I was assuming that 're-roll' just means re-roll the actual number, like turning +12 dex into +132 dex, not re-rolling the entire affix, like turning +34 arcance resistance into +6% IAS. Has Blizzard actually clearly signaled which kind of re-rolling they mean?
Yes, it is clear from tweets and blue posts that rerolling means rerolling an affix to a new, random affix (and by extension, a new value). It's safe to assume that we get more than one try, otherwise - given the number of possible affixes - it will do little.
Blue and white items do have another "hidden" purpose. The fact that you can see lots of more "common" items give a visual value to the higher quality ones. Yes, it's a purely psychological effect, but it's important from a game design standpoint anyways.
Also, they already fill an important gameplay niche during leveling (when higher level magic items can compete, and usually outright beat, lowre level rares), on top of an end-game salvaging material role, so it's not like they don't have a place on the game (well, whites did, but they're more rare than blues and a crafting material now)
I don't think they can make Magic items compete with Rare ones later on even if they wanted to, because by the time we reach end-game (it has become pretty obvious judging from Vanilla) that we want 4-5 specific stats in every gear slot, which is a good thing in my perspective.
The uses Blues have now, and that whites are proposed to have via 2.0....very elementary and flat.
Regarding Blues; I've always thought it would be sweet if they stuck to the number of affixes available on them, but rather give them a potentially higher range than other item types. A very very rare roll, but would love to see a similar dynamic as the Godly Plate of the Whale (I think that was the name?).
Whites; The excitement of finding a +15% 5 soc zerker....nuff said. We need some similar dynamic. I want the opportunity to find that ultra-rare white and know it's worth a shit load.
I'm more worried about them getting the Legendary vs Rare balance right. D3's current state is miles better than D3-release, D2 or LoD; but it's still not ideal. And if they're gonna allow Legendaries to roll at every level, they absolutely must get the base stats right (neither too powerful, nor too weak compared to the baseline of rares).
I'm EXTREMELY interested in hearing what they have to say about 2-hand rares, rare shields and jewelry. I would LOVE to see some interesting affixes present on rare weapons, similar to Grinding and Vision mods.....where the effect scales up with char level.
Now I'm not trying to overtly make D2 comparisons. I'm just using examples of dynamic qualities from the predecessor that could fit into Loot 2.0 and wake these tired items up a bit. Just raising the values isn't going to cut it for long. We need new affixes.
well if you can reroll affixes on rings and amulets to your current character level any ring with 6 affixes. can be the best ring in the game with enought gold to reroll its affixes.
So my guess as always is that the blue posters as always dont have all the details. So i think the iLvl of the item is the cap for the rolled affixes.
so the biggest two questions is can we reroll an affix as many times as we want and this should be the case. if this is the case (only one reroll per item ever) it will just destroy more items then it will help.
the other question is can we reroll more then one affix per item. not sure if this is the case, but if its possible to reroll more then 1 affix it could undermine the whole grind for items as you would only need one base item with 6 item affixes and you are set with enough gold.
And i dont know how blizzard will handle this situation all depends on the gold rate it could be the perfect gold sink taking out possibly all inflation from diablo.
Extra edit, on the note of weapons the base item and stats will probably never get changed by the mystic so a 450 base armor item will alwasy have 450 base armor but it might roll additional armor up to possibly lvl 70 affix, depending on the same goes for weapons, the base damage range of the weapon will probably never get changed by the mystic but the damage% and elemental damage might will.
I mostly agree with you sir, and it does make most sense that the ilvl of the item determines how high the stats CAN roll. I mean, it might be fun to grab a level 15 legendary monster hunter sword and roll it on your level 70 toon and then facestomp everything with a 3k dps 1 hander, but that'l completely destroy anything hard about leveling at all. Not like it's hard now, but that would surely just ruin it.
So, I'm thinking, and please anyone correct me if I'm wrong, what do those stars next to the names of the new legendaries mean? My theory is, as of the current build, those indicate how many more mystic re-rolls the item has. Jawbreaker has 3 stars, Serpent's Sparker has 2, and the Puzzle Ring has zero. They all have sockets, whether that matters or not. But they also all have their legendary affix with the same star next to it. And finally, they are all account bound. Now we were told that as of now using the mystic to reforge affixes makes the item BoA.
My *guess* is, the stars indicate the number of times left to reforge. Now looking at the Dead Man's Legacy, we can see it has no stars next to it's name, and no legendary starred affix. Now that seems to poke a hole in my theory, YET, the puzzle ring also has no stars next to it's name, but it DOES have a legendary starred affix.
The uses Blues have now, and that whites are proposed to have via 2.0....very elementary and flat.
Agreed.
Regarding Blues; I've always thought it would be sweet if they stuck to the number of affixes available on them, but rather give them a potentially higher range than other item types. A very very rare roll, but would love to see a similar dynamic as the Godly Plate of the Whale (I think that was the name?).
Agreed².
Whites; The excitement of finding a +15% 5 soc zerker....nuff said. We need some similar dynamic. I want the opportunity to find that ultra-rare white and know it's worth a shit load.
Agreed³
I'm EXTREMELY interested in hearing what they have to say about 2-hand rares, rare shields and jewelry. I would LOVE to see some interesting affixes present on rare weapons, similar to Grinding and Vision mods.....where the effect scales up with char level.
Now I'm not trying to overtly make D2 comparisons. I'm just using examples of dynamic qualities from the predecessor that could fit into Loot 2.0 and wake these tired items up a bit. Just raising the values isn't going to cut it for long. We need new affixes.
But those are good comparisons. Seeing comments about D2 from people who know what they're talking about always gets me happy. And I definitely agree that if they could, they should find ways to implement these into the current item systems.
I just don't think they need to go way out of line (in core systems design) to add those. I'm happy enough if they get what they want to implement right, that's what I was pretty much saying.
Would it be better to, instead of rerolling an attribute, get an attribute from another item to replace an existing one in the item you like?
Would make it way too easy to get the stats you want. I think we definitely still need some RNG in the game. The system in itself is an attempt to reduce the effects of randomness in the gameplay experience, it shouldn't go overboard though.
Would it be better to, instead of rerolling an attribute, get an attribute from another item to replace an existing one in the item you like?
Would make it way too easy to get the stats you want. I think we definitely still need some RNG in the game. The system in itself is an attempt to reduce the effects of randomness in the gameplay experience, it shouldn't go overboard though.
Well all it needs are certain restrictions like you can only get attrbutes from blue items. Something like that. You'd still have to find items this way.
It's just a suggestion though. We still have to see what the Mystic will bring,
Would it be better to, instead of rerolling an attribute, get an attribute from another item to replace an existing one in the item you like?
Would make it way too easy to get the stats you want. I think we definitely still need some RNG in the game. The system in itself is an attempt to reduce the effects of randomness in the gameplay experience, it shouldn't go overboard though.
Well all it needs are certain restrictions like you can only get attrbutes from blue items. Something like that. You'd still have to find items this way.
It's just a suggestion though. We still have to see what the Mystic will bring,
Would it be better to, instead of rerolling an attribute, get an attribute from another item to replace an existing one in the item you like?
Would make it way too easy to get the stats you want. I think we definitely still need some RNG in the game. The system in itself is an attempt to reduce the effects of randomness in the gameplay experience, it shouldn't go overboard though.
Well all it needs are certain restrictions like you can only get attrbutes from blue items. Something like that. You'd still have to find items this way.
It's just a suggestion though. We still have to see what the Mystic will bring,
It's back to the auction house that way.
If none of the mats needed for a reroll are Bind to Account then it'll be back to the auction house just the same.
....... they should find ways to implement these into the current item systems.
I just don't think they need to go way out of line (in core systems design) to add those. I'm happy enough if they get what they want to implement right, that's what I was pretty much saying.
Lemme give an example of what I'm talking about being so important, the subtle nuances of dynamic itemization and the bevy of choices that SHOULD be offered.
Using our current loot tier of course to provide an example of viable Blue item implementation;
Blue Rings:
525 Dex
12% IAS
120 All Resistence
12% Crit Chance
485 Vitality
20% Faster Movement Speed
Now the player has hard choices to center his build around. Should I blast a few stats through the roof in this one slot, or, should I seek lesser values on Rares/Legs and accompany these lesser values with 3-4 other affixes?
This is what I was discussing over the last several days in another thread. I had hoped something like this would come to be. ...and it is exactly why I have 3 mules packed with Legs that are missing a good roll.
Thank you for posting, jaetch +oneage for ye.
I don't see anything that would let you roll affix A into affix B (like going from arcane resist to an open socket on your Mempo). You'd only get different numeric values. Am I missing something?
Edit: On a side note, the blue statement about the ilvl staying the same implies (to me) that the base dps doesn't change. The two modifiers (min/max damage and %damage) may increase, but a 1-4 damage dagger remains a 1-4 damage dagger. And while currently a lot of people use Conquest Swords instead of potentially better Rune Swords (because of availabilty), I suppose the difference between ilvl63 and ilvl73 will be larger.
Would it be better to, instead of rerolling an attribute, get an attribute from another item to replace an existing one in the item you like?
Would make it way too easy to get the stats you want. I think we definitely still need some RNG in the game. The system in itself is an attempt to reduce the effects of randomness in the gameplay experience, it shouldn't go overboard though.
Well all it needs are certain restrictions like you can only get attrbutes from blue items. Something like that. You'd still have to find items this way.
It's just a suggestion though. We still have to see what the Mystic will bring,
It's back to the auction house that way.
If none of the mats needed for a reroll are Bind to Account then it'll be back to the auction house just the same.
I wouldn't be surprised if re-rolling the item made it BoA, just like with the enchanting thing they were talking about. It makes since and I wouldn't be upset if they did it. After all they want it to be easier for people to get gear and move away from the auction house. Rerolling x amount of times to get the item you one lets you do that.
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Yes, it is clear from tweets and blue posts that rerolling means rerolling an affix to a new, random affix (and by extension, a new value). It's safe to assume that we get more than one try, otherwise - given the number of possible affixes - it will do little.
http://www.diabloprogress.com/hero/sodomir-2220/
Secondly, if the cost of rerolling is obscene, then rerolling should have no limit on any given item.
I hope tidbit information will come before Blizzcon.
The uses Blues have now, and that whites are proposed to have via 2.0....very elementary and flat.
Regarding Blues; I've always thought it would be sweet if they stuck to the number of affixes available on them, but rather give them a potentially higher range than other item types. A very very rare roll, but would love to see a similar dynamic as the Godly Plate of the Whale (I think that was the name?).
Whites; The excitement of finding a +15% 5 soc zerker....nuff said. We need some similar dynamic. I want the opportunity to find that ultra-rare white and know it's worth a shit load.
I'm EXTREMELY interested in hearing what they have to say about 2-hand rares, rare shields and jewelry. I would LOVE to see some interesting affixes present on rare weapons, similar to Grinding and Vision mods.....where the effect scales up with char level.
Now I'm not trying to overtly make D2 comparisons. I'm just using examples of dynamic qualities from the predecessor that could fit into Loot 2.0 and wake these tired items up a bit. Just raising the values isn't going to cut it for long. We need new affixes.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I mostly agree with you sir, and it does make most sense that the ilvl of the item determines how high the stats CAN roll. I mean, it might be fun to grab a level 15 legendary monster hunter sword and roll it on your level 70 toon and then facestomp everything with a 3k dps 1 hander, but that'l completely destroy anything hard about leveling at all. Not like it's hard now, but that would surely just ruin it.
So, I'm thinking, and please anyone correct me if I'm wrong, what do those stars next to the names of the new legendaries mean? My theory is, as of the current build, those indicate how many more mystic re-rolls the item has. Jawbreaker has 3 stars, Serpent's Sparker has 2, and the Puzzle Ring has zero. They all have sockets, whether that matters or not. But they also all have their legendary affix with the same star next to it. And finally, they are all account bound. Now we were told that as of now using the mystic to reforge affixes makes the item BoA.
My *guess* is, the stars indicate the number of times left to reforge. Now looking at the Dead Man's Legacy, we can see it has no stars next to it's name, and no legendary starred affix. Now that seems to poke a hole in my theory, YET, the puzzle ring also has no stars next to it's name, but it DOES have a legendary starred affix.
wtfblizz!
Agreed².
Agreed³
But those are good comparisons. Seeing comments about D2 from people who know what they're talking about always gets me happy. And I definitely agree that if they could, they should find ways to implement these into the current item systems.
I just don't think they need to go way out of line (in core systems design) to add those. I'm happy enough if they get what they want to implement right, that's what I was pretty much saying.
Well all it needs are certain restrictions like you can only get attrbutes from blue items. Something like that. You'd still have to find items this way.
It's just a suggestion though. We still have to see what the Mystic will bring,
It's back to the auction house that way.
Armory | YouTube | Twitter | Clan Site
If none of the mats needed for a reroll are Bind to Account then it'll be back to the auction house just the same.
Lemme give an example of what I'm talking about being so important, the subtle nuances of dynamic itemization and the bevy of choices that SHOULD be offered.
Using our current loot tier of course to provide an example of viable Blue item implementation;
Blue Rings:
525 Dex
12% IAS
120 All Resistence
12% Crit Chance
485 Vitality
20% Faster Movement Speed
Now the player has hard choices to center his build around. Should I blast a few stats through the roof in this one slot, or, should I seek lesser values on Rares/Legs and accompany these lesser values with 3-4 other affixes?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I don't see anything that would let you roll affix A into affix B (like going from arcane resist to an open socket on your Mempo). You'd only get different numeric values. Am I missing something?
Edit: On a side note, the blue statement about the ilvl staying the same implies (to me) that the base dps doesn't change. The two modifiers (min/max damage and %damage) may increase, but a 1-4 damage dagger remains a 1-4 damage dagger. And while currently a lot of people use Conquest Swords instead of potentially better Rune Swords (because of availabilty), I suppose the difference between ilvl63 and ilvl73 will be larger.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
I wouldn't be surprised if re-rolling the item made it BoA, just like with the enchanting thing they were talking about. It makes since and I wouldn't be upset if they did it. After all they want it to be easier for people to get gear and move away from the auction house. Rerolling x amount of times to get the item you one lets you do that.