• 1

    posted a message on BOA's purpose is bullshit
    Quote from Zero(pS)


    No, it's not bullshit. And I'm glad they finally admitted that their main concern was third party website trading (instead of the initial excuses). Apparently they don't wantany pay to win in the game anymore, and quite frankly, BoA is the only way that was going to happen. The dealbreaker for me is going to be how sometimes, when playing with some friends, you could be saving gear for them (specially in those cases where you can't be online at the same time), and pulling each other up every time you find something nice. But instead we're gonna be stuck with the whole "he has to be IN the game for me to give him an item that he wants and that I want to give him, so we can play a higher difficulty together". That's probably the biggest letdown of BoA to me, and I find itvery weird that they haven't given any response on what are their thoughts on implementing something liketrading with clan for 2 hours (or trade with Friends List when the item dropped).
    Very much agreed. What if there was a system where: For up to two hours after a legendary drops, you could select up to 1-5 friends to "reserve" it for. Allowing you to trade it with those selected FEW friend players indefinitely. Wouldn't that deal with 3rd party trading while also completely allowing trading with a several friends to still exist?
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Will RoS end-game be worse than D3V?
    Quote from ruksak

    Only 1 special property. Same 'ol linear stat lines. Boosted numbers creating the illusion of power.

    Agreed. It'd be nice to see another special property or two. I would like to see rares with more interesting affixes too. Not "Legendary" affixes, but still affixes that can be part of a build.

    I would also really like to see negative affixes on many Legendaries. At the moment it seems, the more legendaries you can equip the better. There should be trade offs to their power, and reasons to equip rares even if you have a legendary for the same slot.

    Example thoughts:
    • Increases your Fire damage by 50%. Reduces your non-Fire Elemental Damage by 50%.
    • Increase Attack Speed by 30%. Reduce your Maximum Health by 10%.
    • 1h Weapon: Increases your Physical Damage with all attacks by 15%. Can only be equipped with a Shield.
    • Chest Piece: For each gem type socketed in this item, gain 100 Resist All. Each gem type in this item has no effect in your other gear slots.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Loot 2.0 - Which affixes would you like to see?
    We know Blizzard is working on "build-defining" affixes for legendary items in Loot 2.0. This is one of the improvements many of us are counting on to improve itemization. What types of affixes do you think qualify as "build-defining"?

    Have an idea for a cool affix? Post it here, I'll add it to the list. Also, we don't know if rare items are getting any types of special new affixes, but if you have an idea for a rare affix (minor build-defining effect), post it as well.


    Most of my ideas involve Elemental Damage, applying Status Effects, and manipulating Status Effects that are already applied. This is just for fun, and who knows, maybe an affix or two could give Blizz some ideas.


    (My Affixes)
    (Community Submitted)




    Legendary Affixes

    Weapon:
    • Critical Hit Damage is increased to Stunned targets.
    • Killing a Frozen enemy Shatters them, dealing damage to all enemies within 10 yards.
    • +% Chance to Knock Back. Enemies that are Knocked Back damage all enemies where they land.
    • (Your idea here)
    Shield:
    • Gain 1% Attack Speed and 100 Life on Hit each time you're dealt more than 25% of your max Health. Lasts 5 seconds.
    • 10% of damage dealt to you heals allies within 20 yards.
    • When below 30% Health, all your attacks gain 50% chance to Knockback.
    • After 10 successful Blocks within X seconds, release a Shockwave with a Chance to Knockback all enemies within 10 yards.
    • After 10 successful Blocks within X seconds, release a Wave of Light that Heals all allies within 30 yards.
    • Every time you Block, gain X Armor/All Resistance/HP, X maximum stacks, lasts for X seconds.
    • (Your idea here)
    • Every time you do not block an attack your Block Chance is increased by 5% and your Block Amount is increased by 25%. (Resets after block)
    Armor:
    • Lightning Damage you deal has a chance to Stun enemies.
    • Cold Damage Slows enemies, with a chance to Freeze.
    • Fire Damage Ignites enemies, causing them to take more damage from all attacks.
    • Poison Damage causes enemies to take extra damage over 10 seconds.
    • Holy Damage deals additional damage to Undead and Demons.
    • Shadow Damage reduces an enemies Healing.
    • Arcane Damage has a chance per hit to Blind, Fear, or Stun enemies.
    • You're Thorns Damage is increased by 50%. While Stunned, your Thorns is increased by an additional 40%. +150-250 Main Stat. -75-150 Vit.
    • Your thorns damage is increased by your critical strike damage percentage. In addition every time you get hit you receive 20% less damage for the next incoming hit.
    • (Your idea here)
    Jewelry:
    • Adds 5% Fire, Cold, and Lightning Damage to all of your attacks. (Vengeance? :D)
    • (Your idea here)
    Other/Any:
    • Your "+Critical Hit Damage %" instead adds a "% Damage Increase" to your non-Crit attacks. (Conversion TBD)
    • Your attacks have a % chance to destroy all objects in a 30 yard radius.
    • Firewalkers make you immune to burning ground effects. (Desecrator, Molten, etc)
    • Monsters no longer Drop Gold. Gain 50% Bonus Experience.
    • Monsters no longer Drop Gold. 50% of your total Gold Find grants Bonus Experience instead.
    • Every time you are healed by a Health Globe, gain X% Magic Find for 20 seconds. Can surpass Magic Find cap.
    • The duration of all buffs (Self/Ally/Shrines/NV) is doubled.
    • When traveling from one act to the next, your max NV stacks is increased by 5.
    • Each time you complete a quest, your max NV stack is increased by 1.
    • All Skill Costs, Cooldowns, and Experience Gained are reduced by 30%.
    • Dodging an attack increases your Critical Hit Damage by 20%. This bonus resets after you deal damage with any skill.
    • After getting a call out for destroying the environment, your damage increases by an amount equal to 100% of the number of environment objects destroyed.
    • Enemies hit by the environment take 30% more damage for 3 seconds.
    • Enemies slain with a critical hit splatter blood onto your screen and have a 100% chance to drop a Health Globe.
    • 3-6%chance on hit to transform into a werewolf and gain 15%attack speed and 10%movement for 15-30seconds. (internal cooldown of like 1 minute or whatever to stop abuse).
    • +10% chance on hit to make monsters twerk for 3 seconds.
    Specific Skill:
    • Allies within 25 yards are healed by 10% of all damage dealt to you while Sweeping Wind is Active.
    • Serenity grants Immunity to all allies for 2 seconds. The cooldown is extended by 5 seconds.
    • Your Critical Hit Chance is increased by 1% for every 5 enemies hit with Multishot. Lasts 5 seconds.
    • Reduces the initial Damage of Cluster Arrow by 50%, but increases the number of bombs released to 10.
    • Hydra adds 5% (corresponding element) damage to all Allies' attacks within 25 yards.
    • All allies within 15 yards, after using Leap, gain a 30% damage reduction buff for 5 seconds.
    • Enemies slain by a Hydra have a chance to spawn another Hydra in their location.
    • The cooldown of Wave of Force is reduced by 2 seconds for each ranged attack it reflects. Enemies hit by reflected attacks have their movement speed reduced by 80% for 4 seconds.
    • While Diamond Skin is active, you will leave a trail of frost that slows enemy movement speed by 60% over 6 seconds.
    • Your pickup radius now increases the area of effect from your Whirlwind ability by 20% of its initial value but no longer effects gold or health globe pickup radius. (e.g. 10 yards pickup radius become 2 yards increased Whirlwind aoe but you now have a 0 yard pickup radius for gold/health globes)
    • If an enemy is killed by your Rend ability it has a 100% increased chance to drop a health globe. (e.g. 10% > 20% dropchance)
    • Your Leap ability drags all enemies in the launching area within 8 yards to the landing position.
    • Your Ignore Pain ability now renders you immune to crowd control effects during its duration but you only reduce the incoming damage by 40% instead of 65%. (also breaks CC effects)
    • Your Sprint ability now allows you to run through enemies during its duration but increases the fury cost to 30.
    • Your Weapon Throw ability now passes through all enemies but its damage is reduced by 20% (multiplicative)
    • Your War Cry ability now costs 20 (40 with charge! rune) fury instead of granting 20 (40 with Charge! rune) fury. It also does 400% (800% with Charge! rune) weapon damage in a 25 yard radius.



    Rare Affixes

    Gloves
    • Adds 4% of both Poison and Cold Damage (any combo) to all of your attacks.
    • Adds 10% of (specific element) Damage to all of your attacks.
    • Gain 1% Lifesteal from your (specific element) Damage attacks.
    • Monsters have X% higher chance to drop Health Globes.
    • (Your idea here)



    Set Bonuses
    Demon's Skin:
    • (2) set:
    • -Melee attackers ignite on fire, taking 10% more damage from all attacks. The fire spreads to nearby enemies.
    • (3) set:
    • -Enemies within 15 yards have a chance to be feared occasionally.
    • (4) set:
    • -+10% Damage to Demons.
      -Reflect 10% of all Ranged attacks as Fire Damage.
      -You leave a trail of fire in your wake.
    Hallowed Defenders:
    • (2) set:
    • -+10% Resistances to All Elements.
      -Gain 10% of your max (resource) each time you block.
      -While above 50% (resource), your attacks gain 10% Holy Damage.
    Bul-Kathos's Glory:
    • (2) set:
    • - Your Frenzy and Bash abilty now swing with both weapons at the same time.
      - The arc of your Cleave ability is now 3 yards wider and your Cleave ability does 20% more damage. (multiplicative)
    (Your idea here)​
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Rewarding the Loot Hunt - Loot 2.0
    I've started a thread on the official Diablo 3 forums regarding this topic here:
    http://us.battle.net/d3/en/forum/topic/9793090332#1


    Please visit, +1, discuss, comment, and bump if you support the idea!
    Thanks!
    Posted in: Diablo III General Discussion
  • 16

    posted a message on Rewarding the Loot Hunt - Loot 2.0
    MrMonstrosity has me inspired after reading his post full of suggestions for Blizzard. I've decided to further investigate the issues with the "loot hunt" to discover solutions.

    I want to find really rare items and be able to use them! I want to see that orange glow on the ground and know I have something special, to save for specific builds that could take advantage of it, or for other characters.

    How many times have you found a top tier item and kept it? Sometimes I find upgrades for Alts, but even then it's usually worth selling them knowing I can always buy a replacement later. We need a reason to keep items we find.

    The intent of this post is to balance (Not defeat) Auction House use and Finding Usable Gear from Playing the game yourself.

    Link to Diablo 3 General Forums Post:
    http://us.battle.net...opic/9793090332




    The core issues I feel are:
    • The AH takes all the fun out of finding useful items.
    • Items found while "playing the game" are Auctioned 99.99% of the time to be able to purchase upgrades, via Auction House.
    • Finding your own gear and progressing at the rate of the general community is impossible. While this shouldn't necessarily be as fast, the difference is too vast.
    Solution: "Pristine / Worn Items"
    • Personally discovered items will be considered "Pristine".
    • Pristine Items gain a % bonus to all affixes.
    • Pristine Legendaries receive a bonus, special affix.
    • When a Pristine item is traded to any other account, it becomes "Worn".
    • Worn items contain the original stats of the item.
    • A limited number of Pristine Items can be equipped at a time. (possibly)

    (This example demonstrates a +20% increase to affixes. Yes, I didn't calculate the %damage change. It would be +58%, therefore the DPS would be even higher. I didn't feel like doing the extra math. :P)

    Result:
    • The best items in the game can only be found by YOU.
    • Finding a specific legendary you want will still be rare.
    • Finding any legendary may be exciting enough to motivate trying new builds.
    • The bonus, legendary affix should have a very unique impact on each item, strongly influencing unique builds. (Better affixes than the one that took me 10 seconds to come up with.)
    • Just like in D2, the playtime required for the best legendaries (uniques), could be a very long time, but it WILL be special when YOU find them.
    • Collecting gear you find and saving it for later/other builds/characters is possible again.
    • Purchasing items off the Auction House will still be critical and convenient for quick upgrades and finding/trading gear required for your specific builds.
    • The loot hunt becomes exciting again!
    Other Thoughts:
    • This is the only solution I can see (or something similar) to having loot YOU find to occasionally be better than what you might be able to buy in the Auction House.
    • High end gear will still be extremely expensive on the Auction House. It's not like a perfect item for each slot will drop for you right away, if ever.
    • Possibly lowering the drop rate of Legendaries could make them feel more special, with this system in place.
    • The items we find need to be stronger than traded/auctioned items, or the AH will win every time.



    Criticism:

    There has been lots of positive feedback so far as well as some good constructive criticism. I want to discuss some of the criticism and how it might not turn out how it sounds.

    The main strongest criticism seems to be that luck will become an even stronger factor with this system in place. That players who find high-end legendaries will be pushed too far ahead. I believe an opposite effect would occur.

    High-end drops will always be great (with Pristine or without). But all the low/average value drops won't be and are usually trashed. But with the Pristine system, those items have a chance. Those items also drop much more frequently than the rare, high-end items. Therefore, more lower-end players will be pushed closer to the high-end players because of the frequency of drops. This will actually help close the gap, not expand it, therefore reducing Luck as a factor.

    Example:
    For every one 1500 dps Skorn that drops, one-hundred 1300 dps Skorns drop (estimating, wouldn't be surprised if it's more). In the current system, the one player gets a great weapon OR great trade, the others get vendor trash. With Pristine, the one player gets a top of the line weapon OR a good trade, and the 100 others get useful items too, possibly many of them gaining decent upgrades, shortening the gap between high and low geared players.

    Another very important point here is that lower geared players will be able to close the gap slightly on high-geared players through playing the game. It won't be an instant jump like if they upped general loot quality in a patch, because you won't be able to get the upgrades instantly through the Auction House, it will take time.


    +1 if you like the general idea! I see a lot of positive responses, but not enough +1s! :)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on OWE - A more enjoyable version?
    Quote from thundersteele

    This is certainly one option for OWE in the future. But don't fool yourself into thinking that it gives you more options on the AH.

    Say you want to re-gear your monk from scratch. Right now, you can do the following:

    Get a 4 items with double resist (say 60 all res, 40 single resist) for 400 total. This you can get easily on the non-dps items like belt and shoulders, chest and pants.
    Then you can get single resist DPS items, e.g. rings and amulets, gloves, helm, bracers. Say you get 40 single resist on each, 240 total. This is a total of 640 resists, and we still have one item slot left (the boots). This can be used either to get more resists, or to compensate for some legendary items that can't roll much resists on them (e.g. Inna's pants).

    Ok, now we do the same in the new system. Instead of up to 60 resists, we can now only gain at most 30 resist all by getting single resists on the DPS items, realistically 20 on average. So we're down to 240 + 10*20 = 440 resist. This means we have to get double resist or at least all-resist on some of the DPS items. Be prepared to pay 5x the price for the same item now.

    So the trade off would be less flexibility, the need for all resist on more items, and more items where one has to compete with all monks and demon hunters. The advantage is now that we don't have to pick the item with the correct resistance, but the effect of the single resistance becomes marginal compared to any other stat.

    And, it's a complicated system. Say you have the following: 400 all resist, 250 fire resist, 150 cold resist. What is the final fire resist? 650 or 725 or 600?


    Some time ago I came up with a different, more radical solution:
    Get rid of single resist gear. OWE = XX% bonus resist, say 20% or 25%.

    Now, what to do with the existing gear? The following somewhat clumsy algorithm is the best I could come up with:
    1. Single resist gear: The single resistance is converted into all resistance. This is a 100% win for the item owners, no loss of resistance is possible.
    2. Double resist gear: For each point of single resistance, gain 0.5 all resist and 5 armor. This would be a loss of resists for some items, e.g. a 65/50 item would be converted to an item with 80 all res and 250 armor, effectively loosing 10 resists. The loss in value would be marginal, since max all resist gear is quite valuable.

    While this system is complicated, it would be a one time change. Afterwards one would not need a handbook to explain the OWE skill, like in the OP's solution. The number of items that end up loosing value is very small... the biggest issue would be with double resist legendaries like Vile Ward (I own one of those), since they already have high rolls of all resist and armor.

    You make good points. ;)

    I tend to think about always going for AR + my chosen resist for most gear. It's definitely true that on jewelry and gloves I find it harder to find both and usually look for my chosen resist only. For these pieces of gear, my idea would definitely be a nerf. For any piece that you would stack both though, it could make it easier to find better gear (higher Dex/Vit etc).

    I don't agree that it would be that hard to explain it though. I'm sure there's a good sentence that could explain it well. But who knows. There's so much complaining in this game, I'm sure it would come up.

    While your idea of getting rid of specific resists altogether could help, like you said you would need to compensate. I don't know if that can be done. If you had an item with max AR, Max Armor, and a specific resist, I don't think Blizzard would allow the AR and Armor to surpass that limit to make up for the lost resist.

    Thanks for the response, I didn't think about some situations. I think it could still be a viable idea. I actually had a slightly altered idea too. The only problem is it falls slightly off the theme of all the resists being the same:
    • Take my idea above.
    • Replace the word "instead" in the first tooltip to "in addition to your resists."
    • You get a new version of OWE. The resists you choose to stack will be higher than the "current" version of OWE, but all other would be a little lower. It's mostly a minor compromise (a buff in some situations) to allow you to be more flexible with gear and not really nerf the skill at all.
    Any thoughts?
    Posted in: Monk: The Inner Sanctuary
  • 7

    posted a message on OWE - A more enjoyable version?
    To me, One With Everything is broken. For two reasons:
    1. It's our best passive, so everyone uses it. This interferes with making builds a lot. We essentially only have two passives to play with.
    2. It requires us(monks) to use an additional affix slot during searches for gear on the AH. This not only means we can't search for as many of the affixes that we want, but it also hugely limits the availability of gear we have to choose from.
    I've come up with an idea for OWE that might make playing a monk more fun (both with and without OWE). I've written the tooltip for it three different ways to try and figure out the least confusing way to put it:
    • For each "specific" resist you have equipped, gain half of it as Resist All instead.
    • Gain half your combined total of "specific" resists as Resist All instead.
    • Rather than gaining "specific" resists, gain half of them as Resist All instead.
    The text needs editing for sure. I don't know if "specific" is the best word to use, but I'm sure something could describe them in one word or two. Do you understand the mechanic though? Here are some examples:
    • Say your wearing gear that gives you 400 All Resist and 400(200) Physical Resist (the current method of using OWE). You would end up with 600 All Resist, instead of 800 from the current system.
    • On the other hand, say you have gear that has 400 All Resist, 100(50) PhysR, 90(45) FireR, 60(30) ColdR, 70(35) LightR, and 80(40) ArcaneR. You would end up with 600 All Resist instead of 500 from the current system.
    The new method allows us to look for ANY extra "specific" resist on gear, it's just half as powerful.
    This gives us access to 5x more items on the AH! (For gear you would normally have AR+Resist on)

    I fully support the idea of making us use certain items for certain builds, in fact I encourage it. BUT this is a very different situation. They all do the same thing with OWE so they don't feel unique. It just makes it more of a pain to use the AH, with no unique reward. This idea is a nerf and buff at the same time. A buff for the future in my opinion, but a subtle nerf temporarily.

    In the end:
    Cons:
    -The maximum potential OWE has isn't as high, but still good.

    Pros:
    -We are less limited in gear options. We can search for that additional affix we wanted. We can find cheaper gear (equal to the other classes prices).
    -We might end up not using OWE altogether, and have some fun with other passives without feeling like we gave up too much efficiency.

    Just an idea at least :)
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Bleu42

    This game is hard, and that's how it is supposed to be. If you want what you think you're entitled to after X amount of hours, go play WoW.
    Hard to tell if you're also disagreeing with my post or not. Either way, I agree with you that the great items need to be very rare for the economy to survive. With the ideas in this thread though, I think the greatest items would be even rarer than they are now, and therefore more expensive. That being said, many more items that currently aren't useful ("wrong" attribute items) would also find use and be collected for testing out different builds.

    On another note, this thread is starting to turn into an argument about the Auction House. >.< I don't think these ideas will disrupt it (the AH) too much. The average price of gear may go down, but people will want to buy multiples of the same slot to try different builds. I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Zero(pS)

    Make sure to post this on the official forums... who knows, maybe for an expansion...

    It's a really neat idea, but one that would definitely need a ton of testing... finding that sweetspot where you want to have enough stats to actually impact the gameplay (actually helping the skill instead of reducing its cost by say 1%); but not having it affect so much the skill that it completely breaks the planned combat mechanics..

    Balancing could also be a nightmare, linking gear stats directly to specific skill/runes/builds, and then having to nerf them would cause major complaints (imagine the Wiz/Barb drama times 1000).

    I absolutely like it, but I also understand from a game-design standpoint that even the best ideas need testing before being implemented.
    Cool, thanks for the response!
    I wanted to post it here first where there are less threads about complaining and more that are constructive. At least to gather more feedback and ideas.

    I agree that it would be a QA nightmare, but once again, just wanted to promote the concept of linking items and builds. It was a huge part od D2 that I believe is widely missed. My idea doesn't add complexity to items, it just makes their affixes more important.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from FaithRaven

    Right now I need to decide what I value more on my offhand: 150 vit or 8-10 APOC.

    Doesn't that decision just help determine how effective you will be? It has nothing to do with the methods you will use while fighting. That's what I'm trying to get at. Affixes should give more playstyle options, not just improve effectiveness. They might as well just give us +dmg/+hp/+res stats and nothing else, that's all it feels like to me. The only affixes I like are the "chance to effect" types and the reduced costs of skill, those promote style and personality! Anyone agree at all?
    Posted in: Diablo III General Discussion
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