I have a few ideas I have discussed briefly with friends and figured I would take them here to see what the community thought.
Enchanting - "Lock it In" - After getting the roll you are seeking through the enchanter, you are able to lock this stat in and continue to reroll another stat, this feature will add a substantial amount of the gold to the enchanting price for this item. (Maybe 1mil per stat locked in?)
Rifts - "Re-Roll It" - After creating a rift there is an object next to the portal that shows some stats of the current rift, monster density, monster type, amount of floors, etc. You can choose to spend 1 of each type of marquise gem to reroll these stats.
Ladders - "Make it Happen" - Instead of forcing the D3 playerbase to start new to participate in a Ladder Season (Which in its current state doesn't seem like it will go well) how about give players the option to Level a Ladder only experience pool similar to the current Paragon levels. Here is the idea behind this, Players can disable Paragon leveling and all the stats gained in them (temporarily, until turned back on) to level the Ladder Season, gaining stats similar to the current paragon system at possibly a higher rate and maybe even some new stat options aswell. At the end of the Ladder Season players are rewarded Paragon Exp and other cool bonuses depending on where the ranked.
Now, the above puts players on even grounds as far as paragon points go, now for making it even with gear. All current gear CAN NOT be used in the current Ladder season, so players can either craft a full set of rare items (reusable parts are USABLE??) or have friends donate them some ladder only rares. (I am not sure how to handle legendary and set crafting items yet). All Ladder Only items can be used while leveling paragon but all old equipment can NOT be used while leveling Ladder Season, Ladder Only items can only drop while leveling Ladder Season.
Now, I am sure these ideas are not perfect and can be tweaked in many ways, but I feel it would make D3 more enjoyable for all of us, let me know what yas think.
Enchanting - "Lock it In" - After getting the roll you are seeking through the enchanter, you are able to lock this stat in and continue to reroll another stat, this feature will add a substantial amount of the gold to the enchanting price for this item. (Maybe 1mil per stat locked in?)
Surely this suggestion translates to: find one item (desirable legendary or 6-slot rare) and you are guaranteed to be able to turn it in a perfect best-in-slot piece, if you just burn enough gold?
Sorry, but I think that is a really, really, really bad idea.
This is an interesting thread with a lot of well constructed arguments, and it's definitely a subject I think about often. Obviously, the answer to this question is highly subjective, and I don't believe there is a single right answer. I like reading everyone's opinion on the matter, though, and I hope this discussion goes on.
I want to start by saying, thank you for creating a constructive thread with some ideas which you did spend some time in hashing out. Personally, I'm not a fan of some of those ideas.
Enchanting: I'm a little on the fence for this. The point of the game is to kill monsters and get loot. Randomness in loot properties is part of that experience. Allowing someone to take a random item and make it the stats they want negates the randomness inherit in the system. However, if it was implemented in a way that would still favor randomness, then it could have a place. For example, you spent 1.3mil rolling the stat and spend 5 mil to lock the stat in. The second stat you re-roll starts at 6.3 mil on the roll. You end second stat at 9 mil a roll and spend 10 mil to lock in stat 2. Stat 3 starts at 19 mil on the roll, and so on. Someone could end up saving 100+ mil to roll (with bad rng) a stat each time, but more power to them if they want to blow the cash on getting that CHD roll to 50% instead of 49%.
Rifting: I would give up a marquis of each gem to lighten up the rifts so I don't fall asleep while running them. However, I don't think that rifts needs any changes in their current state. Want more of a challenge? Go up a T level. If there is a lot of discussion about rift density (which I don't recall seeing), then I think that is a bigger issue that needs to be addressed rather than re-rolling the density.
Ladders: I feel that implementing your plan would make ladders considered to be even more required than some feel they will be at launch. Ladder exclusive legendaries plus the ability to earn transferable paragon at the end of season would make non-ladder play not worth it. Ladders, in themeselves, will have a player base that just wants the experience innately offered by ladder playstyle. I don't think anything needs to be added to it.
My feedback isn't a negative view on your ideas, just my own input into them. Thanks for starting this conversation!
Thanks for all the feedback, it is always welcomed. Like I said, these are just a few thing that have came up with friends while playing the game. We end up running 2 rifts in a row with floors on them that contain maybe 30 white mobs and 1 elite then the next floor is barely any better and then a light bulb flashes and we think hey here is an idea to actually use marquise gems.
I definitely understand people concerns with the lock it in idea, but at the same time I feel that if the gold sink is costly enough it can be a fun feature. Too many times I have found an item and said "well, if this item had X Stat and Y Stat I may have tried it out in some different build. Finding a best in slot set item and having it roll less then favorable stats is always a disheartening experience, but being able to rework this item into a perfectly rolled item over time and 250+ mil gold spent doesn't seem bad in any way to me, I feel it gives me attainable goals for upgrading my gear.
As far as the Ladder Season goes, I don't believe any of my friends, nor I will participate in it as it is currently set to be implemented. I play a fair amount of Path of Exile on and off and I feel like fresh seasons are great for resetting the economy, the problem in D3 is there is no economy and there is no trading. Now, if there were trading implemented I think there would be less problems with the current Ladder Season set up and no need for a Lock it in feature. My ideas were thought up keeping the no trading BoA system in mind.
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Enchanting - "Lock it In" - After getting the roll you are seeking through the enchanter, you are able to lock this stat in and continue to reroll another stat, this feature will add a substantial amount of the gold to the enchanting price for this item. (Maybe 1mil per stat locked in?)
Rifts - "Re-Roll It" - After creating a rift there is an object next to the portal that shows some stats of the current rift, monster density, monster type, amount of floors, etc. You can choose to spend 1 of each type of marquise gem to reroll these stats.
Ladders - "Make it Happen" - Instead of forcing the D3 playerbase to start new to participate in a Ladder Season (Which in its current state doesn't seem like it will go well) how about give players the option to Level a Ladder only experience pool similar to the current Paragon levels. Here is the idea behind this, Players can disable Paragon leveling and all the stats gained in them (temporarily, until turned back on) to level the Ladder Season, gaining stats similar to the current paragon system at possibly a higher rate and maybe even some new stat options aswell. At the end of the Ladder Season players are rewarded Paragon Exp and other cool bonuses depending on where the ranked.
Now, the above puts players on even grounds as far as paragon points go, now for making it even with gear. All current gear CAN NOT be used in the current Ladder season, so players can either craft a full set of rare items (reusable parts are USABLE??) or have friends donate them some ladder only rares. (I am not sure how to handle legendary and set crafting items yet). All Ladder Only items can be used while leveling paragon but all old equipment can NOT be used while leveling Ladder Season, Ladder Only items can only drop while leveling Ladder Season.
Now, I am sure these ideas are not perfect and can be tweaked in many ways, but I feel it would make D3 more enjoyable for all of us, let me know what yas think.
Sorry, but I think that is a really, really, really bad idea.
http://eu.battle.net/d3/en/profile/Time2Kill-1230/hero/23330792
Enchanting: I'm a little on the fence for this. The point of the game is to kill monsters and get loot. Randomness in loot properties is part of that experience. Allowing someone to take a random item and make it the stats they want negates the randomness inherit in the system. However, if it was implemented in a way that would still favor randomness, then it could have a place. For example, you spent 1.3mil rolling the stat and spend 5 mil to lock the stat in. The second stat you re-roll starts at 6.3 mil on the roll. You end second stat at 9 mil a roll and spend 10 mil to lock in stat 2. Stat 3 starts at 19 mil on the roll, and so on. Someone could end up saving 100+ mil to roll (with bad rng) a stat each time, but more power to them if they want to blow the cash on getting that CHD roll to 50% instead of 49%.
Rifting: I would give up a marquis of each gem to lighten up the rifts so I don't fall asleep while running them. However, I don't think that rifts needs any changes in their current state. Want more of a challenge? Go up a T level. If there is a lot of discussion about rift density (which I don't recall seeing), then I think that is a bigger issue that needs to be addressed rather than re-rolling the density.
Ladders: I feel that implementing your plan would make ladders considered to be even more required than some feel they will be at launch. Ladder exclusive legendaries plus the ability to earn transferable paragon at the end of season would make non-ladder play not worth it. Ladders, in themeselves, will have a player base that just wants the experience innately offered by ladder playstyle. I don't think anything needs to be added to it.
My feedback isn't a negative view on your ideas, just my own input into them. Thanks for starting this conversation!
I definitely understand people concerns with the lock it in idea, but at the same time I feel that if the gold sink is costly enough it can be a fun feature. Too many times I have found an item and said "well, if this item had X Stat and Y Stat I may have tried it out in some different build. Finding a best in slot set item and having it roll less then favorable stats is always a disheartening experience, but being able to rework this item into a perfectly rolled item over time and 250+ mil gold spent doesn't seem bad in any way to me, I feel it gives me attainable goals for upgrading my gear.
As far as the Ladder Season goes, I don't believe any of my friends, nor I will participate in it as it is currently set to be implemented. I play a fair amount of Path of Exile on and off and I feel like fresh seasons are great for resetting the economy, the problem in D3 is there is no economy and there is no trading. Now, if there were trading implemented I think there would be less problems with the current Ladder Season set up and no need for a Lock it in feature. My ideas were thought up keeping the no trading BoA system in mind.