EDIT: Ohh, hi Maxx. You were right. I would talk peoples' ears off with this. I've been sitting here, eating and typing away for the last hour and a half.

Quote Originally Posted by Nominus Experse View Post
What would you like or would have liked to have had in Diablo II?
A revert to pre-1.10 conditions, or a 1.11 patch that didn't just help the modding community, but also improved the quality on Battle.net.

Quote Originally Posted by Nominus Experse View Post
New enemies and enemy skills.
New runewords
New uniques
New sets
Jewels can be combined to create Jewelwords
Increased stash size
Various new items that allow expanded cubing possibilities
Increased maximum character level
Increased maximum skill level
New areas with various side quests
Fully equip able mercenaries (Gloves/Belts/Helms/Shields/etc)
New mercenary skills and modified AI and stats.
Every item is socketable
A sort of craft system implemented
Yes.

Quote Originally Posted by Nominus Experse View Post
New superior bonuses
New affixes
New/modified bonuses of ethereal items
New chests and keys
Reduced junk drops
Improved drops and quality
These all fall into the category of affix balancing. Though Blizzard is known for patching, they can't exactly patch everything. That being said, people are capable of finding new and more exciting ways to take advantage of things in the game.

You know as well as I know that there is a fine line between balanced and abusable. Unfortunately, we have to deal with these problems in exchange for a loss in crap. After all, the game was made in mind that there wouldn't exactly be runewords pre-expansion. So, either Magics, Rares, or Uniques would have to suffice. Though the Runeword system was well intended, 1.10 just added a very clear divide between uber and a waste. Runewords such as Sanctuary (Ko Ko Mal), Eternity (Amn Ber Ist Sol Sur), or Famine (Fal Ohm Ort Jah), pale in comparison and cost to such things as BotD, which has superior ED ranges for Vex and Zod. Spirit, cheapass (Tal Thul Ort Amn) defeats all other shields with the exception of possibly Dream and Exile; even then, the latter is used only for melee (if it weren't a Helm runeword), and the very last for Smiters.

I can deal with junk drops. However, what I can't deal with a disproportionate allowance between investment and reward. Hell difficulty in 1.09 was a little on the easy side, but you didn't exactly have the world's most ungodly runeword ever (Enigma). Runes never drop, either. I prefer Median's rune drop rate, but even that is a little on the low side; fortunately, runewords suck in Median. In a sense that is a good thing, but runewords also have to be worth considering when compared to Uniques, which they are nowhere close.

Quote Originally Posted by Nominus Experse View Post
Increased key ring size / Tome size
Increased Nightmare and Hell penalties (-Resists/exp/gold on death)
PlugY implementation
No. Resists are already hard enough as it is, and with the increase in Hell difficulty, Resist really does matter, much more than it used to. Median treats them as a given especially with all the sources of + resist, so it is obvious that you would die without them. PlugY though useful, defeats the purpose of the game; you are supposed to be able to know which items you do and don't get rid of. Unfortunately, with the inordinate increase in Hell, it makes almost any character that isn't twinked impossible to get through Hell. In Median, it is because the crafting system is so expansive.

Quote Originally Posted by Nominus Experse View Post
Rare charms now possible
Quivers can be Magical, Rare, Unique, or Sets. Can also be crafted
New gems and runes
Elixirs and herbs implemented
These could get out of hand really fast. Though I do recognize that Quivers need a way to make up for the lost item that bow and crossbow users need, they also get the ranged damage advantage without excessive mana use or managing. Charms are just one big problem waiting to happen. Stat increases get out of hand, as well. I currently have a broken Amazon that I can't go back and break due to Laz's idea of inplementing the grail upgrades. Unfortunately, with the way Diablo treats numbers, any bonus that is worth implementing is abusable (the counter stops at 511; therefore, unlimited stats).

Quote Originally Posted by Nominus Experse View Post
New elements (Wind/Earth/Dark/Holy/etc)
I would ordinarily be for this, but how elements are treated in Diablo II are as balances for elements. There's no particular bonus for using any of them besides the damage and effects, only disadvantages.

Quote Originally Posted by Nominus Experse View Post
Better gambling chances.
Reduced cost of repairing items
Giving gold a purpose.
Category of gold. As it stands, it's pretty useful in Diablo II, but onyl marginally so. That being said, if one were to make it useful, you would have to lower the gold drop, forcing more twinking to occur, and other such things. If gold is apparently abundant, then the gambling should reflect that. As for gambling, I believe that there should be some kind of gambling-only fixes. This would differentiate between the need to fight PvM as a main sorce of wealth or just equipping two Beriths, and ranking up the gold from enemies outside of Waypoints. The formula for clvl and ilvl may be different, but it's just too easy as it is.

Quote Originally Posted by Nominus Experse View Post
More colour implemented into the game and other cosmetic changes
Players/x increased
These two contribute to lag, which is always bad. However, a change in color scheme is always welcome; but it is a change, not an addition.

Quote Originally Posted by Nominus Experse View Post
Zakarum Zealots don't flee after crushing the compelling orb
Plot device. Annoying, but in my opinion, we just have to deal with it.

Quote Originally Posted by Nominus Experse View Post
New traps
New monster behavior
New/improved quest rewards
Act Bosses, Ancients, and Baal's summons do not spawn with FE
I'm not quite sure what to think about these. The implements would have to be done well. However, Median does have the problem of quests being replicated in Crafting, and therefore, lessening the need for quests. Hellforge needs to drop only certain runes in certain difficulties. That I will attest to. Getting 3 Fals in a row is not cool. Fire Enchanted is just gay, but random is random, and the only way to deal with it is either to stay away or survive the blow. The damage only needs to be more predictable.

Quote Originally Posted by Nominus Experse View Post
Warcries, Teleport, etc castable in town
These were done to prevent abuses and TPPK. There's a whole bunch of problems with them, that were in my opinion, fixed.

Quote Originally Posted by Nominus Experse View Post
New character screen and skill tabs screens
Creepers no longer automatically RIP
Hidden skills made viewable
I'm not exactly sure what you mean by these. I have this one idea of what you could mean, but I'm afraid that wouldn't respond to your concerns.

Quote Originally Posted by Nominus Experse View Post
Diablo Clone event is implemented, but modified heavily
Another well meaning Blizzard fix that somehow goes horribly wrong. Yeah, it was meant to clean up duped SoJs, but then someone realized "hey, if this uber boss shows up with this awesome drop, I don't see why we can't keep duping, and get ourselves this awesome charm! Let's keep duping, so that way, we get to keep our SoJs, and nab some attributes, skills, and resist! Awesome!"

You've probably already heard my rants about how much 1.11 screwed Battle.net for eternity. I'm not a big fan of 1.10's implements, either, but for the sake of modding, this patch was a godsend. I don't know why they put back the damage cap, amongst other problems. Those idiots.