 and max level is over 1000T damage. Again, scaling should be linear and not exponential.

There must be a perfectly clear difference between white, magic, rare, legendary and set items. Keeping mythic out of this because they are very unique in playstyle, in a positive way.

White items are now 100% trash. This need not be. Quick example, a white chest armor can have 4 sockets, whereas a magic/rare/legendary can only have 2? Opens up space for more rune combinations. Will i drop stats for more effects? Will i drop in 1 condition rune and 3 effect runes? Or the other way around, or perhaps 2/2?

Magic items should be magic, purely purpose built. They add a few attributes, but in higher quantity. Rare items must be (with crafted) the go-to end-game items. Varied rolls with varied stats.

Legendaries should add a twist to skills, and not just be rares with higher stats. Then we can just as well remove all items except legendaries.

Don’t dumb all stats down. How resistance worked in D2 was magnificent. This can also be applied to monsters (but do NOT add elemental immunity to monsters). Example a monster in the desert area can have 33% fire resistance. A water based monster 33% cold resist. Big ass boy 33% physical resist. Enough to work with.

Skills and talents…tough subject. My point of view is that damage dealt should not depend only on weapon damage. A fireball thrown has absolutely nothing to do with how endowed my staff is. It depends on my magical prowess. If i whirlwind through a pile of mobs, this should absolutely depend on my weapons.

This in mind a sorc will not need to find the biggest sword out there, but can opt for utility instead. A wand with mana regen, or max mana, or +2 to fire skills, whatever suits.

To get more diversity - which is key in 2019 and later - skills should be leveled for strength, and have talents for effect. Example: lvl 1 fireball: 25-50 damage, lvl 10 fireball: 60-95 damage.

In the fireball talent tree options: splits into 2-3-4 firebolts without aoe damage. Or increase aoe radius by 2-3-4 yard. Or make it piercing. Plenty ideas to come up with in the coming years.

Barbarian weapon throw, weapon damage based. Talent: instead of throwing your weapon, summon a massive boulder to hurl at your enemies. Damage now will depend on skill level instead of your weapon. Or flame throw: ignite your weapon when your throw it. Damage now depends on both skill level and weapon damage, since you still actually throw your weapon.

Opens up space for itemization.

In short: categorize skills, being spells, attacks, or hybrids. Talents should add effects to skills instead of just +x% damage (+damage by talents is totally fine, as long as it does something else as well). Your skills and talents must define your character and playstyle, not your items. At least 50% of your power should be from skills and talents, and the rest be item based. Unlike D3 where a lvl 70 character cant even dent a zombie.

Remove flashy effects when a monster is hit. It should bleed, not transform into a flickering TL light.

Sums it up for now, wish i were a better writer however i think the idea is clear. Players are not dumb sheep, so pealse don’t oversimplify the game.