So I have been following the discussions of Magic Find pretty avidly now and it seems like Blizzard can’t figure out which side of the line they want to stand on, regarding ‘gear swapping’. It is a grey area where it would help to use a 3rd party program for a simple macro, but no one really wants to get banned for doing it. I had an idea on how to solve the problem, while simultaneously helping out with gear and AH prices. Remove Magic Find and Gold Find from the game entirely, and instead add a new, 3 tier talent calculator to the game. 1 tree based on Magic Find, 1 tree based on Gold Find, and 1 tree based on Goblin Find. Simple enough solution, although I don’t want to be the guy to write the code for it.
Now each tree should have 3 tiers and several skills to choose from that give no combat bonuses, but rather a % bonus for each of the specified trees purpose. For example, have a skill in the Magic Find tree that increases chance for Gold-quality item appearance by 5% from non-elite, non-boss mobs, or in the Gold Find tree, have a skill that increases gold dropped by 25%. Goblin Find tree would be no different, increasing the spawn rate of Goblins by 10% or so. The numbers can obviously be tweaked as needed.
Lastly, the final Tier of each tree should have an ability that is drastically useful for whatever spec you feel like going; such as ALWAYS adding 1 additional Gold item drop from bosses / elites when killed, having Elites drop an additional 3000 gold when killed, or reducing the run speed / life of all Goblins by half.
Here is an example tree that I made real quick. Numbers are just place holders so don’t take any mind to them…
Tier 1 Shiny --- Increases your chance to find Magic items by 10%/20%/30%. 3 points It’s a Secret to Everyone! --- Increases spawn chance of Resplendent chests by 5%/10%/15%. 3 points. A IL51!? --- Magic items now show their Item level next to their name when dropped. Blue / Gold. 2 points.
Tier 2 Shinier --- Further increases chance to find Magic items by an additional 15%/30%/45%. 3 points. Deep Pockets --- Increases your Maximum bag space by 10. 1 point Tilt! --- Resplendent chests now always drop at least 1 rare item. 1 point Hammer time --- You may now salvage unwanted gear into crafting materials without need of the blacksmith. Blue / Gold. 2 points. Tier 3 Wheel o’ Fortune --- Further increases drop rate of Magic items by an additional 25%, and Elites and Bosses now drop 1 more rare quality item, in addition to their normal drop rate. 1 point.
Using this type of strategy, the end game for everyone is going to change depending on what they like to do to keep busy. The only thing that I would suggest is somewhere in the Gold-Find tree, there needs to be a talent that reduces the cost of repairs by 50%. Other than that, what does everyone think? Yeah, I know it is a lot of work to fix the game but let's be honest -- It was going to take a lot of work to fix it either way...
Treasure hunt --- Increases gold dropped from enemies by 15% / 30% / 45%. 3 points Charisma --- Increases the sell price of items to vendors by 7.5% / 15%. 2 points Bull in a China Shop --- Destroyable items now have a 20% / 40% / 60% chance to drop gold. 3 points
Tier 2
Still Hunting --- Gold dropped by enemies is further increased by 10% / 20% / 30%. 3 points Designer clothing --- Repair costs are reduced by 50%. 1 point Long Arm --- Increases gold pickup by 7 / 15 yards. 2 points Expert in Salvaging --- When you salvage an item, you now recieve 25% of the items sell value as gold. 1 point
Tier 3
Fat Sack--- Further increases Gold dropped from enemies by 25%. Bosses and Elites now have a 100% chance to drop 3000gold or a rare gem, in addition to their usual drops.
removing stats from gear is not a "good thing" as it limit even more gear diversity.
Also, you didn't give any information about where thoses "trees" should be ? bound to your account ? to your char ? how to you get point to spend in it ? how can you "reset" it ?
Trees should be bound to char, not accounts. Following the example of my 11 point tree, you can earn a point every 5 levels till 50, then your final point at 60. That is assuming an 11 point tree though. In either case, the points should be awarded at specified levels.
Edit: As for removing stats from gear - I don't think that would really apply here. Unless you are specifically hunting down a piece of gear with MF on it for a set, you shouldn't be looking for it on gear. By removing those two stats, you are 'weeding out' a lot of the 'eh' gear and giving it a chance to get something useful on it.
Except that by removing MF from gear you're removing a key element of the game. Magic find is about striking a balance between it and your damage/survivability. If you just let everyone have a type of magic/gold find through talent trees it removes a key gameplay mechanic.
Basically, Blizzard would not do this. They're focused on finding a way to reward people who gear for damage/survivability/MF as opposed to people who have two sets of gear that are built around damage/survivability and another set with just MF.
removing stats from gear is not a "good thing" as it limit even more gear diversity.
Also, you didn't give any information about where thoses "trees" should be ? bound to your account ? to your char ? how to you get point to spend in it ? how can you "reset" it ?
Trees should be bound to char, not accounts. Following the example of my 11 point tree, you can earn a point every 5 levels till 50, then your final point at 60. That is assuming an 11 point tree though. In either case, the points should be awarded at specified levels.
Edit: As for removing stats from gear - I don't think that would really apply here. Unless you are specifically hunting down a piece of gear with MF on it for a set, you shouldn't be looking for it on gear. By removing those two stats, you are 'weeding out' a lot of the 'eh' gear and giving it a chance to get something useful on it.
That's where you're wrong. MF is one of the key stats people are looking for on gear. Take the following two bracers:
+200 int
+100 vit
+50 all resist
+4% crit
+18 MF
and
+200 int
+100 vit
+50 all resist
+4% crit
+40 lightning resist
The first item would almost definitely go for double the second item.
I would rather hunt down a piece of gear that is going to benefit me IN COMBAT, then hunt down a piece of gear that is only going to benefit me after the thing is dead. With these talent trees, it lets everyone go for whichever build they want, without being hindered by trying to stack things that make the game harder. And as for balancing the Dmg vs MF thing, - this is in regard to gear swapping macros. Idk, it was just an idea.
Your idea is interesting, but it's way too complex to be added. Also, removing MF from items (from the game mechanics) would cause a major outrage, I know quite a few people who enjoy this riskier style of play.
Also they're looking for simple solutions and talent trees would add another thing to balance in the future (they already have so much to fix). I honestly don't see it happening.
I'd like to use achievement points for the currency for these trees. there is really no point of the Achievement point rewards, but i don't think removing MF/GF from gear completely is a good idea, maybe have a max of 10-15 mf/gf per gear piece MAX, in addition to the Bonus tree.
This is what I think on MF and I really think this could work:
We had one button in D2 to swtich weapons, it was like an extra weapon slot. Why not make an extra MF slot? we could use only a limited number of items like rings and amulet making it a benefit for some that don't like gear swaping and also mantaining some out (like gloves and else) for the ones that think it's ok.
Everyone wins with that and you guys had a system like that in D2 only for weapons. It's like and extra slot but the only change would be that it can be like "passive" for MF, prices of rings and amulets is the most expensive and MF has dropped a lot (even amulets and rings are way cheaper than any other). So give it a chance and could be a great solution.
Sorry I didn't post it in the original threat but there is no more space on it."
I made a post on the official forums, if you can support it would be great:
Now each tree should have 3 tiers and several skills to choose from that give no combat bonuses, but rather a % bonus for each of the specified trees purpose. For example, have a skill in the Magic Find tree that increases chance for Gold-quality item appearance by 5% from non-elite, non-boss mobs, or in the Gold Find tree, have a skill that increases gold dropped by 25%. Goblin Find tree would be no different, increasing the spawn rate of Goblins by 10% or so. The numbers can obviously be tweaked as needed.
Lastly, the final Tier of each tree should have an ability that is drastically useful for whatever spec you feel like going; such as ALWAYS adding 1 additional Gold item drop from bosses / elites when killed, having Elites drop an additional 3000 gold when killed, or reducing the run speed / life of all Goblins by half.
Here is an example tree that I made real quick. Numbers are just place holders so don’t take any mind to them…
Tier 1
Shiny --- Increases your chance to find Magic items by 10%/20%/30%. 3 points
It’s a Secret to Everyone! --- Increases spawn chance of Resplendent chests by 5%/10%/15%. 3 points.
A IL51!? --- Magic items now show their Item level next to their name when dropped. Blue / Gold. 2 points.
Tier 2
Shinier --- Further increases chance to find Magic items by an additional 15%/30%/45%. 3 points.
Deep Pockets --- Increases your Maximum bag space by 10. 1 point
Tilt! --- Resplendent chests now always drop at least 1 rare item. 1 point
Hammer time --- You may now salvage unwanted gear into crafting materials without need of the blacksmith. Blue / Gold. 2 points.
Tier 3
Wheel o’ Fortune --- Further increases drop rate of Magic items by an additional 25%, and Elites and Bosses now drop 1 more rare quality item, in addition to their normal drop rate. 1 point.
Using this type of strategy, the end game for everyone is going to change depending on what they like to do to keep busy. The only thing that I would suggest is somewhere in the Gold-Find tree, there needs to be a talent that reduces the cost of repairs by 50%. Other than that, what does everyone think? Yeah, I know it is a lot of work to fix the game but let's be honest -- It was going to take a lot of work to fix it either way...
EDIT 1---
Gold-Find tree
Tier 1
Treasure hunt --- Increases gold dropped from enemies by 15% / 30% / 45%. 3 points
Charisma --- Increases the sell price of items to vendors by 7.5% / 15%. 2 points
Bull in a China Shop --- Destroyable items now have a 20% / 40% / 60% chance to drop gold. 3 points
Tier 2
Still Hunting --- Gold dropped by enemies is further increased by 10% / 20% / 30%. 3 points
Designer clothing --- Repair costs are reduced by 50%. 1 point
Long Arm --- Increases gold pickup by 7 / 15 yards. 2 points
Expert in Salvaging --- When you salvage an item, you now recieve 25% of the items sell value as gold. 1 point
Tier 3
Fat Sack--- Further increases Gold dropped from enemies by 25%. Bosses and Elites now have a 100% chance to drop 3000gold or a rare gem, in addition to their usual drops.
Trees should be bound to char, not accounts. Following the example of my 11 point tree, you can earn a point every 5 levels till 50, then your final point at 60. That is assuming an 11 point tree though. In either case, the points should be awarded at specified levels.
Edit: As for removing stats from gear - I don't think that would really apply here. Unless you are specifically hunting down a piece of gear with MF on it for a set, you shouldn't be looking for it on gear. By removing those two stats, you are 'weeding out' a lot of the 'eh' gear and giving it a chance to get something useful on it.
Basically, Blizzard would not do this. They're focused on finding a way to reward people who gear for damage/survivability/MF as opposed to people who have two sets of gear that are built around damage/survivability and another set with just MF.
That's where you're wrong. MF is one of the key stats people are looking for on gear. Take the following two bracers:
+200 int
+100 vit
+50 all resist
+4% crit
+18 MF
and
+200 int
+100 vit
+50 all resist
+4% crit
+40 lightning resist
The first item would almost definitely go for double the second item.
Also they're looking for simple solutions and talent trees would add another thing to balance in the future (they already have so much to fix). I honestly don't see it happening.
Maybe in an expansion
We had one button in D2 to swtich weapons, it was like an extra weapon slot. Why not make an extra MF slot? we could use only a limited number of items like rings and amulet making it a benefit for some that don't like gear swaping and also mantaining some out (like gloves and else) for the ones that think it's ok.
Everyone wins with that and you guys had a system like that in D2 only for weapons. It's like and extra slot but the only change would be that it can be like "passive" for MF, prices of rings and amulets is the most expensive and MF has dropped a lot (even amulets and rings are way cheaper than any other). So give it a chance and could be a great solution.
Sorry I didn't post it in the original threat but there is no more space on it."
I made a post on the official forums, if you can support it would be great:
http://us.battle.net/d3/en/forum/topic/6020252826
Thanks