There are far too many discussions going on about how legendary items aren't good and how sets just aren't on the level they should be on. While all those points are fine, I somehow feel that's not the point, that Blizzard don't really see the functional purpose that legendary items can actually fulfill.
The point I'm trying to make is, these items are the stuff of legend. Izual once stormed hell with Azurewrath in hand, Tyrael stripped himself of his mighty armor and it fell with him to Sanctuary, Natalya grew into such a legend that her tools of death became sought after items by the demon hunter's themselves. That's the stigma these items carry.
While these items should be good, that's not the point of these items, they miss their true potential. When I find a legendary item that works for me, I'd want to wear it for many levels, or at least a good chunk through Inferno. They should either work, or not work for you at all.
I really think Blizzard should rethink legendary items and maybe even sets. What these items should accomplish is a profound strength in your heroes hands. Not just good stats, but really give your character something worthwhile. D2 went the route of adding unique specific affixes. While that is good, I feel it's just a first step. When you find a unique it should grant you a boon unlike any other, whether it's useful to your class or not is irrelevant. The point is, when you find one, you should look at it in awe.
For heaven's sake, these items are supposed to be the stuff of legend. Why would Blizzard settle to make them okayish static items with random properties when they can clearly be so much more? Don't just bump their stats to crazy height, make them items worth a players attention.
I've thought of a few examples to illustrate what I meant. This would be what an average legendary item looks like:
The Butcher's Sickle
Under Level 60: (134-180)–(222-305) Damage
Level 60: (201-315)–(333-610) Damage
1.30 Attacks per Second
+100-150 Vitality
Randomly chooses 1 of the following
+80-180 Strength
+80-180 Intelligence
+80-180 Dexterity
Depending on character damage source, the following effect will apply
Strength: 5-12% chance to fear
Dexterity: 5-12% chance to blind
Intelligence: 5-12% chance to stun
Randomly chooses 3 of the following
Critical hit causes fire explosion equal to 10-25% weapon damage
3-8% chance to decapitate non elite creature
Reflects damage back as 45-75% bleed damage over 3 seconds
Whenever a single attack deal more than 33% of total health, causes effect:
character gains +10-20% critical hit chance for 2-4 seconds. Effect doesn't stack with itself
Deal +25-40% damage to bleeding, stunned, feared, and blinded targets
+1 Random Magic Properties
And this is what a set item could look like:
Zunimassa's Vessel
Set Chest Armor
397–457
Armor
+26-83 Intelligence
+26-83 Vitality
Choose 2-3 of the following
+33-78 Intelligence
+31-75 Vitality
+31-73 Dexterity
+31-73 Strength
Choose 1-2 of the following
+33-78 Intelligence
+10-40 Resist Elements
+22-115 Armor
+20-55 to resistance to elements for every item of the Zunimassa's Spirit worn, including this one (every piece can have a stat like this, while also having bonuses on the side for items acquired)
5-18% chance to fear melee attacker for 2-6 seconds
While under the effect of control impaired effect, raise dodge chance by 11-22%
When health falls under 25%, increase armor by 10-18% and pet health by +25-50%
+1 Random Witch Doctor skill stat
This is the effect I think legendaries and sets should have. The items should be set apart in interesting ways. Rares will still be good in their own right, however, I believe when Blizzard said there should be some amount of choice involved, this makes a bit more sense. When you look at a good rare and a legendary item, there should be a deeper level involved in your decisions, not merely stat comparison, which why the current legendary items always loose out on.
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The point I'm trying to make is, these items are the stuff of legend. Izual once stormed hell with Azurewrath in hand, Tyrael stripped himself of his mighty armor and it fell with him to Sanctuary, Natalya grew into such a legend that her tools of death became sought after items by the demon hunter's themselves. That's the stigma these items carry.
While these items should be good, that's not the point of these items, they miss their true potential. When I find a legendary item that works for me, I'd want to wear it for many levels, or at least a good chunk through Inferno. They should either work, or not work for you at all.
I really think Blizzard should rethink legendary items and maybe even sets. What these items should accomplish is a profound strength in your heroes hands. Not just good stats, but really give your character something worthwhile. D2 went the route of adding unique specific affixes. While that is good, I feel it's just a first step. When you find a unique it should grant you a boon unlike any other, whether it's useful to your class or not is irrelevant. The point is, when you find one, you should look at it in awe.
For heaven's sake, these items are supposed to be the stuff of legend. Why would Blizzard settle to make them okayish static items with random properties when they can clearly be so much more? Don't just bump their stats to crazy height, make them items worth a players attention.
The Butcher's Sickle
Under Level 60: (134-180)–(222-305) Damage
Level 60: (201-315)–(333-610) Damage
1.30 Attacks per Second
+100-150 Vitality
Randomly chooses 1 of the following
+80-180 Strength
+80-180 Intelligence
+80-180 Dexterity
Depending on character damage source, the following effect will apply
Strength: 5-12% chance to fear
Dexterity: 5-12% chance to blind
Intelligence: 5-12% chance to stun
Randomly chooses 3 of the following
Critical hit causes fire explosion equal to 10-25% weapon damage
3-8% chance to decapitate non elite creature
Reflects damage back as 45-75% bleed damage over 3 seconds
Whenever a single attack deal more than 33% of total health, causes effect:
character gains +10-20% critical hit chance for 2-4 seconds. Effect doesn't stack with itself
Deal +25-40% damage to bleeding, stunned, feared, and blinded targets
+1 Random Magic Properties
And this is what a set item could look like:
Zunimassa's Vessel
Set Chest Armor
397–457
Armor
+26-83 Intelligence
+26-83 Vitality
Choose 2-3 of the following
+33-78 Intelligence
+31-75 Vitality
+31-73 Dexterity
+31-73 Strength
Choose 1-2 of the following
+33-78 Intelligence
+10-40 Resist Elements
+22-115 Armor
+20-55 to resistance to elements for every item of the Zunimassa's Spirit worn, including this one (every piece can have a stat like this, while also having bonuses on the side for items acquired)
5-18% chance to fear melee attacker for 2-6 seconds
While under the effect of control impaired effect, raise dodge chance by 11-22%
When health falls under 25%, increase armor by 10-18% and pet health by +25-50%
+1 Random Witch Doctor skill stat
This is the effect I think legendaries and sets should have. The items should be set apart in interesting ways. Rares will still be good in their own right, however, I believe when Blizzard said there should be some amount of choice involved, this makes a bit more sense. When you look at a good rare and a legendary item, there should be a deeper level involved in your decisions, not merely stat comparison, which why the current legendary items always loose out on.