Okay so there are a few ideas I had regarding itemization and im calling it version 0 since I just thought of it and obviously it is a new idea and needs further refinement. As blizzard is so fond of telling us, it is an iterative process so please post feedback. This is predicated on there being appropriate changes to skills that blizzard has mentioned will happen at some point.
1. reworking properties
Itemization is poor due to the ability to roll all the stats on a given piece with no real decision process present. Stack primary stat, ias, cc, cd and average damage. To fix this players need to "sacrifice" or decide which stats they truly feel are vital. To this effect I propose two new offensive stats: non-critical hit damage (NCHD) and double strike (DS).
NCHD would act similar to CD in that it is increased on a % basis. This could prove useful and help bridge the gap between crits and non-crits. crits are so valuable i feel not just because of the damage they do, but also because how greatly life steal works in conjunction with them.
Double strike would act on a % chance to strike twice on either critical hits and/or non-critical hits (haven't decided which would be more appropriate, but im leaning towards non-criticals). This would also increase the value of NCHD and provide another stat that might be worth obtaining.
With the addition of these two new stats multiple gear builds would become available: a. IAS, NCHD and DS (new) b. IAS, CC, CD (already present) c. IAS, DS, CC, possible quadfecta with CD (new) d. CC, CD (already present) e. CC, NCHD, DS, possible quadfecta with CD (new)
These new gear builds will open the door to brand new skill builds that may have been not as efficient becoming as efficient as current builds or more so. This would potentially allow for for synergy between the stats and skills.
Several defensive stats need to be updated to be brought in-line with the addition of monster power levels. These include, but are not limited to, thorns and life regeneration.
a. Currently thorns is a joke and really serves no purpose, but has been mentioned time and time again so I'm not going to go into depth about it. Basically tweak it so its a stat that could be valuable. b. life regeneration is currently a minuscule stat. While it can be useful, with monster power players have been increasing their hp to 50 to 100k+. what's 1k life regen really going to accomplish when monsters hit so much? Players want to farm quickly and efficiently from what I've seen. So to this effect, perhaps reworking life regen as a % of life per second might be more in order?
Life steal has become the go to regenerative property for almost all classes/builds. So to offer variety, a boost to like on kill (LoK) so that it is in the range of like 5000 - 10000 per roll might be beneficial. This would also help alleviate the narrow parameters required on weapons which is primary, CD, socket, lifesteal. Since if u can build a certain level of tankiness/dps (well roundedness is always important!), you might be able to survive and excel with just some life on hit (LoH) and LoK.
2. reworking legendaries Okay this is where i really i think a lot can be done with the game with regards to itemization. a. the often mentioned idea of making lower level legendaries being able to drop in inferno at a higher ilvl and thus creating new possible gear that players will use. b. the retooling of how legendaries work. the image posted below (didn't know how to make the picture show up directly into the post) is an example. So i'm going to use lacuni's as an example because of its always present movement speed roll, which I call a legendary property.
So, my proposed change is to allow legendaries to roll 0 to multiple legendary properties. These properties can be a hybrid of the stone of jordan properties as well as brand new legendary properties.
Ideas for legendary properties: a. Undead monsters take X% of damage per second inside a Y yard radius (this can be affected by pickup radius b. Demons take X% of damage per second inside a Y yard radius (this can be affected by pickup radius c. a healing radius that causes everyone inside the aura to regenerate X% life per second d. when u deal damage to an enemy, the skill has a chance to spread to near by enemies e. when ur skill damage and weapon elemental damage are of the same type, that skill benefits from an X% increase in damage (this can also help mitigate the difference between black and elemental weapons) f. any aura has a chance to appear that reflect damage g. striking an enemy under CC (frozen, blinded, slowed, poisoned, etc) causes the damage to be increased X% h. while under the effects of enemy CC, one regenerates X% life per second i. movement speed increase (double roll lacuni? double roll inna's pants?) j. chance to summon arcane beams on strike or on being hit (dunno which is more appropriate) k. chance to force a target to fight you for X seconds l. increase ranged skills by Y yards m. armor is increased by X% n. minion damage is increased by X% o. monster armor is reduced by X amount per strike (could be good for elites, ubers and bosses) p. cooldowns are reduced by X% of initial time q. X amount of resource (mana, fury, spirit, arcane, discipline and/or hatred) gain on strike r. incoming damage reduced by X% s. elemental skill damage increased by X% t. include new properties that are class specific such as those on the stone of jordan
Imagine having a chance to roll 1 or more of these properties on the legendaries/set items. This would lead to some increasing good and DIVERSE gear build especially with the aforementioned additions and changes to magic properties (inclusion of NCHD and DS). The list i mentioned above are just to serve as an example and is open to discussion/feedback. While the currently BiS gear will still remain great, these new changes will not necessarily BREAK anyones current setup. This will promote people to farm for legendaries with greater desire since the extra legendary rolls can easily make up for poorly rolled magic properties. This will help eliminate the so called "crappy" drops. And while obviously some rolls will be better than others, it will make a wider range of items useable. With these proposed changes, people can slowly transition into the new gear since nothing proposed will radically force anyone to use them immediately.
Thank you for your time and I appreciate any discussion and/or feedback that anyone might have.
haha thats so true. the only thing is i kinda lost faith in blizzard, and im a bit worried their "loot 2.0" could either really bad or really good. so i just wanted to throw some ideas out there
Vulmio is correct. We're entering a period where mental masturbation no longer gets us off. We want change, and we want it soon. I've said it before, a thousand times perhaps. These "IDEA" threads are a dreadful turn-off if the "idea" isn't presented in a more microcosmic fashion. i.e. If you have 1 great idea, post about it. Offer the single idea forth for our review. Present it in an abbreviated fashion to make for quick reading.
People have really gotten to a point where they aren't willing to read long posts about ideas that will never happen.
We're entering a period where mental masturbation no longer gets us off.
- rusksak 2013
We want change, and we want it soon. I've said it before, a thousand times perhaps. These "IDEA" threads are a dreadful turn-off if the "idea" isn't presented in a more microcosmic fashion. i.e. If you have 1 great idea, post about it. Offer the single idea forth for our review. Present it in an abbreviated fashion to make for quick reading.
People have really gotten to a point where they aren't willing to read long posts about ideas that will never happen.
We gotta take into account how some of these ideas have huge changes, and with such big changes there's always the impossibility to preview what's going to happen (which is kinda what happened to D3).
I think we don't need huge sweeping changes (no game does that in balancing/tweaking content), we need small tweaks to make the current systems and ideas work as they were designed to.
We're entering a period where mental masturbation no longer gets us off.
- rusksak 2013
We want change, and we want it soon. I've said it before, a thousand times perhaps. These "IDEA" threads are a dreadful turn-off if the "idea" isn't presented in a more microcosmic fashion. i.e. If you have 1 great idea, post about it. Offer the single idea forth for our review. Present it in an abbreviated fashion to make for quick reading.
People have really gotten to a point where they aren't willing to read long posts about ideas that will never happen.
We gotta take into account how some of these ideas have huge changes, and with such big changes there's always the impossibility to preview what's going to happen (which is kinda what happened to D3).
I think we don't need huge sweeping changes (no game does that in balancing/tweaking content), we need small tweaks to make the current systems and ideas work as they were designed to.
I've gotten to a place where I feel very comfortable about the future of this game. The wait sucks, I've lost my typically great patience twice now, but I'm feeling like the ends will justify the means it took.
I've gotten to a place where I feel very comfortable about the future of this game. The wait sucks, I've lost my typically great patience twice now, but I'm feeling like the ends will justify the means it took.
I wanna be here for your next 'rage period'.
just wait till loot 2.0; its either gonna be a homerun or really bad
I've gotten to a place where I feel very comfortable about the future of this game. The wait sucks, I've lost my typically great patience twice now, but I'm feeling like the ends will justify the means it took.
a "fuck up" would be if the game stays how it is where there is no difference between what u need to stack from class to class. all the mechanics for gearing come down to stacking the exact same thing (with a few exceptions). there isnt any real incentives to not stack IAS/CC/CD instaed of another property
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Okay so there are a few ideas I had regarding itemization and im calling it version 0 since I just thought of it and obviously it is a new idea and needs further refinement. As blizzard is so fond of telling us, it is an iterative process so please post feedback. This is predicated on there being appropriate changes to skills that blizzard has mentioned will happen at some point.
1. reworking properties
Itemization is poor due to the ability to roll all the stats on a given piece with no real decision process present. Stack primary stat, ias, cc, cd and average damage. To fix this players need to "sacrifice" or decide which stats they truly feel are vital. To this effect I propose two new offensive stats: non-critical hit damage (NCHD) and double strike (DS).
NCHD would act similar to CD in that it is increased on a % basis. This could prove useful and help bridge the gap between crits and non-crits. crits are so valuable i feel not just because of the damage they do, but also because how greatly life steal works in conjunction with them.
Double strike would act on a % chance to strike twice on either critical hits and/or non-critical hits (haven't decided which would be more appropriate, but im leaning towards non-criticals). This would also increase the value of NCHD and provide another stat that might be worth obtaining.
With the addition of these two new stats multiple gear builds would become available:
a. IAS, NCHD and DS (new)
b. IAS, CC, CD (already present)
c. IAS, DS, CC, possible quadfecta with CD (new)
d. CC, CD (already present)
e. CC, NCHD, DS, possible quadfecta with CD (new)
These new gear builds will open the door to brand new skill builds that may have been not as efficient becoming as efficient as current builds or more so. This would potentially allow for for synergy between the stats and skills.
Several defensive stats need to be updated to be brought in-line with the addition of monster power levels. These include, but are not limited to, thorns and life regeneration.
a. Currently thorns is a joke and really serves no purpose, but has been mentioned time and time again so I'm not going to go into depth about it. Basically tweak it so its a stat that could be valuable.
b. life regeneration is currently a minuscule stat. While it can be useful, with monster power players have been increasing their hp to 50 to 100k+. what's 1k life regen really going to accomplish when monsters hit so much? Players want to farm quickly and efficiently from what I've seen. So to this effect, perhaps reworking life regen as a % of life per second might be more in order?
Life steal has become the go to regenerative property for almost all classes/builds. So to offer variety, a boost to like on kill (LoK) so that it is in the range of like 5000 - 10000 per roll might be beneficial. This would also help alleviate the narrow parameters required on weapons which is primary, CD, socket, lifesteal. Since if u can build a certain level of tankiness/dps (well roundedness is always important!), you might be able to survive and excel with just some life on hit (LoH) and LoK.
2. reworking legendaries
Okay this is where i really i think a lot can be done with the game with regards to itemization.
a. the often mentioned idea of making lower level legendaries being able to drop in inferno at a higher ilvl and thus creating new possible gear that players will use.
b. the retooling of how legendaries work. the image posted below (didn't know how to make the picture show up directly into the post) is an example. So i'm going to use lacuni's as an example because of its always present movement speed roll, which I call a legendary property.
So, my proposed change is to allow legendaries to roll 0 to multiple legendary properties. These properties can be a hybrid of the stone of jordan properties as well as brand new legendary properties.
Ideas for legendary properties:
a. Undead monsters take X% of damage per second inside a Y yard radius (this can be affected by pickup radius
b. Demons take X% of damage per second inside a Y yard radius (this can be affected by pickup radius
c. a healing radius that causes everyone inside the aura to regenerate X% life per second
d. when u deal damage to an enemy, the skill has a chance to spread to near by enemies
e. when ur skill damage and weapon elemental damage are of the same type, that skill benefits from an X% increase in damage (this can also help mitigate the difference between black and elemental weapons)
f. any aura has a chance to appear that reflect damage
g. striking an enemy under CC (frozen, blinded, slowed, poisoned, etc) causes the damage to be increased X%
h. while under the effects of enemy CC, one regenerates X% life per second
i. movement speed increase (double roll lacuni? double roll inna's pants?)
j. chance to summon arcane beams on strike or on being hit (dunno which is more appropriate)
k. chance to force a target to fight you for X seconds
l. increase ranged skills by Y yards
m. armor is increased by X%
n. minion damage is increased by X%
o. monster armor is reduced by X amount per strike (could be good for elites, ubers and bosses)
p. cooldowns are reduced by X% of initial time
q. X amount of resource (mana, fury, spirit, arcane, discipline and/or hatred) gain on strike
r. incoming damage reduced by X%
s. elemental skill damage increased by X%
t. include new properties that are class specific such as those on the stone of jordan
Imagine having a chance to roll 1 or more of these properties on the legendaries/set items. This would lead to some increasing good and DIVERSE gear build especially with the aforementioned additions and changes to magic properties (inclusion of NCHD and DS). The list i mentioned above are just to serve as an example and is open to discussion/feedback. While the currently BiS gear will still remain great, these new changes will not necessarily BREAK anyones current setup. This will promote people to farm for legendaries with greater desire since the extra legendary rolls can easily make up for poorly rolled magic properties. This will help eliminate the so called "crappy" drops. And while obviously some rolls will be better than others, it will make a wider range of items useable. With these proposed changes, people can slowly transition into the new gear since nothing proposed will radically force anyone to use them immediately.
Thank you for your time and I appreciate any discussion and/or feedback that anyone might have.
Vulmio is correct. We're entering a period where mental masturbation no longer gets us off. We want change, and we want it soon. I've said it before, a thousand times perhaps. These "IDEA" threads are a dreadful turn-off if the "idea" isn't presented in a more microcosmic fashion. i.e. If you have 1 great idea, post about it. Offer the single idea forth for our review. Present it in an abbreviated fashion to make for quick reading.
People have really gotten to a point where they aren't willing to read long posts about ideas that will never happen.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Whaat? lulz.
HEY MAN!!!
That's my quote, not Vulmio's. :Thumbs Up:
...and yes, I'm tired of figuratively jerking off to ideas that we all wish were part of Diablo.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
We gotta take into account how some of these ideas have huge changes, and with such big changes there's always the impossibility to preview what's going to happen (which is kinda what happened to D3).
I think we don't need huge sweeping changes (no game does that in balancing/tweaking content), we need small tweaks to make the current systems and ideas work as they were designed to.
I've gotten to a place where I feel very comfortable about the future of this game. The wait sucks, I've lost my typically great patience twice now, but I'm feeling like the ends will justify the means it took.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
just wait till loot 2.0; its either gonna be a homerun or really bad
They fuck up on 1.09 and you'll hear it.
What would be a "fuck up"?
That's a question I can't answer.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan