Positive Monster Affix Ideas (From US Diablo III Forums)

  • #1
    The original thread was started by Zythe here: http://us.battle.net...47096557?page=1

    In order to not make it go down the drain, Spector77 started another one linking it to his post here: http://us.battle.net...46728001?page=1


    UPDATE 1: Idea from FatManza, one of our members: "Just throwing this out there (haven't rally though it through), but maybe they could use this to remove enrage timers as a gear check. Kill the mob before x time or it's positive affix disappears."

    UPDATE 2: The second thread reached its post limit and there's a version 3.0 out, authored by Ravlaor, here: http://us.battle.net...93549577?page=1

    UPDATE 3: The third thread reached its post limit and there's a version 4.0 out, authored by KingLime, here: http://us.battle.net...01370284?page=1

    UPDATE 4: Mega compilation thread listing the community-desired changes, created by Muffins, here: http://us.battle.net...80263591?page=1

    UPDATE 5: The fourth thread reached its post limit and there's a version 5.0 out, authored by grovak, here: http://us.battle.net...01270663?page=1

    UPDATE 6: The fifth thread reached its post limit and there's a version 6.0 out, authored by LordAzuRa, here: http://us.battle.net...01431398?page=1

    UPDATE 7: The sixth thread reached its post limit and there's a version 7.0 out, authored by LordAzuRa, here: http://us.battle.net...32223527?page=1

    Monsters should sometimes have additional affixes that make interesting things happen to keep players glued for that next pack. A couple of my ideas are the following:

    Hoarder: Drops a guaranteed i.lvl 63 item
    Rich: Drops 10x the amount of gold
    Ancient: Increased chance to drop a legendary
    Appraiser: Drops a guaranteed 6 affix item
    Cursed: Gives the player a very nice damage buff upon defeat.
    Traitor: Shows the player the location of the nearest Treasure Goblin upon defeat.
    Jay Wilson: Fixes this game upon defeat. [joke]

    just stuff like that can make a game go from being terrible to really good. Not every pack would have these affixes and they wouldn't take the place of one of the four players have to overcome, but it might make a player want to fight that Shielded, Vortex, Molten, Extra Fast elite pack of killer spiders.


    Below is a list of further development of the base idea proposed by different players.


    Ways to prevent exploiting:

    1. Make the Positive Affix spawn on elite packs only if the player has 5 Nephalem Valor.
    2. Make the Positive Affix spawn only if the nearest elite pack was killed by the player. (That way, people couldn't just skip until they find one)
    3. Make the Positive Affix spawn only when the last monster of the pack has 10% remaining HP. Possibly matched with a light beam effect (Like when a player levels up)



    Idea to keep difficulty/reward balance:

    1. Give an extra negative affix to the packs affected by a positive affix.
    2. Give a slight, related, boost to ennemy's lethality with each positive affixes (Example, cursed = higher damage).



    New Affix Idea No.1

    Armored: Monsters receive 10% less damage but drop a guaranteed ilvl 63 armor piece with the +armor trait
    Heavy Hitter: Monsters do 10% more damage but drop a guaranteed ilvl 63 weapon with the +percent damage modifier
    Elemental: Monsters damage is converted to a type of elemental damage instead of physical and/or take 50% less damage from elemental sources. Drops a ilvl 63 piece of armor with guaranteed all resistance trait.
    Enemy of the Nephalem: Grants two stacks of Valor upon kill



    New Affix Idea No.2

    Collector
    -Drops higher jewels (flawless square and up to some point, not highest tiers).

    Wealthy
    - +50% Mf/gf buff, works like shrine but lasts longer and can stack with the mf/gf shrine as well.

    Mysterious
    -A rare affix that, when the last enemy is killed, spawns a portal to a special challenge
    dungeon, or drops an item that, when broken, spawns a super challenging unique creature that actually drops awesome gear (like just 60+lvl items, act 1 would be 60+, act 2 61+, act 3 62+, act 4 63lvl items only).



    New Affix Idea No.3

    Professor/Engineer: Higher chance to drop blacksmith plans/jeweler designs.
    Forgiving: Fully repair your gear upon defeat.
    Salvager: Drops crafting materials in accordance to the current difficulty level (Including Brimmstones if found on Inferno)


    New Affix Idea No.4:

    Corruption: X% chance of randomly infusing player with 1 offensive affix of the elite they just defeated (For example, Mortar when player attack or Molten, etc.)

    Blessing: X% chance of randomly infusing player with 1 defensive affix of the elite they just defeated (For example, Extra Health or Fast)


    New Affix Idea No.5:

    Nephalem: This only appears on Uniques and Very hard affix elites(1.2% chance of appearing?)

    When you defeat all the monsters you receive a 2 min buff that stops(or reduces by 50% if that's too OP) the consumption of your toon's resource. this Cannot be stacked and obtaining another buff overrides this buff

    Conviction: Upon defeat of elites you receive a 200sec buff that creates an aura around your character that reduces the monsters' resists and armor( kinda like Mephisto in D2)
    2% chance appearance

    Virulence: a 2 min buff that grants 15% increased dmg to elites and champs(goes away upon defeat of next elite/champ pack) 1% chance appearance

    Corruption: 1.8% chance of randomly infusing player with 1 offensive affix of the elite they just defeated

    Blessing: 1.4% chance of randomly infusing player with 1 defensive affix of the elite they just defeated

    Intimidation: 1.2% chance of randomly infusing player with 1 CC of the elite they just defeated

    Treasure Troll: upon defeat of a treasure goblin you have .01% chance to spawn a "Treasure Troll"This troll will fight back but drop better quality loot and a .5% chance of dropping a set or unique item. the troll will also have affixes( only teleport, extra life, and shielding) will do 10% extra dmg than normal mobs.



    Idea to instead give a bonus upon defeating an already existing negative affix:

    Applying a positive effect to each party member for each affix on the defeated elite/champ pack.

    Molten - For 2 minutes you gain the buff "Blazing Path" which causes the ground you walk over to burn for 50% weapon damage as fire to enemies.

    Plagued - For 2 minutes you gain the buff "Plague Aura" which damages enemies within 12 yds of your character for 10% weapon damage as poison to enemies.

    Arcane - For 2 minutes you gain the buff "Arcane Power" which increases your damage dealt by 20%.

    Fast - For 2 minutes you gain the buff "Sprint" which increases your run speed by 25%.

    Knockback (DH/WD/Wizard) - For 2 minutes you gain the buff "Forceful Impact" which allows attacks a 10% chance to knockback.

    Knockback (Monk/Barb) - For 2 minutes you gain the buff "Crushing Impact" which allows attacks a 5% chance to immobilize.

    Vortex - For 2 minutes you gain the buff "Stand your ground" which reduced crowd control effects on you by 35% (If this puts you over 100%, it will be 100%).

    Waller - For 2 minutes you gain the buff "Transparent" which will allow you to walk through monsters or objects that have collision. (Won't be able to walk through anything you couldn't 'teleport' through.)

    Missile Dampening - For 2 minutes you gain the buff "Time Shift" which increases your attack speed by 25%. (This does not stack with Frenzy Shrine)

    Mortar - For 2 minutes you gain the buff "Explosive Mess" which causes any kills to explode for 75% weapon damage as fire.

    Desecration - For 2 minutes you gain the buff "Fire Resistance" which increases your fire resistance by 100 + 20% (Of max fire resistance).

    Fire Chains - For 2 minutes you gain the buff "Blaze Tether" which creates a tether between any other players or followers with this buff active. The range is 42 yds. Any monster touching the tether will take 40% weapon damage every 0.5 seconds.

    Nightmarish (WD/DH/Wiz) - For 2 minutes you gain the buff "Aura of Terror" which pulsates a fear effect every 15 seconds in a 24yd radius that lasts for 2 seconds.

    Nightmarish (Monk/Barb) - For 2 minutes you gain the buff "Have no fear" which causes any foe damaged by your attacks to be unable to flee for 10 seconds. (This affects the AI behind running away. Normal Fear effects still work)

    Invulnerable Minions - For 15 seconds you gain the buff "Invincible" which literally prevents you from taking any damage from any source. If you are in single player, the buff will apply itself to your follower for 5 minutes.

    Shielding - For 2 minutes you gain the buff "Improvised Aegis". While the buff is active you take 25% less damage. (This does not stack with Protective Shrine's effect.

    Vampiric - For 2 minutes you gain the buff "Vampirism" which increases your Life Steal by 25% (difficulty modifiers still affect this so Inferno is 5%).

    Extra Health - For 2 minutes you gain the buff "Battle Orders" which increases your total health by 20%.

    Horde - For 2 minutes you gain the buff "Allied Power" which increases your damage by 10% for each other player or follower in your group. (So 10% for single player, 10% for 2 players, 20% for 3 and 30% for 4).

    Avenger - Increases your magic and gold find by 25% for 2 minutes. (This does not stack with Fortune Shrine)

    Health Link - Health, Resource and Durability of gear is healed to full. (Yes, this repairs your gear.)





    My opinion about it is totally positive. Implementation of even half the suggested affixes would add a lot to the game. Hopefully the one of the Blues respond.
    "God? What's that?"
  • #2
    These affix ideas are awesome... :Thumbs Up:
  • #3
    Yes indeed. BTW request sticky.
    "God? What's that?"
  • #4
    You mean here or there?

    If it's there, I'm going to do it.

    If it's here, I suppose we could discuss that once the thread has enough visibility and more ideas ;)
  • #5
    I agree, this sounds like a great idea. Adding even more incentive to "play the game" as blizzard puts it.

    Just throwing this out there (haven't rally though it through), but maybe they could use this to remove enrage timers as a gear check. Kill the mob before x time or it's positive affix disappears.
    I used to shoot people in the knee with arrows, then I took an arrow to the knee.

    Support my photography. A hobby, but starting to make some money out of it. Brett Delport Photography

  • #6
    By "there", do you mean the official forums? If you can make Spector77's thread sticky then please do it. :)
    And as a bonus I'd like this to be stickied "here" as well. :)

    Quote from FatManza

    Just throwing this out there (haven't rally though it through), but maybe they could use this to remove enrage timers as a gear check. Kill the mob before x time or it's positive affix disappears.


    Wow the awesomeness just keeps coming. Thanks. Updated in my OP. :)
    "God? What's that?"
  • #7
    Mods please change the thread title to "Positive Monster Affix Ideas (From US Diablo III Forums)".
    "God? What's that?"
  • #8
    Quote from Tensor

    Mods please change the thread title to "Positive Monster Affix Ideas (From US Diablo III Forums)".

    Done ;)

    Nice idea that one which involves the enrage timers. As long as that would only happen on positive affix'ed mobs.
  • #9
    Good ideas. I'm hooked on the game, but finding these new affixes would keep me glued.
  • #10
    These are definitely interesting ideas. I most certainly like your idea of an "enrage timer" more than Blizzard's current idea.
    p438 :: 90.5k EK :: 2.50m TK
    Planet Express <PlanEx>
    (V) (°,,°) (V)
  • #11
    good ideas, but the rare affixes should be rare to find
  • #12
    I approve this message.
    Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
  • #13
    Version 4.0 is out. Updated on OP. Surprised that there's been no Blue response.
    "God? What's that?"
  • #14
    The thread cannot get stickied on the official forums because it's in General. No user-created threads get stickied in general. At least from what I remember from a Blue's recent response to such a thing.

    But I absolutely love the idea and am pretty surprised neither Blizz nor the community thought of it earlier. It's absolutely great!

    Ha. Bagstone.

  • #15
    overneathe Yes you're right. Hence, there is an option to ask for Request Sticky the General Forum threads. And as far as I know, everyone has requested sticky. And no response unfortunately. :|
    "God? What's that?"
  • #16
    Blizz should hire that guy.
  • #17
    Not a terrible idea but the affixes you've chosen are a little TOO good :P
  • #18
    Wow, 4 threads worth of support. Blizz must have heard this by now. I haven't the time to sift through the 4 threads worth of content, but have there been any more suggested affixes? There should be a slew of them. The idea that they be rare could be different. You could have some common ones "drops a yellow", "drops extra gold", and less common ones like the aforementioned "appraiser". Thus you could make the affixes more common, but the good ones still rare.
    I used to shoot people in the knee with arrows, then I took an arrow to the knee.

    Support my photography. A hobby, but starting to make some money out of it. Brett Delport Photography

  • #19
    Quote from FatManza
    ...but have there been any more suggested affixes?...


    A compilation, which is also present in my OP:

    positive affixes should remain hidden until halfway through combat (1/2 HP for Rares, 2 Champs in a pack of 3-4 dead) before being revealed.

    it should be very rare and when it does happen it is in addition to the other 4 affixes. Why not wrote under in green.

    Positive affixe can be get only with 5 NV stack.

    Or it could be like champion levels. This would help the end game. If they have a champion level. I mean
    champ level 1 you get the buffer.
    on level 2 you get the traitor and the buffer.
    on 3 you get the idea.
    You only get one buff. But you would be working so hard to get guaranteed ilvl 63 or the more gold affix.
    And on the max champ level you are guaranteed that all champs/elites you face will have the green affix even without 5 NV.

    Treasure Goblins can also be Elite Packs. Each goblin in the elite pack has drops equal to an elite pack, with far greater rewards if you can defeat the entire pack without any of them porting out.
    Treasure Goblins of this type can have the same harmful affixes as normal elites but they still flee and port out like their normal behavior.
    Affixes banned from Treasure Goblins - Vampiric, Vortex, Knockback, and any affix that is "Rare-only".
    Affixes that appear more often - Molten, Illusionist, Nightmarish, and Fast.

    This could also be used to bring back PURPLE monsters into our farming encounters... something needs to be done to encourage killing purples

    Other affix ideas:

    Traitorous: If you kill the leader of the pack, the remaining minions will fight by your side for 3 minutes before they start attacking you again.

    Collector
    -Drops higher jewels (flawless square and up to some point, not highest tiers).

    Wealthy
    - +50% Mf/gf buff, works like shrine but lasts longer and can stack with the mf/gf shrine as well.

    Godfather: Spawns between 2-4 treasure goblins.

    Ringleader: Always drops a rare ring

    Pendulous: Always drops a rare amulet.

    Protector: on defeat gives player 25% dmg reduction(cannot stack or be replenished by another monster defeat)

    Slayer: on defeat gives player 25% IAS/crit increase(same rule as above)

    Treasure Troll: upon defeat of a treasure goblin you have % chance to spawn a "Treasure Troll"This troll will fight back but drop better quality loot and a .5% chance of dropping a set or unique item. the troll will also have affixes( only teleport, extra life, and shielding)

    Supersonic: Increase movespeed by 25% for 300 seconds

    Supercharge: Double resource generation/regeneration for 300 seconds

    Corruption: % chance of randomly infusing player with 1 offensive affix of the elite they just defeated

    Blessing: % chance of randomly infusing player with 1 defensive affix of the elite they just defeated

    Intimidation: % chance of randomly infusing player with 1 CC of the elite they just defeated

    Mysterious
    -A rare affix that, when the last enemy is killed, spawns a portal to a special challenge
    dungeon, or drops an item that, when broken, spawns a super challenging unique creature that actually drops awesome gear (like just 60+lvl items, act 1 would be 60+, act 2 61+, act 3 62+, act 4 63lvl items only).

    Buffer: +100 to a random stat for 5 minutes. Not stackable and rolling a new stat would overwrite the previous.

    Nephalem: This only appears on Uniques and Very hard affix elites

    When you defeat all the monsters you receive a 2 min buff that stops you(or reduces by 50% if that's too OP) the consumption of your toon's resource. this Cannot be stacked and obtaining another buff overrides this buff

    Conviction: Upon defeat of elites you receive a buff that creates an aura around your character that reduces the monsters' resists and armor( kinda like Mephisto in D2)

    Virulence: a 2 min buff that grants 15% increased dmg to elites and champs(goes away upon defeat of next elite/champ pack)

    Defender- 5 minute buff to resist all or armor, non stackable

    Explorer: Reveal the entire map, or maybe where the dungeons are.

    Valor: Recieve 3-5 NV at once.

    Motivator: Increase movement speed by 25% for 3 mins.

    Kidnapper: Spawns a merchant upon death.

    Crafter: Drop a crafting recipe 50% of the times, and a lote of gems 50% of the times.

    Guardian: Spawns a portal to a dungeon, like the sand worm in Act II that leaves a hole behind.

    Repairer: Repair all your items upon death.

    Valorous - Defeating the pack yields 2 stacks of Nephalem Valor (If you are at 4/5 stacks, the monster instead drops the loot value of 2 elite packs).

    Collector: Guaranteed chance to drop a set item

    Gem-encrusted: Guaranteed chance to drop 5-8 high level gems (or less that are higher than are currently droppable)

    Engineer: Guaranteed chance to drop a blacksmith plan

    Servant: After defeating the last elite/champ the mob will fight by your side for 5 minutes.

    Fear: After defeating the pack you get a buff that makes all monsters tremble before you, causing them to no longer attack you unless you attack them first, buff could last 5 minutes.

    Resourceful: After defeating the pack you gain a buff that causes your main resource to regenerate by an additional 100%, lasts 2 minutes.

    Ghost: After defeating the pack your character is able to walk through walls/obstacles/enemies for 2 minutes. Edges of maps and other non explorable areas are still off limits.

    Masterful: After defeating the elite pack you randomly gain one of their abilities [mortar, desecrate, etc] lasts 2 minutes

    Bobble: After defeating the elite pack your head grows to 10x the normal size. Just for fun hehe
    "God? What's that?"
  • #20
    Another thread created by Muffins lists all the community-desired changes in the game. Check it out here: http://us.battle.net/d3/en/forum/topic/6080263591?page=1

    Updated in the OP.
    "God? What's that?"
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