I thought i would add my thoughts in regards to what i think about the possibilities for future patch Loot 2.0.
One thing i haven't seen in the few threads lately regarding this is the possilble changes to affixes on items. When the topic first surfaced there was talk about getting rid of alot of redundant affixes and the need to make other affixes other than IAS, CC & CD viable.
Another point i'd like to make is that i have seen the Rune system as bit of a failure, it took alot of people one weekend to hit inferno when the game first hit and that made the majority of runes useless.
I have made a whole bunch of affixes for Wizards below that would(note the same kind of affixes could be made for other classes):
1) Help buff current Runes
2) Open up alot of possible builds
New affixes(note: these are not just on class specific items)
Disintegrate
- add "x" yards width to beam of Disintegrate
- reduce cast cost of Disintegrate by "x"
- increase damage of Disintegrate by "x%"
-change color of beam to "color" (not sure if people want colour customisation in game)
Arcane Orb
- increase width of explosion of Arcane Orb by "x" yards
- reduce cast cost of Arcane Orb by "x"
- increase damage of Arcane Orb by "x"
Ray of Frost
- add "x" yards width to beam of Ray of Frost
- reduce cast cost of Ray of Frost by "x"
- increase damage of Ray of Frost by "x%"
Meteor
- increase speed of cast by "x%"
- reduce cast cost of Meteor by "x"
- increase radius of Meteor by "x" yards
- increase damage of Meteor by "x%"
Blizzard
- reduce cast cost of Blizzard by "x"
- increase radius of Blizzard by "x" yards
- increase damage of Blizzard by "x%"
Mirror Image
- increase amount of images by "x"
- Cause Mirror Images to do "x%" of your damage
Magic Missile
- increase damage by "x%"
- increase missiles launched by "x"
Shock Pulse
- increase damage by "x%"
- increase range by "x" yards
Spectral Blade
- increase damage by "x%"
- increase healing by "x%" of damage done
- increase range by "x" yards
Electrocute
- increase damage by "x%"
- increase enemies Electrocute bounces to by "x"
Diamond Skin
- increase damage absorbed by "x%"
- increase duration by "x" seconds
Slow Time
- increase radius of Time Warp by "x" yards
- increase duration by "x" seconds
- increase damage taken by enemies in Slow Time by "x%"
Teleport
- reduce cooldown by "x" seconds
- reduce cast cost by "x"
Energy/Storm/Frost Armour
- increase duration of buff by "x" minutes
This will open up builds on just about any spell. If there were specific spells that brought you to play a certain class yet you cant use it because it is terribly inefficient, now you can. For me it was disintegrate, i made disintegrate build with -15 cast cost early on in diablo3 with 1h and source because i loved the spell. But the amount of character sheet dps i lost using those items just wasn't worth it.
If there is a spell you love but can't use, now you will be able to. These kind of affixes takes me back to D2 with the +specific spell lvl affixes.
Also it will divide the community to wanting different items, no longer will everyone be wanting that same piece of loot with only cc, cd, ias, all res, main stat and vit.
This will bring a great diversity to builds out there i think. I would even go further to add some legendary specific affixes to promote certain builds too like Mr Monstrosity posted.
For example the spell Ray of Frost just isn't efficient because it doesn't pierce enemies, what if there were 1-2 legendaries out there that had the following affixes:
- Ray of Frost now pierces enemies.
Legendaries
Currently legendary aren't very legendary at all. If we add special affixes to legendary like just above for Ray of Frost will help, however one error in current Legendaries i think at the moment is they are similar across the board. What i mean is with only 1-2 random properties every legendary must have roll in your main stat, vit, all res, cc, cd, ias or sockets to be useful. Meaning there are 500 of the same item on the AH.
What if we changed legendaries to have 3-5 core affixes, plus 3-5 random affixes. This then makes them truly legendary with the possibility of a huge range of different variety of the 1 type of legendary. Are you looking for a legendary with 3 rolls of your main stat or are you looking for spell affixes as listed above or combination of res/vit/spell affixes.
Of course this all sounds way too powerful. (see below)
Drop Rates
At the moment in one or two beams of Archon in Fields of Misery all of a sudden i see a combination of 20 white/blue/yellow/gold items on my screen. Too much. I open a chest while having 5 stacks of Nephalem Valor, i cant even see all the loot on my screen. I am "forced" to loot stuff from that chest just so i can see what is on the end. (Does anyone else have this problem?)
With the powerful suggestions to affixes above and the amount of loot actually dropping, drop rates need to be nerfed. I would suggest drops rates 25% of current for legendary and rares at the moment. I would like to see white & blue drops in Inferno scrapped off the roll table and replaced with gold drop only. Not huge amounts of gold, probably on the lower end. Either that or make blues drop 10% of current drops and have more affixes say 2-4 however always roll on a lower scale attributes.
Inventory
I would like to see all drops like keys/crafting mats/spines/gems move to a currency like gold. So made apart from inventory another thing i would like to steal from Wow is the equipment manager. Especially with my suggestions above with affixes you may be wanting to store specific gear for specific builds. Having an equipment manager style wardrobe which would act as separate storage from your stash for sets of armour would help hold onto some of this gear for later dates when you get the sufficient gear to try a spell specific build.
Ending Thoughts
In my eyes fixing loot is the number one priority. Not just minor changes to make legendaries only good. Any other changes like Mystic, Crafting, adding content should be secondary. Once loot is fixed and good, add more Uber like fights, random dungeons, endless dungeons, random Purple bosses etc.
Let me know what you guys think, if you have spell affixes that you think could add variety for your class please let me know.
Yeah i only made suggestions for wizard because i believe i know where the holes are in certain spells. Most of those affixes can be applied to all damage spells for all classes
Something i forgot to add is my idea for Paragon levels adding adventure stats like movement speed, pick up range.
I'm not sure i follow what you mean, what does cold skill/rune do? What is frost affix?
There are currently alot of useless affixes, if they are all replaced by spell buff affixes then its not really 100's more affixes. There would be a higher chance of getting an affix that is useful
I'm not sure i follow what you mean, what does cold skill/rune do? What is frost affix?
There are currently alot of useless affixes, if they are all replaced by spell buff affixes then its not really 100's more affixes. There would be a higher chance of getting an affix that is useful
You just listed 38 affixes for wizard skills. If I assume an equal number of affixes for the other classes, that's 190 new affixes BEFORE the expansion introduces 1 or 2 new classes. I don't know how many item affixes are in the game, but I don't think it's anywhere close to 190. Furthermore, of the affixes in the game, only some percentage of them are so useless or redundant that they should be removed.
Conclusion: In fact you are actually suggesting introducing hundreds of new affixes, which would make it even more impossible for something to drop with what you actually wanted on it.
I'm not sure i follow what you mean, what does cold skill/rune do? What is frost affix?
There are currently alot of useless affixes, if they are all replaced by spell buff affixes then its not really 100's more affixes. There would be a higher chance of getting an affix that is useful
You just listed 38 affixes for wizard skills. If I assume an equal number of affixes for the other classes, that's 190 new affixes BEFORE the expansion introduces 1 or 2 new classes. I don't know how many item affixes are in the game, but I don't think it's anywhere close to 190. Furthermore, of the affixes in the game, only some percentage of them are so useless or redundant that they should be removed.
Conclusion: In fact you are actually suggesting introducing hundreds of new affixes, which would make it even more impossible for something to drop with what you actually wanted on it.
You're right it would be alot of affixes. There would have to be rules on rolls like there is for crit dmg, crit chance, ias etc. Say rare rolls with 5 affixes, maybe a rule of only 2 class spell buffs max per item. First it checks 1-2 class buffs, then rolls class and you get both affixes from the same class to reduce redudancy. The remaining 3 affixes could no longer roll from spell buff affixes, meaning they would come from the other pools of affixes like crit/socket/stats/armour/resistances or what have you.
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I thought i would add my thoughts in regards to what i think about the possibilities for future patch Loot 2.0.
One thing i haven't seen in the few threads lately regarding this is the possilble changes to affixes on items. When the topic first surfaced there was talk about getting rid of alot of redundant affixes and the need to make other affixes other than IAS, CC & CD viable.
Another point i'd like to make is that i have seen the Rune system as bit of a failure, it took alot of people one weekend to hit inferno when the game first hit and that made the majority of runes useless.
I have made a whole bunch of affixes for Wizards below that would(note the same kind of affixes could be made for other classes):
1) Help buff current Runes
2) Open up alot of possible builds
New affixes(note: these are not just on class specific items)
Disintegrate
- add "x" yards width to beam of Disintegrate
- reduce cast cost of Disintegrate by "x"
- increase damage of Disintegrate by "x%"
-change color of beam to "color" (not sure if people want colour customisation in game)
Arcane Orb
- increase width of explosion of Arcane Orb by "x" yards
- reduce cast cost of Arcane Orb by "x"
- increase damage of Arcane Orb by "x"
Ray of Frost
- add "x" yards width to beam of Ray of Frost
- reduce cast cost of Ray of Frost by "x"
- increase damage of Ray of Frost by "x%"
Meteor
- increase speed of cast by "x%"
- reduce cast cost of Meteor by "x"
- increase radius of Meteor by "x" yards
- increase damage of Meteor by "x%"
Blizzard
- reduce cast cost of Blizzard by "x"
- increase radius of Blizzard by "x" yards
- increase damage of Blizzard by "x%"
Mirror Image
- increase amount of images by "x"
- Cause Mirror Images to do "x%" of your damage
Magic Missile
- increase damage by "x%"
- increase missiles launched by "x"
Shock Pulse
- increase damage by "x%"
- increase range by "x" yards
Spectral Blade
- increase damage by "x%"
- increase healing by "x%" of damage done
- increase range by "x" yards
Electrocute
- increase damage by "x%"
- increase enemies Electrocute bounces to by "x"
Diamond Skin
- increase damage absorbed by "x%"
- increase duration by "x" seconds
Slow Time
- increase radius of Time Warp by "x" yards
- increase duration by "x" seconds
- increase damage taken by enemies in Slow Time by "x%"
Teleport
- reduce cooldown by "x" seconds
- reduce cast cost by "x"
Energy/Storm/Frost Armour
- increase duration of buff by "x" minutes
This will open up builds on just about any spell. If there were specific spells that brought you to play a certain class yet you cant use it because it is terribly inefficient, now you can. For me it was disintegrate, i made disintegrate build with -15 cast cost early on in diablo3 with 1h and source because i loved the spell. But the amount of character sheet dps i lost using those items just wasn't worth it.
If there is a spell you love but can't use, now you will be able to. These kind of affixes takes me back to D2 with the +specific spell lvl affixes.
Also it will divide the community to wanting different items, no longer will everyone be wanting that same piece of loot with only cc, cd, ias, all res, main stat and vit.
This will bring a great diversity to builds out there i think. I would even go further to add some legendary specific affixes to promote certain builds too like Mr Monstrosity posted.
For example the spell Ray of Frost just isn't efficient because it doesn't pierce enemies, what if there were 1-2 legendaries out there that had the following affixes:
- Ray of Frost now pierces enemies.
Legendaries
Currently legendary aren't very legendary at all. If we add special affixes to legendary like just above for Ray of Frost will help, however one error in current Legendaries i think at the moment is they are similar across the board. What i mean is with only 1-2 random properties every legendary must have roll in your main stat, vit, all res, cc, cd, ias or sockets to be useful. Meaning there are 500 of the same item on the AH.
What if we changed legendaries to have 3-5 core affixes, plus 3-5 random affixes. This then makes them truly legendary with the possibility of a huge range of different variety of the 1 type of legendary. Are you looking for a legendary with 3 rolls of your main stat or are you looking for spell affixes as listed above or combination of res/vit/spell affixes.
Of course this all sounds way too powerful. (see below)
Drop Rates
At the moment in one or two beams of Archon in Fields of Misery all of a sudden i see a combination of 20 white/blue/yellow/gold items on my screen. Too much. I open a chest while having 5 stacks of Nephalem Valor, i cant even see all the loot on my screen. I am "forced" to loot stuff from that chest just so i can see what is on the end. (Does anyone else have this problem?)
With the powerful suggestions to affixes above and the amount of loot actually dropping, drop rates need to be nerfed. I would suggest drops rates 25% of current for legendary and rares at the moment. I would like to see white & blue drops in Inferno scrapped off the roll table and replaced with gold drop only. Not huge amounts of gold, probably on the lower end. Either that or make blues drop 10% of current drops and have more affixes say 2-4 however always roll on a lower scale attributes.
Inventory
I would like to see all drops like keys/crafting mats/spines/gems move to a currency like gold. So made apart from inventory another thing i would like to steal from Wow is the equipment manager. Especially with my suggestions above with affixes you may be wanting to store specific gear for specific builds. Having an equipment manager style wardrobe which would act as separate storage from your stash for sets of armour would help hold onto some of this gear for later dates when you get the sufficient gear to try a spell specific build.
Ending Thoughts
In my eyes fixing loot is the number one priority. Not just minor changes to make legendaries only good. Any other changes like Mystic, Crafting, adding content should be secondary. Once loot is fixed and good, add more Uber like fights, random dungeons, endless dungeons, random Purple bosses etc.
Let me know what you guys think, if you have spell affixes that you think could add variety for your class please let me know.
Cheers
Zike
Something i forgot to add is my idea for Paragon levels adding adventure stats like movement speed, pick up range.
There are currently alot of useless affixes, if they are all replaced by spell buff affixes then its not really 100's more affixes. There would be a higher chance of getting an affix that is useful
You just listed 38 affixes for wizard skills. If I assume an equal number of affixes for the other classes, that's 190 new affixes BEFORE the expansion introduces 1 or 2 new classes. I don't know how many item affixes are in the game, but I don't think it's anywhere close to 190. Furthermore, of the affixes in the game, only some percentage of them are so useless or redundant that they should be removed.
Conclusion: In fact you are actually suggesting introducing hundreds of new affixes, which would make it even more impossible for something to drop with what you actually wanted on it.
You're right it would be alot of affixes. There would have to be rules on rolls like there is for crit dmg, crit chance, ias etc. Say rare rolls with 5 affixes, maybe a rule of only 2 class spell buffs max per item. First it checks 1-2 class buffs, then rolls class and you get both affixes from the same class to reduce redudancy. The remaining 3 affixes could no longer roll from spell buff affixes, meaning they would come from the other pools of affixes like crit/socket/stats/armour/resistances or what have you.