Loot 2.0 - Which affixes would you like to see?

  • #1
    We know Blizzard is working on "build-defining" affixes for legendary items in Loot 2.0. This is one of the improvements many of us are counting on to improve itemization. What types of affixes do you think qualify as "build-defining"?

    Have an idea for a cool affix? Post it here, I'll add it to the list. Also, we don't know if rare items are getting any types of special new affixes, but if you have an idea for a rare affix (minor build-defining effect), post it as well.


    Most of my ideas involve Elemental Damage, applying Status Effects, and manipulating Status Effects that are already applied. This is just for fun, and who knows, maybe an affix or two could give Blizz some ideas.


    (My Affixes)
    (Community Submitted)




    Legendary Affixes

    Weapon:
    • Critical Hit Damage is increased to Stunned targets.
    • Killing a Frozen enemy Shatters them, dealing damage to all enemies within 10 yards.
    • +% Chance to Knock Back. Enemies that are Knocked Back damage all enemies where they land.
    • (Your idea here)
    Shield:
    • Gain 1% Attack Speed and 100 Life on Hit each time you're dealt more than 25% of your max Health. Lasts 5 seconds.
    • 10% of damage dealt to you heals allies within 20 yards.
    • When below 30% Health, all your attacks gain 50% chance to Knockback.
    • After 10 successful Blocks within X seconds, release a Shockwave with a Chance to Knockback all enemies within 10 yards.
    • After 10 successful Blocks within X seconds, release a Wave of Light that Heals all allies within 30 yards.
    • Every time you Block, gain X Armor/All Resistance/HP, X maximum stacks, lasts for X seconds.
    • (Your idea here)
    • Every time you do not block an attack your Block Chance is increased by 5% and your Block Amount is increased by 25%. (Resets after block)
    Armor:
    • Lightning Damage you deal has a chance to Stun enemies.
    • Cold Damage Slows enemies, with a chance to Freeze.
    • Fire Damage Ignites enemies, causing them to take more damage from all attacks.
    • Poison Damage causes enemies to take extra damage over 10 seconds.
    • Holy Damage deals additional damage to Undead and Demons.
    • Shadow Damage reduces an enemies Healing.
    • Arcane Damage has a chance per hit to Blind, Fear, or Stun enemies.
    • You're Thorns Damage is increased by 50%. While Stunned, your Thorns is increased by an additional 40%. +150-250 Main Stat. -75-150 Vit.
    • Your thorns damage is increased by your critical strike damage percentage. In addition every time you get hit you receive 20% less damage for the next incoming hit.
    • (Your idea here)
    Jewelry:
    • Adds 5% Fire, Cold, and Lightning Damage to all of your attacks. (Vengeance? :D)
    • (Your idea here)
    Other/Any:
    • Your "+Critical Hit Damage %" instead adds a "% Damage Increase" to your non-Crit attacks. (Conversion TBD)
    • Your attacks have a % chance to destroy all objects in a 30 yard radius.
    • Firewalkers make you immune to burning ground effects. (Desecrator, Molten, etc)
    • Monsters no longer Drop Gold. Gain 50% Bonus Experience.
    • Monsters no longer Drop Gold. 50% of your total Gold Find grants Bonus Experience instead.
    • Every time you are healed by a Health Globe, gain X% Magic Find for 20 seconds. Can surpass Magic Find cap.
    • The duration of all buffs (Self/Ally/Shrines/NV) is doubled.
    • When traveling from one act to the next, your max NV stacks is increased by 5.
    • Each time you complete a quest, your max NV stack is increased by 1.
    • All Skill Costs, Cooldowns, and Experience Gained are reduced by 30%.
    • Dodging an attack increases your Critical Hit Damage by 20%. This bonus resets after you deal damage with any skill.
    • After getting a call out for destroying the environment, your damage increases by an amount equal to 100% of the number of environment objects destroyed.
    • Enemies hit by the environment take 30% more damage for 3 seconds.
    • Enemies slain with a critical hit splatter blood onto your screen and have a 100% chance to drop a Health Globe.
    • 3-6%chance on hit to transform into a werewolf and gain 15%attack speed and 10%movement for 15-30seconds. (internal cooldown of like 1 minute or whatever to stop abuse).
    • +10% chance on hit to make monsters twerk for 3 seconds.
    Specific Skill:
    • Allies within 25 yards are healed by 10% of all damage dealt to you while Sweeping Wind is Active.
    • Serenity grants Immunity to all allies for 2 seconds. The cooldown is extended by 5 seconds.
    • Your Critical Hit Chance is increased by 1% for every 5 enemies hit with Multishot. Lasts 5 seconds.
    • Reduces the initial Damage of Cluster Arrow by 50%, but increases the number of bombs released to 10.
    • Hydra adds 5% (corresponding element) damage to all Allies' attacks within 25 yards.
    • All allies within 15 yards, after using Leap, gain a 30% damage reduction buff for 5 seconds.
    • Enemies slain by a Hydra have a chance to spawn another Hydra in their location.
    • The cooldown of Wave of Force is reduced by 2 seconds for each ranged attack it reflects. Enemies hit by reflected attacks have their movement speed reduced by 80% for 4 seconds.
    • While Diamond Skin is active, you will leave a trail of frost that slows enemy movement speed by 60% over 6 seconds.
    • Your pickup radius now increases the area of effect from your Whirlwind ability by 20% of its initial value but no longer effects gold or health globe pickup radius. (e.g. 10 yards pickup radius become 2 yards increased Whirlwind aoe but you now have a 0 yard pickup radius for gold/health globes)
    • If an enemy is killed by your Rend ability it has a 100% increased chance to drop a health globe. (e.g. 10% > 20% dropchance)
    • Your Leap ability drags all enemies in the launching area within 8 yards to the landing position.
    • Your Ignore Pain ability now renders you immune to crowd control effects during its duration but you only reduce the incoming damage by 40% instead of 65%. (also breaks CC effects)
    • Your Sprint ability now allows you to run through enemies during its duration but increases the fury cost to 30.
    • Your Weapon Throw ability now passes through all enemies but its damage is reduced by 20% (multiplicative)
    • Your War Cry ability now costs 20 (40 with charge! rune) fury instead of granting 20 (40 with Charge! rune) fury. It also does 400% (800% with Charge! rune) weapon damage in a 25 yard radius.



    Rare Affixes

    Gloves
    • Adds 4% of both Poison and Cold Damage (any combo) to all of your attacks.
    • Adds 10% of (specific element) Damage to all of your attacks.
    • Gain 1% Lifesteal from your (specific element) Damage attacks.
    • Monsters have X% higher chance to drop Health Globes.
    • (Your idea here)



    Set Bonuses
    Demon's Skin:
    • (2) set:
    • -Melee attackers ignite on fire, taking 10% more damage from all attacks. The fire spreads to nearby enemies.
    • (3) set:
    • -Enemies within 15 yards have a chance to be feared occasionally.
    • (4) set:
    • -+10% Damage to Demons.
      -Reflect 10% of all Ranged attacks as Fire Damage.
      -You leave a trail of fire in your wake.
    Hallowed Defenders:
    • (2) set:
    • -+10% Resistances to All Elements.
      -Gain 10% of your max (resource) each time you block.
      -While above 50% (resource), your attacks gain 10% Holy Damage.
    Bul-Kathos's Glory:
    • (2) set:
    • - Your Frenzy and Bash abilty now swing with both weapons at the same time.
      - The arc of your Cleave ability is now 3 yards wider and your Cleave ability does 20% more damage. (multiplicative)
    (Your idea here)​
  • #2
    i think they meant something else with the build defining thing dude... like the fist they showed, when using a monk skill and clearing a condition, the spirit was refunded... that's very different from what you are saying, witch are mostly more passive bonus that won't affect the skills per se

    i think they want to put things that happen when you are using this or that skill specifically
  • #3
    Quote from asdfywea

    i think they meant something else with the build defining thing dude... like the fist they showed, when using a monk skill and clearing a condition, the spirit was refunded... that's very different from what you are saying, witch are mostly more passive bonus that won't affect the skills per se

    i think they want to put things that happen when you are using this or that skill specifically


    Fair enough. But this is just thoughts. So what affixes would you like to see?

    Btw, most skills use an Elemental Damage type, so any affix that affects an Elemental Damage will directly effect which skills you choose. Currently, Elemental Damage doesn't do anything, so giving them certain effects could be interesting. I'm not saying the affixes I came up with are great, but if Blizz is just thinking of reducing resource costs of specific skills, I don't think that will be very interesting.
  • #4
    Legendary affix (could be any slot, why not ring) : "If you have X% crit damage, you now have twice as much (2xX%) non crit damage instead. Your crit damage is no longer increased" (Example if you have 100% crit damage, you now have 200% non crit damage instead). 2xX% might be too much, but the numbers could be balanced by the devs !
    Other possible wording : "Your crit damage is doubled but is applied to your non crit damage instead. Your crit damage is no longer increased"

    Other Legendary affix : "Your attacks have a small chance to destroy all the objects (barrels, doors, furniture, etc...) in a 30 yards radius"

    About your ideas, I like the ally healing ability from shields, we need more multiplayer interactivity !
  • #5
    Looks good man. One thing though, I don't know about other people but knockback and fear are probably the most annoying affixes to have. I play a barb without ancient spear or weapon throw, so you can understand why I find them so annoying :P

    Other than that, here's my contribution:
    I feel as if there isn't enough items that give as well as take.

    Legendary Affixes
    Armor:
    • While stunned you deal 40% thorns damage back attackers.
    • Your thorns damage is increased by 50%
    • +150 - 250 main stat
    • -75 - 150 Vitality
    Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."

    "Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
  • #6
    Quote from Ducha

    Looks good man. One thing though, I don't know about other people but knockback and fear are probably the most annoying affixes to have. I play a barb without ancient spear or weapon throw, so you can understand why I find them so annoying :P

    Other than that, here's my contribution:
    I feel as if there isn't enough items that give as well as take.

    Legendary Affixes
    Armor:
    • While stunned you deal 40% thorns damage back attackers.
    • Your thorns damage is increased by 50%
    • +150 - 250 main stat
    • -75 - 150 Vitality


    Lol, I agree about the Knockback/Fear. But maybe some builds would like them. Also, when PvP comes around, it could be more interesting.

    Adding your Thorns Affix now. I like that! Let me know if I added it right.
  • #7
    Quote from Vulmio

    Legendary affix (could be any slot, why not ring) : "If you have X% crit damage, you now have twice as much (2xX%) non crit damage instead. Your crit damage is no longer increased" (Example if you have 100% crit damage, you now have 200% non crit damage instead). 2xX% might be too much, but the numbers could be balanced by the devs !
    Other possible wording : "Your crit damage is doubled but is applied to your non crit damage instead. Your crit damage is no longer increased"

    Other Legendary affix : "Your attacks have a small chance to destroy all the objects (barrels, doors, furniture, etc...) in a 30 yards radius

    About your ideas, I like the ally healing ability from shields, we need more multiplayer interactivity !


    Cool, I'll try and transcribe that in shorter words. Let me know if it's what you meant.
  • #8
    I like knockback on my Archon Wiz. Fear is a bit annoying yeah, but it can be good against certain elite mobs.

    I think the shields can have interesting affixes that proc everytime you sucessfully block a hit;

    -Knockback all enemies around you after blocking 10 hits in less than 5 seconds

    -Release a healing wave that heals you and your allies after you block X hits in X seconds

    -Release a shockwave after blocking X times in X seconds

    -Add a charge every time you block a hit up to X charges, every charge increases your armor / AR / HP by X%


    I think some of those might work. They aren't really thought out but i like the idea that blocking actually does something other than just blocking X ammount of damage from every hit you take.

  • #9
    Some items like Fire Walkres should have 100% ress against certain elements.Its weird when they leave burning ground when you walk in them, and you are still hit with desecrator or molten.Maybe it wouldnt be game changing,but as a unique feature it would be good.
  • #10
    Quote from Jamoose

    I think some of those might work. They aren't really thought out but i like the idea that blocking actually does something other than just blocking X ammount of damage from every hit you take.
    You're definitely right Jamoose, there's just so many affixes that can be expanded upon. There's also a lot that look like they've just been pushed to the side because they're inferior to everything else.
    Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."

    "Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
  • #11
    Quote from WarlockHolmez

    Quote from Vulmio

    Legendary affix (could be any slot, why not ring) : "If you have X% crit damage, you now have twice as much (2xX%) non crit damage instead. Your crit damage is no longer increased" (Example if you have 100% crit damage, you now have 200% non crit damage instead). 2xX% might be too much, but the numbers could be balanced by the devs !
    Other possible wording : "Your crit damage is doubled but is applied to your non crit damage instead. Your crit damage is no longer increased"

    Other Legendary affix : "Your attacks have a small chance to destroy all the objects (barrels, doors, furniture, etc...) in a 30 yards radius

    About your ideas, I like the ally healing ability from shields, we need more multiplayer interactivity !


    Cool, I'll try and transcribe that in shorter words. Let me know if it's what you meant.


    You did it right, thanks !

    Here are some more Legendary affixes :

    - "Your gold find is reduced by 100% (monsters no longer drop gold) and you gain 50% more xp"
    - "When you are healed by a health globe you gain 10% magic find for 20 sec. Can stack up to 10 times and go other the mf cap"
    - "The durations of all your temporary buffs (self buffs, buffs from allies, shrines or NV) are increased by 100%"
    - "When you move from an act to the next one with the maximum amount of NV stack, you are allowed to stack 5 additional NV buffs (up to 15 buffs). When you take the final portal after killing diablo, it leads you back to the begining of act 1." (For example, if you go from act 1 to act 2 with 5 NV stacks, you can get 10 NV buffs instead of 5, then if you go from act 2 with 10 stacks to act 3, you can get 15 NV buffs). If the item is removed all the additional NV buffs are lost.

    General affix :
    - "Monsters have X% more chances to drop health globes"
  • #12
    Quote from asdfywea

    i think they meant something else with the build defining thing dude... like the fist they showed, when using a monk skill and clearing a condition, the spirit was refunded... that's very different from what you are saying, witch are mostly more passive bonus that won't affect the skills per se

    i think they want to put things that happen when you are using this or that skill specifically


    Totally agree with this, I believe it will be more along the lines of: if condition true, you get rewarded with some skill bonus.

    - "When you are healed by a health globe cooldown of skill X gets reset" or
    - "When you are healed by a health globe damage of skill X is increased Y% for Zs" or
    - "When you are healed by a health globe resourse cost of skill X is reduced by Y for Zs " or
    - "When you are healed by a health globe a hydra is spawned and all previous hydras is teleported to you and has 10s added to their duration"

    Some more passive things like they have showed
    - Allow more hydras
    - Infinite "Call of the Ancients"
    - Leap has no cd, but costs rage instead
    - If skill X hits less then Y enemies damage/crit chanse is increased or costs less resourses.
    - Lets you move at 50% speed while channeling (generic or for specific skill)
  • #13
    Quote from Jamoose

    I like knockback on my Archon Wiz. Fear is a bit annoying yeah, but it can be good against certain elite mobs.

    I think the shields can have interesting affixes that proc everytime you sucessfully block a hit;

    -Knockback all enemies around you after blocking 10 hits in less than 5 seconds

    -Release a healing wave that heals you and your allies after you block X hits in X seconds

    -Release a shockwave after blocking X times in X seconds

    -Add a charge every time you block a hit up to X charges, every charge increases your armor / AR / HP by X%


    I think some of those might work. They aren't really thought out but i like the idea that blocking actually does something other than just blocking X ammount of damage from every hit you take.


    Definitely like Proc-on-Block ideas. Don't need to be perfect, just ideas are great. :)

    Quote from Vulmio

    You did it right, thanks !

    Here are some more Legendary affixes :

    - "Your gold find is reduced by 100% (monsters no longer drop gold) and you gain 50% more xp"
    - "When you are healed by a health globe you gain 10% magic find for 20 sec. Can stack up to 10 times and go other the mf cap"
    - "The durations of all your temporary buffs (self buffs, buffs from allies, shrines or NV) are increased by 100%"
    - "When you move from an act to the next one with the maximum amount of NV stack, you are allowed to stack 5 additional NV buffs (up to 15 buffs). When you take the final portal after killing diablo, it leads you back to the begining of act 1." (For example, if you go from act 1 to act 2 with 5 NV stacks, you can get 10 NV buffs instead of 5, then if you go from act 2 with 10 stacks to act 3, you can get 15 NV buffs). If the item is removed all the additional NV buffs are lost.

    General affix :
    - "Monsters have X% more chances to drop health globes"


    Added!

    Quote from zimira

    Quote from asdfywea

    i think they meant something else with the build defining thing dude... like the fist they showed, when using a monk skill and clearing a condition, the spirit was refunded... that's very different from what you are saying, witch are mostly more passive bonus that won't affect the skills per se

    i think they want to put things that happen when you are using this or that skill specifically


    Totally agree with this, I believe it will be more along the lines of: if condition true, you get rewarded with some skill bonus.

    - "When you are healed by a health globe cooldown of skill X gets reset" or
    - "When you are healed by a health globe damage of skill X is increased Y% for Zs" or
    - "When you are healed by a health globe resourse cost of skill X is reduced by Y for Zs " or
    - "When you are healed by a health globe a hydra is spawned and all previous hydras is teleported to you and has 10s added to their duration"

    Some more passive things like they have showed
    - Allow more hydras
    - Infinite "Call of the Ancients"
    - Leap has no cd, but costs rage instead
    - If skill X hits less then Y enemies damage/crit chanse is increased or costs less resourses.
    - Lets you move at 50% speed while channeling (generic or for specific skill)


    Well, I wouldn't be surprised if that were the case. But ideas are just ideas. I was mainly curious to see what kind of Affixes the community might be hoping for. I personally would love for elemental damage to have actual unique effects. Weapons, Skills, and Armor would have massive interaction with each other.

    There are a lot of skills to make specific affixes for... and it would be nice if more than one affix could affect a skill. I'm hoping they are able to create affixes that can affect more than one skill at once, even if it's indirectly.
  • #14
    Quote from WarlockHolmez

    Quote from Vulmio

    You did it right, thanks !

    Here are some more Legendary affixes :

    - "Your gold find is reduced by 100% (monsters no longer drop gold) and you gain 50% more xp"
    - "When you are healed by a health globe you gain 10% magic find for 20 sec. Can stack up to 10 times and go other the mf cap"
    - "The durations of all your temporary buffs (self buffs, buffs from allies, shrines or NV) are increased by 100%"
    - "When you move from an act to the next one with the maximum amount of NV stack, you are allowed to stack 5 additional NV buffs (up to 15 buffs). When you take the final portal after killing diablo, it leads you back to the begining of act 1." (For example, if you go from act 1 to act 2 with 5 NV stacks, you can get 10 NV buffs instead of 5, then if you go from act 2 with 10 stacks to act 3, you can get 15 NV buffs). If the item is removed all the additional NV buffs are lost.

    General affix :
    - "Monsters have X% more chances to drop health globes"


    Added!


    About the Goldfind reduced by 100% affix, I just meant you gained a flat 50% more xp (regardless of the gold find gear worn) and monsters drop no gold. But I agree making it scale with gold find gear could be nice but in this case, 50% might be too low (because the player would have to sacrifice a lot of affixes on his gear (gold find affixes) in order to get XP + sacrifice the gold from monsters). so maybe you could keep my original idea as I intended it and modify your variant and say 100% of the gold find is turned into additional XP. That would be 2 different affixes.

    Also I think I edited my previous post while you were writing yours. I added the increase of NV stacks when going from one act to the other.

    New Legendary affix :

    "All skill costs, cooldowns and experience gained are reduced by 30%"
  • #15
    Quote from Vulmio

    About the Goldfind reduced by 100% affix, I just meant you gained a flat 50% more xp (regardless of the gold find gear worn) and monsters drop no gold. But I agree making it scale with gold find gear could be nice but in this case, 50% might be too low (because the player would have to sacrifice a lot of affixes on his gear (gold find affixes) in order to get XP + sacrifice the gold from monsters). so maybe you could keep my original idea as I intended it and modify your variant and say 100% of the gold find is turned into additional XP. That would be 2 different affixes.

    Also I think I edited my previous post while you were writing yours. I added the increase of NV stacks when going from one act to the other.

    New Legendary affix :

    "All skill costs, cooldowns and experience gained are reduced by 30%"


    Fixing now.
  • #16
    Legendary affix : "For each quest you complete, your max NV stack is increased by 1"
  • #17
    +10% chance on hit to make monsters twerk for 3 seconds.

    yeah I went there.
  • #18
    Quote from Stephenk291

    +10% chance on hit to make monsters twerk for 3 seconds.

    yeah I went there.


    Mind blown.

    Thread over!
    67.1k elite kills :: 1.98m total kills :: p255
    Planet Express <PlanEx>
    (V) (°,,°) (V)
  • #19
    Quote from shaggy

    Quote from Stephenk291

    +10% chance on hit to make monsters twerk for 3 seconds.

    yeah I went there.


    Mind blown.

    Thread over!


    I won't say I wouldn't be happy to see that. :D
  • #20
    *Dodging an attack increases your Critical Hit Damage by 20%. This bonus resets after you deal damage with any skill.

    *After getting a call out for destroying the environment, your damage increases by an amount equal to 100% of the number of environment objects destroyed.

    *Enemies slain by a Hydra have a chance to spawn another Hydra in their location.

    *The cooldown of Wave of Force is reduced by 2 seconds for each ranged attack it reflects. Enemies hit by reflected attacks have their movement speed reduced by 80% for 4 seconds.

    *While Diamond Skin is active, you will leave a trail of frost that slows enemy movement speed by 60% over 6 seconds.

    *Enemies hit by the environment take 30% more damage for 3 seconds.

    *Enemies slain with a critical hit splatter blood onto your screen and have a 100% chance to drop a Health Globe.
    sto lavorando
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