Just wanted to put out an idea to the game devs about a system that could be given some thought to being implemented.
Item randomization is wonderful and all but i think players should be able to feel like they are working towards something during end game inferno; i.e. they are working towards an item that is effectively useful for them in terms of their playstyle and has their desired items stats / abilities. This way, players can feel like they arent wasting their time farming aimlessly for many hours and and most of the time get useless random stats on item drops (example: wizard only helm with a barbarian only skill buff....)
What i suggest is a token system where lets say killing the final act bosses on 5 stacks of nephalem valor would drop a token that could be traded in to the blacksmith which would allow players to be able to craft a certain slot item and also be able to choose the stats they desire on that item.
For example: Diablo act IV hell difficulty would drop an ilvl 60 token(s) which could be accumulated and traded to the blacksmith to craft an ilvl 61 item slot of their choice (say costs 5 tokens) ; in regards to the desired item stats, players can also choose from at least 4 of the desired stats relevant to that slot item, of course, this would determined by a crafting material cost (iridescent tear / exquisite essence) such as strength - 20 irredescent tear ; or vitality - 15 exquisite essence( however, the range of that guaranteed item stat would be randomised based on the item's lvl ranges.. which brings me to say: an ilvl 62 item is essentially and upgrade from an ilvl 61 item, and therefore should have item stat ranges that should be at least be ON PAR with the high stat range of that ilvl 61 item if not higher and in no way should be lower making the ilvl 62 item effectively useless)
So figuratively speaking:
ilvl 61 chest slot - costs 5 tokens (to craft) - can have more that 4 properties
--> desired strength stat - 20 iridescent tears
--> desired vitality stat - 15 exquisite essence These 4 properties will be guaranteed
--> desired all resist stat - 25 iridescent tears to be on the crafted item.
--> desired physical resist - 20 exquisite essence
In the case where players dont know what desired stats they prefer, it may look like this:
ilvl 61 chest slot - costs 3 tokens (to craft) - can have more that 4 properties
--> desired strength stat - 20 iridescent tears
--> desired vitality stat - 15 exquisite essence
--> randomized
--> randomized
This sysem would allow for effective farming and at the same time let players feel like they are actually working towards gearing for the next diffculty setting. As such; Butcher Inferno act I would drop ilvl 61 tokens to allow for crafting of ilvl 62 items to gear players for act II inferno and so on.
I hope all this makes sense?
What do people reckon?
What would you call this game? Without the randomness it certainly wouldn't be a Diablo game. You're probably one of those people who refuses to use the AH nor explain why, am I right? /sigh
If i could pick my gear slots and not worry about the die roll.... I would be so unbelievably OP....
Items that can roll crit chance and damage = crit chance and damage.
Boots = Move speed increase.
Every Item = Resist All.
Every Item = Vitality & Strength (using the combined affix)
Every Item = +Life %
Fill the remaining affixs with +armor and + CC reduction.
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Just wanted to put out an idea to the game devs about a system that could be given some thought to being implemented.
Item randomization is wonderful and all but i think players should be able to feel like they are working towards something during end game inferno; i.e. they are working towards an item that is effectively useful for them in terms of their playstyle and has their desired items stats / abilities. This way, players can feel like they arent wasting their time farming aimlessly for many hours and and most of the time get useless random stats on item drops (example: wizard only helm with a barbarian only skill buff....)
What i suggest is a token system where lets say killing the final act bosses on 5 stacks of nephalem valor would drop a token that could be traded in to the blacksmith which would allow players to be able to craft a certain slot item and also be able to choose the stats they desire on that item.
For example: Diablo act IV hell difficulty would drop an ilvl 60 token(s) which could be accumulated and traded to the blacksmith to craft an ilvl 61 item slot of their choice (say costs 5 tokens) ; in regards to the desired item stats, players can also choose from at least 4 of the desired stats relevant to that slot item, of course, this would determined by a crafting material cost (iridescent tear / exquisite essence) such as strength - 20 irredescent tear ; or vitality - 15 exquisite essence( however, the range of that guaranteed item stat would be randomised based on the item's lvl ranges.. which brings me to say: an ilvl 62 item is essentially and upgrade from an ilvl 61 item, and therefore should have item stat ranges that should be at least be ON PAR with the high stat range of that ilvl 61 item if not higher and in no way should be lower making the ilvl 62 item effectively useless)
So figuratively speaking:
ilvl 61 chest slot - costs 5 tokens (to craft) - can have more that 4 properties
--> desired strength stat - 20 iridescent tears
--> desired vitality stat - 15 exquisite essence These 4 properties will be guaranteed
--> desired all resist stat - 25 iridescent tears to be on the crafted item.
--> desired physical resist - 20 exquisite essence
In the case where players dont know what desired stats they prefer, it may look like this:
ilvl 61 chest slot - costs 3 tokens (to craft) - can have more that 4 properties
--> desired strength stat - 20 iridescent tears
--> desired vitality stat - 15 exquisite essence
--> randomized
--> randomized
This sysem would allow for effective farming and at the same time let players feel like they are actually working towards gearing for the next diffculty setting. As such; Butcher Inferno act I would drop ilvl 61 tokens to allow for crafting of ilvl 62 items to gear players for act II inferno and so on.
I hope all this makes sense?
What do people reckon?
Items that can roll crit chance and damage = crit chance and damage.
Boots = Move speed increase.
Every Item = Resist All.
Every Item = Vitality & Strength (using the combined affix)
Every Item = +Life %
Fill the remaining affixs with +armor and + CC reduction.