Fix Split Farming by:Requiring all players to be in the same zone when the bounty is completed to gain rewards
Revert mf back to its original effect, without the reduction for legs and such
Replace the "+110 exp per kill" with "+3% bonus exp" (numbers are examples)
Instead of 1 enchant per item, allow 1 primary and 1 secondary enchant per item
Allow the Mystic to add properties to white/blue items (up to rares' number of properties)
Add affixes like "6% Chance for Deadly Strike", "+2 yards to area of effect radius", "+15% to all Damage over Time", and "35% Increased Block Amount"
Make legs that refer specifically to one type of monster or boss (i.e. Butcher's Sickle, Lacuni Prowlers, etc.) to have a much higher chance of dropping off of that boss or monster type.
Make the ranges of the rolls of affix values smaller as the difficulty increases (i.e. 220-300 str @ Normal, 252-300 str @ T1, 292-300 @ T6)
Increase chance of getting a set item if already wearing a piece of said set
Make rifts grant 100% bonus exp after killing the Rift Guardian
Make tiered rifts (not complicated like everyone else is saying, just this:) tier 1 rifts are like now, tier 2 rifts are combined by using 3 tier 1 rifts at Mystic and have 25% bonus gold, exp, mf, and currency rewards,tier 3 rifts are combined by using 3 tier 2 rifts at Mystic and have 50% bonusgold, exp, mf, and currency rewards
Change reward structure in regards to difficulty by:Re-scaling the bonus exp, gold, mf, and currency rewards to be directly proportional to the increased amount of monster hp and dmg
Master: 200% bonus gold, exp, mf, and currency, new recipes
T1: 500% bonus gold, exp, mf, and currency, new legs
T2: 800% bonus gold, exp, mf, and currency
T3: 1200% bonus gold, exp, mf, and currency
T4: 1700% bonus gold, exp, mf, and currenc
T5: 2500% bonus gold, exp, mf, and currency
T6: 4000% bonus gold, exp, mf, and currency
P.S. The above scaling of rewards and difficulty are obviously not the best numbers but they give a rough idea of how the increased difficulty should directly affect the rewards. For example, expert is roughly 100% increased monster health and dmg, so the rewards should be 100% higher.
Note: All of the suggestions above were made with the devs time in mind. I know adding/changing all of this would be extremely time consuming, but I wanted to limit the amount of additional art, sound, coding, etc. needed for these changes. That is why the rift suggestions are minimal compared to the enormous system changes suggested by others. I'm not hating, I'm just explaining my reasoning. (I love those giant system changes suggestions btw, they're so much fun to read and think abt)
Revert mf back to its original effect, without the reduction for legs and suchReplace the "+110 exp per kill" with "+3% bonus exp" (numbers are examples)
No to the mf - all mf affect leg drop rates achieves is high level well geared players seeing tonnes of legs and low level/poorly geared players seeing none at all. Torment already has increased leg drop rates so that should compensate.
Is the +90 xp/kill affected by all the other scaling? If so it's not a problem as it is surely?
Is the +90 xp/kill affected by all the other scaling? If so it's not a problem as it is surely?
I'm not sure, but a percent value is much easier to conceptualize. Also, since they are doubling the base exp gains from kills in the next patch, this property will mean even less (unless they double that too).
Edit: I believe you're right actually with the mf. Difficulty providing mf is enough, good point.
Make rifts grant 100% bonus exp after killing the Rift Guardian
Very much this. Rifts were billed as these almost endless dungeons, up to 10 level woooo! But people only seem to go in, murder enough mobs to get the boss to spawn, kill the boss and then leave... There should be SOME reason for exploring the whole of the dungeon...
Maybe something like you mentioned, where you get a LARGE XP boost inside the rift after the boss is dead, or maybe something like once the Loot Boss is dead, on the VERY bottom floor there is a second boss, harder, with better loot that you can fighting your way down to, if you choose.
Two more suggestions (not going to edit the OP because the formatting gets messed up everytime I edit):
Remove the buff scrolls, they make the game hard to balance and really don't add much to the game
Change the way yellow items are named, so by name alone, their type can be recognized
Most times when a feature is suggested to be removed, I don't like it. I think they should make the buff scrolls insanely rare. That way, they stay in the game, but you need to really consider when to use them.
As for the items on the ground...use the icons. Saves space on the screen and is pretty accurate in terms of identifying the item type. I think Daibos and Staves have the same icon, but other than that, it's pretty easy. I like that Rares are pre-identified, though. Saves a ton of time. ID'ing things is seriously dated.
Yeah, I'm gonna offer up a big NO to the multi-tiered Rifts thing. You're making it a very simple idea, dousie, however keep in mind...if you make Rifts multi-tiered the easy way you're suggesting...people are pretty much ONLY going to be doing the highest Tier Rifts. They're not going to bother with lower Tier, why should they when they the higher Tiers offer better rewards all around? And if everyone's doing the highest Tier Rifts, then you're giving a simple mechanic and concept a ton of extra steps. Blizzard is far better off buffing the difficulty of Rifts a smidge and increasing their rewards. They're meant to be an extra randomized feature of Adventure Mode and Bounties anyways, and the way they're looking to increase the reward for right now seems to at least raise their appeal, as the more Rifts you do, the more legendaries of yours you can enchant.
Increasing the chance of getting pieces of a set if you're already wearing a piece of it...eh...if there wasn't a feature like Kadala, where people can target specific slots, I might want this a bit, but...don't think it's necessary. Between Bounties, dungeon farming, Caches, Gambling, Rift Guardians and all the other ways to get loot, kinda think this is unnecessary.
In regard to Enchanting itself...I don't think the Mystic should be able to Enchant 2 affixes. Most Rares only have between four and six anyways. Two could be half the item. Just one is fine. However...I like the idea of adding one property to a blue item. It may only mean blue items have three or four maximum affixes, but the right affixes could mean potentially competing with a Rare in a slot, and that's pretty nice. Whites on the other hand...I'm torn...I want to say I like the idea of adding properties to a white item as a project to make it into a Rare, but honestly...if you want a Rare for any slot, just talk to the Blacksmith. He's crafting Smart Loot now, it's going to be way faster. You may not get exactly what you want immediately, but you may at least get a good foundation to start with that you can then enchant.
I'd comment on the split farming thing, but I think I might post my own thread/idea about it. Though, I do want it to be limited/removed like you do.
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According to this chart (for the monster hp/dmg:http://i.imgur.com/OaA79kB.jpg), it should go (roughly):
Normal: No bonuses
- Hard: 50% bonus gold, exp, mf, and currency
- Expert: 100%bonus gold, exp, mf, and currency
- Master: 200% bonus gold, exp, mf, and currency, new recipes
- T1: 500% bonus gold, exp, mf, and currency, new legs
- T2: 800% bonus gold, exp, mf, and currency
- T3: 1200% bonus gold, exp, mf, and currency
- T4: 1700% bonus gold, exp, mf, and currenc
- T5: 2500% bonus gold, exp, mf, and currency
- T6: 4000% bonus gold, exp, mf, and currency
P.S. The above scaling of rewards and difficulty are obviously not the best numbers but they give a rough idea of how the increased difficulty should directly affect the rewards. For example, expert is roughly 100% increased monster health and dmg, so the rewards should be 100% higher.
Note: All of the suggestions above were made with the devs time in mind. I know adding/changing all of this would be extremely time consuming, but I wanted to limit the amount of additional art, sound, coding, etc. needed for these changes. That is why the rift suggestions are minimal compared to the enormous system changes suggested by others. I'm not hating, I'm just explaining my reasoning. (I love those giant system changes suggestions btw, they're so much fun to read and think abt)
Edit: Added 2 suggestions
Edit 2: Formatting
I'm not sure, but a percent value is much easier to conceptualize. Also, since they are doubling the base exp gains from kills in the next patch, this property will mean even less (unless they double that too).
Edit: I believe you're right actually with the mf. Difficulty providing mf is enough, good point.
Two more suggestions (not going to edit the OP because the formatting gets messed up everytime I edit):
Most times when a feature is suggested to be removed, I don't like it. I think they should make the buff scrolls insanely rare. That way, they stay in the game, but you need to really consider when to use them.
As for the items on the ground...use the icons. Saves space on the screen and is pretty accurate in terms of identifying the item type. I think Daibos and Staves have the same icon, but other than that, it's pretty easy. I like that Rares are pre-identified, though. Saves a ton of time. ID'ing things is seriously dated.
Yeah, I'm gonna offer up a big NO to the multi-tiered Rifts thing. You're making it a very simple idea, dousie, however keep in mind...if you make Rifts multi-tiered the easy way you're suggesting...people are pretty much ONLY going to be doing the highest Tier Rifts. They're not going to bother with lower Tier, why should they when they the higher Tiers offer better rewards all around? And if everyone's doing the highest Tier Rifts, then you're giving a simple mechanic and concept a ton of extra steps. Blizzard is far better off buffing the difficulty of Rifts a smidge and increasing their rewards. They're meant to be an extra randomized feature of Adventure Mode and Bounties anyways, and the way they're looking to increase the reward for right now seems to at least raise their appeal, as the more Rifts you do, the more legendaries of yours you can enchant.
Increasing the chance of getting pieces of a set if you're already wearing a piece of it...eh...if there wasn't a feature like Kadala, where people can target specific slots, I might want this a bit, but...don't think it's necessary. Between Bounties, dungeon farming, Caches, Gambling, Rift Guardians and all the other ways to get loot, kinda think this is unnecessary.
In regard to Enchanting itself...I don't think the Mystic should be able to Enchant 2 affixes. Most Rares only have between four and six anyways. Two could be half the item. Just one is fine. However...I like the idea of adding one property to a blue item. It may only mean blue items have three or four maximum affixes, but the right affixes could mean potentially competing with a Rare in a slot, and that's pretty nice. Whites on the other hand...I'm torn...I want to say I like the idea of adding properties to a white item as a project to make it into a Rare, but honestly...if you want a Rare for any slot, just talk to the Blacksmith. He's crafting Smart Loot now, it's going to be way faster. You may not get exactly what you want immediately, but you may at least get a good foundation to start with that you can then enchant.
I'd comment on the split farming thing, but I think I might post my own thread/idea about it. Though, I do want it to be limited/removed like you do.