Asheara's Vestments
Level 70 crafted item set
The set consists of four pieces, all of which are required to complete it.
Asheara's Custodian (Pauldrons)
Asheara's Finders (Boots)
Asheara's Pace (Pants)
Asheara's Ward (Gloves)
Set Bonus
You and your Follower gains 100% resistance (2 pieces)
You and your Follower gain +20 life (3 pieces)
All of your followers are summoned (4 pieces)
This would keep the basic premise of the set but would add some benefits to the followers as well as your character and would summon all followers permanently (yes I know you can keep them up almost permanently but when they do go away so do things like maniacs from their Nagelrings) this way you could take advantage of triple Unity (which would provide about 75% damage reduction as each would be an even share 1=50%, 2=33% each, 3=25% each) or try a build with Arcstone on each follower and work on a true lightning build.
Nothing you suggested fixes any problems. Most of it is just more/faster item collection. We already progress very fast in this game.
The artisan leg gem seems like a good idea, except it is not. There is only one gem per artisan, so only one choice. In other words, not a choice. It's more of an upgrade, one which is "mandatory" because it enhances how much items you get/better rolls/etc. It does not add anything to the game or fix any problems, it just makes progression faster. And progression in this game is fast enough. Some might say, too fast.
-Gifts for armor and jewelry
-A way to test damage
-A way to have each character switch back and forth between two quick builds/gear set ups *only in town though not during battle*
-A balance/buff to skills and affixes that aren't used to promote LoN Builds
-Aside from new legendaries, new affixes on ones that dont have em now or a reworking of weak/unused ones.
One of the biggest weaknesses I perceive in this game is the very obvious variance between set build strengths. This happens because all sets, by their very design, have finite potential. while tiny amounts of increased power is possible (via paragons) the relative strength variance between the sets remains.
Invariably specific sets prove themselves to be the flavor of the current patch, and group pushing revolves around those sets, with other build choices made to enhance and support the "chosen one". For 2 patches in a row now my favorite class has been left without a legitimate home in group pushing, and I feel Blizzard has failed the gamers (ie their customers) very badly in this regard.
What I would like to see is instead (or more likely in addition) to paragons, is an ability to level the inherent stats related to sets. eg for Unhallowed essence I'd love to be able to level the increased damage% per point of discipline, for example. Allowing you to scale set damage implies that if I invest time in a set because I enjoy it, then the strength of that set can grow and it can arguably form the part of a viable pushing group. I call this being allowed to play my way, something I've rarely been able to do with this game unless I got lucky within a specific patch cycle.
The basic idea no doubt needs some refinement, but as things currently stand, I think D3 is a great game that could have been so much better than it currently is. All the amazing additional content and features have not addressed its biggest and most obvious flaw, and as a genuine fan of the game that is very disappointing.
ps. and yeah, that the meta for group pushing in an absolute lagfest I have to agree with the previous poster who made reference to it. It really is not fun to be rubber-banding all over the show and experiencing game-time as if it was in some sort of interdimensional time-warp
What we need is more sets in the game to pick from, and more character specific items. This really improves the item hunting experience for me. Less crafting and a greater variety of item affixes and what they can roll. More randomness, more fun.
I like the general feel of those ideas and where they go but they sound a bit overpowered. And the more you give to a player the faster he get bored if he exhaust the game's content too fast.
A parallelism for example, if you use a trainer or a CE table to any game its life span get reduced way too fast.
Omg, this was meant to be a rough mockup, now they are featuring my rants on the frontpage. Halp!
This is legitimately hilarious!
Rough mockup indeed though. A lot of what you suggested is not feasible or is actually already in the game. Whoops lol.
My wishlist consists of one thing:
Reworked Sage's Set, AKA The Great Mat Farmer.
(2) Increases Death's Breath drops by 1 and Gold and Health Pickup now also picks up Death's Breath.
(3) All salvageable drops are replaced with their equivalent Crafting Mats and Gold and Health Pickup now also picks up Crafting Mats and Gems.
- All items in this set now roll a 7 yard Pickup Radius as a set secondary stat.
Pros of this set: When you need to farm mats, you can farm mats harder than anyone's business.
Cons of this set: When farming Mats, It breaks down EVERYTHING. Legendaries included, no exceptions. To be funny, it could link what you would have gotten had it not been auto salvaged.
Omg, this was meant to be a rough mockup, now they are featuring my rants on the frontpage. Halp!
This is legitimately hilarious!
Rough mockup indeed though. A lot of what you suggested is not feasible or is actually already in the game. Whoops lol.
My wishlist consists of one thing:
Reworked Sage's Set, AKA The Great Mat Farmer.
(2) Increases Death's Breath drops by 1 and Gold and Health Pickup now also picks up Death's Breath.
(3) All salvageable drops are replaced with their equivalent Crafting Mats and Gold and Health Pickup now also picks up Crafting Mats and Gems.
- All items in this set now roll a 7 yard Pickup Radius as a set secondary stat.
Pros of this set: When you need to farm mats, you can farm mats harder than anyone's business.
Cons of this set: When farming Mats, It breaks down EVERYTHING. Legendaries included, no exceptions. To be funny, it could link what you would have gotten had it not been auto salvaged.
Make it so that it doesn't break down legendaries and set items and I would totally wear this set.
Skill/item save slots - super annoying having to try switching from a farm to GR build and making sure you don't miss something.
More character slots - I have been out of those for about a year, having skill/save slots would make this less necessary, but maybe at least separate SC and HC
With an armor rack system, you would only need 6 classes for softcore and 6 for hardcore. For people who feel like they need more slots, Blizzard could add slots scaling with paragons and/or with each season, with a limit of course.
I would like to see a really fun reason to do set dungeons. Set themes for Skills.
For example: You master the Arachyr's set dungeon and while you benefit from the 6 piece set bonus, you gain the option in the Wardrobe to turn on the theme. The theme changes the look of the skills used by Arachyr's to a spider theme. Fire bats spews a bunch of spiders. Piranhas are replaced by a wave or cyclone of spiders.
Another example: The Invoker set gives thorn damage a visual effect. Maybe some quickly snaking thorny vines like on the helm and shoulder pieces.
Another example: The Shadow's Mantle set makes Bolos and Grenades knife themed. The bolos gain a spinning knife visual, grenades look like a handful of knives or caltrops.
Nothing that would require completely new visual assets, but just taking some existing elements (like the spiders, like the thrown knives) and giving full 6 piece sets a little visual flair on skill use.
Cool ideas.. most I liked but I comment on the few I kinda don't.
Quote from BlacKcuD »
Artisan Legendary Gems
Advanced players can find a new legendary gem recipe which can be
crafted at the Jeweler for a high cost. These gems can be given to your
artisans and Kadala for unique crafting related bonuses. Once crafted,
these new legendary gems can be ranked up like any other gem and also
provide additional effects once they reach rank 25.
I guess first they need to change GR system completely.. I wouldn't want yet another gem leveling grind in GR which I kinda dislike now already.
Quote from BlacKuD »
Kadala
I don't really agree. So we would only get sets and legendaries and the thing you would want from Kadala would only be Ancient ones?
Why not just get rid of the whole Ancient items and make normal Legendaries and Sets more rare. Just like in the launch of RoS. Now the normal ones are ridiculously easy to get and soon u will only care about the Ancients. So why not just make Normal legs about the same rarity as Ancients are now and remove Ancients from game.
Blizzard boosted the Leg drop rate a lot from RoS Release and then they realized that people are so quickly geared up and came up with this Ancient leg idea.
Quote from BlacKuD »
Gold dropped from goblins no longer counts towards the gold streak indicator of the Avarice/Avaritia conquests.
I don't understand whats the big deal about this?..I guess in general we are getting way too much gold in this game..In RoS release I was kinda happy when I reached 100M (started from 5M in HC). Now I got over 1B in no time .. why is that?
Quote from BlacKuD »
New Dynamic Difficulty Level: Infernal Torment
Cool idea I also thought about this earlier I believe before they released 7-10. Than why not just after T6 would be Inferno or something. This one difficulty could change over time.
Though IMO better idea would be to remove this Power Creep..
Figure out GR system.. make a cap to something like GR50 which would be really hard to reach (almost impossible).
GR should start at GR20 and end in GR50 (power wise).. So basically GR1 = GR20 and GR50 = GR30.
In current game you don't need to run GR1-5 ever.. at that point you run bounties and normal rifts.When you have good enough gear from there you pretty much just jump directly to GR20+.
Quote from BlacKuD »
Followers
Reduce damage taken of followers by 75% across the board (make other
follower specific items viable, “follower cannot die” mostly for Unity
builds.)
Reduce amount of resources provided by Templar’s Inspire ability by 50%.
All followers now have an additional inventory slot: chest armor
Totally agree.. Follower cannot die token should be removed completely..
What i would like would be to be able to purchase stash tabs and character slots with money from the Bnet store. I don't like to swap gear sets and skills when i want to play another build so preferably i want 1 of each class for each of the specs viable for that class plus maybe a couple more for messing around with
Almost everything is pulls**t! You makring everything too messy whit craftable gems etc. And why make torment 11, 12, 13... if we have gteater rifts for highter difficulty? You can push as higt you can, adding more torments is pointless! Only one thing i found usefule that leaderboards shows gear/plvl/skills what you had when you did it.
Forgotten/inscribed beyond ancient items? Sounds cool, I would make those to be only items in game that have possibility for double enchanting + they should have some more stats, + 100/150 compared to ancient, maybe even few more % of something related to it (8% atk speed or 11% damage compared to 7% atk speed or 10% damage for weapons). Also would be nice to see some requirements before we could use those items, like paragons/quests/etc...
About super elites that spawn on you out of nowhere.. Not great idea for HC...
I would add this to my wish list
Asheara's Vestments
Level 70 crafted item set
The set consists of four pieces, all of which are required to complete it.
Set Bonus
You should come up with things blizzard will actually entertain.
Awful awful ideas...
I like some of the ideas listed here. I have a few suggestions of myself but I have created a proper separate thread so I don't hi-jack this thread.
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/153880-revitalizing-diablo-iii
Nothing you suggested fixes any problems. Most of it is just more/faster item collection. We already progress very fast in this game.
The artisan leg gem seems like a good idea, except it is not. There is only one gem per artisan, so only one choice. In other words, not a choice. It's more of an upgrade, one which is "mandatory" because it enhances how much items you get/better rolls/etc. It does not add anything to the game or fix any problems, it just makes progression faster. And progression in this game is fast enough. Some might say, too fast.
-Gifts for armor and jewelry
-A way to test damage
-A way to have each character switch back and forth between two quick builds/gear set ups *only in town though not during battle*
-A balance/buff to skills and affixes that aren't used to promote LoN Builds
-Aside from new legendaries, new affixes on ones that dont have em now or a reworking of weak/unused ones.
http://doaruss.deviantart.com/
https://instagram.com/doaruss/
Share share share....
One of the biggest weaknesses I perceive in this game is the very obvious variance between set build strengths. This happens because all sets, by their very design, have finite potential. while tiny amounts of increased power is possible (via paragons) the relative strength variance between the sets remains.
Invariably specific sets prove themselves to be the flavor of the current patch, and group pushing revolves around those sets, with other build choices made to enhance and support the "chosen one". For 2 patches in a row now my favorite class has been left without a legitimate home in group pushing, and I feel Blizzard has failed the gamers (ie their customers) very badly in this regard.
What I would like to see is instead (or more likely in addition) to paragons, is an ability to level the inherent stats related to sets. eg for Unhallowed essence I'd love to be able to level the increased damage% per point of discipline, for example. Allowing you to scale set damage implies that if I invest time in a set because I enjoy it, then the strength of that set can grow and it can arguably form the part of a viable pushing group. I call this being allowed to play my way, something I've rarely been able to do with this game unless I got lucky within a specific patch cycle.
The basic idea no doubt needs some refinement, but as things currently stand, I think D3 is a great game that could have been so much better than it currently is. All the amazing additional content and features have not addressed its biggest and most obvious flaw, and as a genuine fan of the game that is very disappointing.
ps. and yeah, that the meta for group pushing in an absolute lagfest I have to agree with the previous poster who made reference to it. It really is not fun to be rubber-banding all over the show and experiencing game-time as if it was in some sort of interdimensional time-warp
i would like to see new recipe like Re Roll ancient legendary items.
the recipe will be :
ancient legendary item(that we want to re roll).
500 FS
bounty matts 50 each of them.
1 legendary gem rank 25
2 flawless royal gem any color
What we need is more sets in the game to pick from, and more character specific items. This really improves the item hunting experience for me. Less crafting and a greater variety of item affixes and what they can roll. More randomness, more fun.
Omg, this was meant to be a rough mockup, now they are featuring my rants on the frontpage. Halp!
I like the general feel of those ideas and where they go but they sound a bit overpowered. And the more you give to a player the faster he get bored if he exhaust the game's content too fast.
A parallelism for example, if you use a trainer or a CE table to any game its life span get reduced way too fast.
Rough mockup indeed though. A lot of what you suggested is not feasible or is actually already in the game. Whoops lol.
My wishlist consists of one thing:
Reworked Sage's Set, AKA The Great Mat Farmer.
(2) Increases Death's Breath drops by 1 and Gold and Health Pickup now also picks up Death's Breath.
(3) All salvageable drops are replaced with their equivalent Crafting Mats and Gold and Health Pickup now also picks up Crafting Mats and Gems.
- All items in this set now roll a 7 yard Pickup Radius as a set secondary stat.
Pros of this set: When you need to farm mats, you can farm mats harder than anyone's business.
Cons of this set: When farming Mats, It breaks down EVERYTHING. Legendaries included, no exceptions. To be funny, it could link what you would have gotten had it not been auto salvaged.
Armor rack. Limit Paragons. Add powers to powerless legendaries. Tweek unused class sets and craftable sets.
With an armor rack system, you would only need 6 classes for softcore and 6 for hardcore. For people who feel like they need more slots, Blizzard could add slots scaling with paragons and/or with each season, with a limit of course.
I would like to see a really fun reason to do set dungeons. Set themes for Skills.
For example: You master the Arachyr's set dungeon and while you benefit from the 6 piece set bonus, you gain the option in the Wardrobe to turn on the theme. The theme changes the look of the skills used by Arachyr's to a spider theme. Fire bats spews a bunch of spiders. Piranhas are replaced by a wave or cyclone of spiders.
Another example: The Invoker set gives thorn damage a visual effect. Maybe some quickly snaking thorny vines like on the helm and shoulder pieces.
Another example: The Shadow's Mantle set makes Bolos and Grenades knife themed. The bolos gain a spinning knife visual, grenades look like a handful of knives or caltrops.
Nothing that would require completely new visual assets, but just taking some existing elements (like the spiders, like the thrown knives) and giving full 6 piece sets a little visual flair on skill use.
I guess first they need to change GR system completely.. I wouldn't want yet another gem leveling grind in GR which I kinda dislike now already.
I don't really agree. So we would only get sets and legendaries and the thing you would want from Kadala would only be Ancient ones?
Why not just get rid of the whole Ancient items and make normal Legendaries and Sets more rare. Just like in the launch of RoS. Now the normal ones are ridiculously easy to get and soon u will only care about the Ancients. So why not just make Normal legs about the same rarity as Ancients are now and remove Ancients from game.
Blizzard boosted the Leg drop rate a lot from RoS Release and then they realized that people are so quickly geared up and came up with this Ancient leg idea. I don't understand whats the big deal about this?..I guess in general we are getting way too much gold in this game..In RoS release I was kinda happy when I reached 100M (started from 5M in HC). Now I got over 1B in no time .. why is that?
Cool idea I also thought about this earlier I believe before they released 7-10. Than why not just after T6 would be Inferno or something. This one difficulty could change over time. Though IMO better idea would be to remove this Power Creep.. Figure out GR system.. make a cap to something like GR50 which would be really hard to reach (almost impossible). GR should start at GR20 and end in GR50 (power wise).. So basically GR1 = GR20 and GR50 = GR30. In current game you don't need to run GR1-5 ever.. at that point you run bounties and normal rifts.When you have good enough gear from there you pretty much just jump directly to GR20+.
Totally agree.. Follower cannot die token should be removed completely..
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
What i would like would be to be able to purchase stash tabs and character slots with money from the Bnet store. I don't like to swap gear sets and skills when i want to play another build so preferably i want 1 of each class for each of the specs viable for that class plus maybe a couple more for messing around with
Almost everything is pulls**t! You makring everything too messy whit craftable gems etc. And why make torment 11, 12, 13... if we have gteater rifts for highter difficulty? You can push as higt you can, adding more torments is pointless! Only one thing i found usefule that leaderboards shows gear/plvl/skills what you had when you did it.
Forgotten/inscribed beyond ancient items? Sounds cool, I would make those to be only items in game that have possibility for double enchanting + they should have some more stats, + 100/150 compared to ancient, maybe even few more % of something related to it (8% atk speed or 11% damage compared to 7% atk speed or 10% damage for weapons). Also would be nice to see some requirements before we could use those items, like paragons/quests/etc...
About super elites that spawn on you out of nowhere.. Not great idea for HC...
Season 6 barbarian solo sc EU grift 85 12m 23.199s MotE build