The damage of all spirit generators is increased by 200% and base attack speed is doubled.Resource spending abilities deal no damage. "One sees clearly only with the heart. What is essentialis invisible to the eye."
What more to say? I always wanted a Bruce Lee monk. No fancy or flashy stuff, just punches and kicks! (I´d love to have a kicking generator!)
I'm pretty sure one of the gems will have the ring of royal grandeur effect.
While part of me hopes this, the other part realizes; the absolute necessity of this effect in T5-6 really points out what I see as a glaring flaw with end-game balance.
Skills can have one additional rune equipped but doing so also lowers that skills damage by (x%) amount.
Attacks deal (x%) more damage but damage is now applied over 6 secs instead of instantly.
Class Stats now give 25% more bonuses but lower Secondary Stats by 25%.
All Buffs (ie DH:Raven, Barb:Ignore Pain, ect.) is now applied to the party but Is only half as effective on yourself. (This does not apply to AoE Buffs such as shouts/ect.)
Life Steal effectiveness is doubled but now applies It over time instead of Instantly.
Picking up Gold has a chance to summon a greedy goblin which If killed drops double the loot of a normal goblin.
All Elemental Damage is converted to Physical, and Physical to Elemental. This effect does not cause a Paradox.
The effect of Thorns Is Increased by 100% but you now take (x%) of It yourself. (Before Defenses)
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What do you do when there is an evil you cannot defeat by just means? Do you stain your hands with evil to destroy evil, or do you remain steadfastly just and righteous even if it means surrendering to evil?
Gem of the Wicked Wind
-Can be inserted into a ring or amulet
+500 Main Stat
+7% Attack speed
+15% Run Speed
-10% to armor
Gathering Health Globes adds +1% Crit Chance, +5% dodge and gives you a speed boost, adding 2% Movement speed.. This effect lasts for 10 seconds and can stack up to 5 times.
Here are some options I came up with that I could potentially justify giving up a primary for... maybe.
Immovable Object - Can no longer be moved by enemy abilities. (Immune to knockback, vortex, wormhole, and do not run when feared). : nice defensive option
Rose Quartz - Double the effect of Life per Second, Life on Kill, and Health Globe Bonus : survivability that may be worth a primary stat
Second Wind - Gain max primary resource when attempting to use an ability with insufficient resources. (1 min cooldown) : resource management tool that may open up more builds
Wide Reach - Double the effects of Pick Up Radius : quality of life and potential for WDs
Maniacal Rage - Increase damage by 100% for 8 seconds after earning a massacre bonus. : much farming
Insatiable Greed - Decrease all cooldowns by 5 seconds after picking up 10,000 gold (from a single pile) : feel less bad about +gold affixes and potential for cooldown builds
Phoenix Coal - When receiving fatal damage, you are instead healed to 35% of maximum life and explode (15 yds) for 10x damage prevented (multiplied before mitigation calculations), 5 minute cooldown. : 10x may or may not be too much but may be nice for HC and potential for a fun effect
Steady Rock - Abilities that generate primary resource deal double damage. (must actually generate, i.e. doesn't work when at max) : may open up more builds
Fossilized Flower - Increase all damage by 20% when all 3 class specific item types are equipped (i.e. wand/orb/wiz hat). : more build options
Blessed Stone - When gaining a shrine effect, gain another random shrine effect. (shrines only, no pylons) : fun and potential to justify losing a primary stat
Dark Amphibole - Increase damage by 5% for 10 seconds when healed by a health globe at max health. (up to 10 stacks) : farming help and gives health globes some additional effect when otherwise useless
Flaking Stone - Rare items drop as Veiled Crystal and Magic items drop as Arcane Dust. : huge quality of life bonus
Magnifying Glass - 10% chance for gems to drop 1 tier higher. : quality of life and gold savings (not that the gold part is a big deal really)
Prismatic Sphere - All elemental damage bonuses are equal to your highest elemental damage bonus. : opens up a lot more builds and makes changing builds much less painful
Hearthstone - Halve the time required for Town Portal and increase movement speed in town by 100%. : quality of life, potential for HC survivability
Cool thread. Some really nice ideas here - i'd love to see a lot of these implemented.
Here's another few potentials:
Philosophy: So, yes, it basically combines the properties of Ice Climbers and Illusory Boots (or Kulle-Aid), but does free up those spots for other boots to be used. Also the Kulle-Aid potion, despite being a fun idea, is never particularly useful I find (at least not for a Barb/Crus) due to the extremely high cd on potions – the armor or all resist potions seem to almost always be better.
Alternatives: if it’s deemed to over powered, then one of the effects (either CC immunity or Ignore Collisions) can always be removed.
Philosophy: This is a fairly common one in various ARPGs, and can potentially provide some interesting builds. There obviously needs to be some tweaking to make the cost of abilities match a health pool instead of a resource pool.
Philosophy: Diversity in movement speed options is currently non-existent; just use paragon points in MS until max 25%, end of story. A consequence of this is that any MS increase on an item is a wasted stat and potentially renders are fair few items instant garbage if they auto-roll with +%MS. While I doubt this gem will ‘fix’ that core problem, removing the MS cap may tempt people to at least experiment with +%MS on items, maybe.
Alternatives: The increased MS to 25% could be removed to just leave the unlocked cap, but I doubt the gem would then be desirable enough to warrant using it over straight damage gems. Keeping the +25% MS would then also allow people to redistribute Para points if they wanted.
Philosophy: I came across a good reddit post the other day about how a lot of high-end builds (particularly Barbs and Crus) are pretty much about completely removing primary resource generators, since they just don’t compare in DPS to spenders, and there are alternate ways to generate resource (Reaper's), or just use cd abilities. While not necessarily a problem (build diversity is great), almost all builds for barb and crus that are able to remove resource generators are just more powerful than ones that have generators, which is not great for diversity.
Alternatives: once again I'm not sure if this will be enough to make generators desirable – the damage buff and generation buff may need to be increased even more to make them competitive abilities. Also I'm not sure how this would work with classes that don't technically have 'generators'...
I imagined their idea was to have legendary versions of the current gems. So a legendary ruby, would give you, say, 2000 strenght and perhaps a simpler bonus like doubling or increasing all stats on that particular item or something like that. Rings and ammies only, like mentioned.
But there are some really interesting ideas here. Good read!
here's one very class specific, and in an area I consider lacking..
Ranged attackhas chance to proc frost nova at target on hit. (thinking DH's) Frost nova IS area effect frozen radius, right?
How about Ranged attack has chance to proc black hole at target on hit. Or even the Ess of Johan effect, no damage.
One that converts Trail of Cinders from Fire to Ice and drops damage for slow?
Opens things up for other classes and DH's cold/ice skills are horribly lacking.
My first set of ideas comes from mechanics already in the game.
A set of gems that allow your character to gain two randomly paired elite affixes (except molten maybe since Fire Walkers already exist and you have to die to really maximize it). So, we could have a gem that reads "Chance on hit to summon arcane sentries and desecration puddles that deals 80% weapon damage. You cannot have more than three of each at any time." You could have thunderstorm + plagued or poison enchanted + frozen. Just returning a little love back to elite packs.
Keeping in with that theme, the legendary combination gem would randomly form fire chains with players who have the legendary gem equipped as well. It doesnt have to be exactly the same combination, of course.
Also, making the "shielding" affix accessible to players. It may read "Chance on hit to be randomly surrounded by a shield that makes you invulnerable for 5 seconds. This effect cannot be triggered more than once every 45 seconds."
Here are some other ideas:
It can also be whimsical. "Shrines summon a pack of goblins. Opening a chest releases a pack of goblins. Destroying a wreckable object has a chance to spawn a goblin."
It can be sort of a death wish. "Shrines summon a stronger version of act bosses." So why use Nemesis Bracers?
It can be some form of protection. "Upon receiving fatal damage, you immediately cast town portal and revive in town. This effect can only be used once every 5 minutes." or "The cooldown of potions and consumables is reduced by 75%". I'm sure our HC players would like some additional protection.
It may provide additional class-specific damage. "Activating Wrath of the Berserker also causes your Ancients to activate Wrath of the Berserker" or "You may have one additional Gargantuan. All your Gargantuans are always enraged." or "Activating Archon summons 4 Mirror Images that are also in Archon mode and deal 60% of your weapon damage."
It may create hordes. "You now summon three additional Ancients" or "The number of Sentries is doubled, and you place two Sentries instead of one" or "The number of Fetishes you can have is increased by 50%." or "You may have one additional Mystic Ally. Mystic Ally gains the effect of all runes." or "All your followers fight by your side (Perma-Asheara effect probably).
Lots of good suggestions in here. This could add quite a bit of variety. My favorite suggestions so far are the ones that try to add alternatives to CC,CHD. Such a lame crutch everyone must use.
3% chance to summon the Cow King to your aid...Or Captain Haille(sp?) the dude from the bridge and later...Or a prominent ghost that was friendly in the storyline....
Or here's a good one based on my experiences...I wanna be a waller, just for spite...kinda goes back to the First Diablo I guess.
I like the idea of the Gem sets affects, ie 1+1 =3 (etc).
I would also like to see a 1 time use gem that if socketed when salvaged gives extra forgotten soul(s) or 10x gold (based on sell value of item) or even XP based on the type of loot being trashed. Obviously, only good when salvaging legendary or set items.
Another 1 time use gem idea could be if socketed makes the item tradable to any player at any time. The gem is destroyed when the other player picks the item up so it's a one time deal only. Example: I find Jade pants today. 2 weeks from now, I encounter a player that needs the pants for the complete set. I add the gem, drop it. The other player picks it up, the gem disappears and they have the complete set.
Rather than limit where you can put Gems, why not just limit the total number of Leg Gems you can have in your gear? With the way it looks currently you could have a max of 3. So why not just have a max of 3 across your entire set of gear? This would negate the need to ruin good rings and amulets just to get a socket for a Leg Gem.
The cost to unsocket could be a hefty gold sink to make you consider what you use them on. So say you get your first Leg Gem that is just ok, then you get a really nice one - you do not have to get a whole new item to place it in.
I think the benefit of using them in any socket is - it adds flexibility to your gear. It will still comes at a cost no matter where you put them. I suppose a question is are these new Leg Gems going to be something that is actually worth dumping Ele %, Crit %, Crit DMG or ATK Speed for (especially in the Rings and Amulets as it is right now)?
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lets start with general gems.
Elemental gems: Your skills turn into Fire/Arcane/Holy/Lightning/Physical/Cold
this will allow skills to have better synergy with your choice of elemental damage.
Skill gems: Gems that modify skills in certain way.
couple of examples, You can summon additional hydra, X skill get the effect of Y rune and others.
on hit effects.
Auras.
and other things, kinda out of ideas
Ivgorod´s Will
The damage of all spirit generators is increased by 200% and base attack speed is doubled.Resource spending abilities deal no damage.
"One sees clearly only with the heart. What is essentialis invisible to the eye."
What more to say? I always wanted a Bruce Lee monk. No fancy or flashy stuff, just punches and kicks! (I´d love to have a kicking generator!)
Attacks deal (x%) more damage but damage is now applied over 6 secs instead of instantly.
Class Stats now give 25% more bonuses but lower Secondary Stats by 25%.
All Buffs (ie DH:Raven, Barb:Ignore Pain, ect.) is now applied to the party but Is only half as effective on yourself. (This does not apply to AoE Buffs such as shouts/ect.)
Life Steal effectiveness is doubled but now applies It over time instead of Instantly.
Picking up Gold has a chance to summon a greedy goblin which If killed drops double the loot of a normal goblin.
All Elemental Damage is converted to Physical, and Physical to Elemental. This effect does not cause a Paradox.
The effect of Thorns Is Increased by 100% but you now take (x%) of It yourself. (Before Defenses)
-Can be inserted into a ring or amulet
+500 Main Stat
+7% Attack speed
+15% Run Speed
-10% to armor
Gathering Health Globes adds +1% Crit Chance, +5% dodge and gives you a speed boost, adding 2% Movement speed.. This effect lasts for 10 seconds and can stack up to 5 times.
-As Fast as the Wind, as Prideful as the Wicked.
Immovable Object - Can no longer be moved by enemy abilities. (Immune to knockback, vortex, wormhole, and do not run when feared). : nice defensive option
Rose Quartz - Double the effect of Life per Second, Life on Kill, and Health Globe Bonus : survivability that may be worth a primary stat
Second Wind - Gain max primary resource when attempting to use an ability with insufficient resources. (1 min cooldown) : resource management tool that may open up more builds
Wide Reach - Double the effects of Pick Up Radius : quality of life and potential for WDs
Maniacal Rage - Increase damage by 100% for 8 seconds after earning a massacre bonus. : much farming
Insatiable Greed - Decrease all cooldowns by 5 seconds after picking up 10,000 gold (from a single pile) : feel less bad about +gold affixes and potential for cooldown builds
Phoenix Coal - When receiving fatal damage, you are instead healed to 35% of maximum life and explode (15 yds) for 10x damage prevented (multiplied before mitigation calculations), 5 minute cooldown. : 10x may or may not be too much but may be nice for HC and potential for a fun effect
Steady Rock - Abilities that generate primary resource deal double damage. (must actually generate, i.e. doesn't work when at max) : may open up more builds
Fossilized Flower - Increase all damage by 20% when all 3 class specific item types are equipped (i.e. wand/orb/wiz hat). : more build options
Blessed Stone - When gaining a shrine effect, gain another random shrine effect. (shrines only, no pylons) : fun and potential to justify losing a primary stat
Dark Amphibole - Increase damage by 5% for 10 seconds when healed by a health globe at max health. (up to 10 stacks) : farming help and gives health globes some additional effect when otherwise useless
Flaking Stone - Rare items drop as Veiled Crystal and Magic items drop as Arcane Dust. : huge quality of life bonus
Magnifying Glass - 10% chance for gems to drop 1 tier higher. : quality of life and gold savings (not that the gold part is a big deal really)
Prismatic Sphere - All elemental damage bonuses are equal to your highest elemental damage bonus. : opens up a lot more builds and makes changing builds much less painful
Hearthstone - Halve the time required for Town Portal and increase movement speed in town by 100%. : quality of life, potential for HC survivability
Here's another few potentials:
Philosophy: So, yes, it basically combines the properties of Ice Climbers and Illusory Boots (or Kulle-Aid), but does free up those spots for other boots to be used. Also the Kulle-Aid potion, despite being a fun idea, is never particularly useful I find (at least not for a Barb/Crus) due to the extremely high cd on potions – the armor or all resist potions seem to almost always be better.
Alternatives: if it’s deemed to over powered, then one of the effects (either CC immunity or Ignore Collisions) can always be removed.
Philosophy: This is a fairly common one in various ARPGs, and can potentially provide some interesting builds. There obviously needs to be some tweaking to make the cost of abilities match a health pool instead of a resource pool.
Philosophy: Diversity in movement speed options is currently non-existent; just use paragon points in MS until max 25%, end of story. A consequence of this is that any MS increase on an item is a wasted stat and potentially renders are fair few items instant garbage if they auto-roll with +%MS. While I doubt this gem will ‘fix’ that core problem, removing the MS cap may tempt people to at least experiment with +%MS on items, maybe.
Alternatives: The increased MS to 25% could be removed to just leave the unlocked cap, but I doubt the gem would then be desirable enough to warrant using it over straight damage gems. Keeping the +25% MS would then also allow people to redistribute Para points if they wanted.
Philosophy: I came across a good reddit post the other day about how a lot of high-end builds (particularly Barbs and Crus) are pretty much about completely removing primary resource generators, since they just don’t compare in DPS to spenders, and there are alternate ways to generate resource (Reaper's), or just use cd abilities. While not necessarily a problem (build diversity is great), almost all builds for barb and crus that are able to remove resource generators are just more powerful than ones that have generators, which is not great for diversity.
Alternatives: once again I'm not sure if this will be enough to make generators desirable – the damage buff and generation buff may need to be increased even more to make them competitive abilities. Also I'm not sure how this would work with classes that don't technically have 'generators'...
But there are some really interesting ideas here. Good read!
Ranged attackhas chance to proc frost nova at target on hit. (thinking DH's) Frost nova IS area effect frozen radius, right?
How about Ranged attack has chance to proc black hole at target on hit. Or even the Ess of Johan effect, no damage.
One that converts Trail of Cinders from Fire to Ice and drops damage for slow?
Opens things up for other classes and DH's cold/ice skills are horribly lacking.
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
My first set of ideas comes from mechanics already in the game.
Or here's a good one based on my experiences...I wanna be a waller, just for spite...kinda goes back to the First Diablo I guess.
I want fun stuff...
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
I would also like to see a 1 time use gem that if socketed when salvaged gives extra forgotten soul(s) or 10x gold (based on sell value of item) or even XP based on the type of loot being trashed. Obviously, only good when salvaging legendary or set items.
Another 1 time use gem idea could be if socketed makes the item tradable to any player at any time. The gem is destroyed when the other player picks the item up so it's a one time deal only. Example: I find Jade pants today. 2 weeks from now, I encounter a player that needs the pants for the complete set. I add the gem, drop it. The other player picks it up, the gem disappears and they have the complete set.
Rather than limit where you can put Gems, why not just limit the total number of Leg Gems you can have in your gear? With the way it looks currently you could have a max of 3. So why not just have a max of 3 across your entire set of gear? This would negate the need to ruin good rings and amulets just to get a socket for a Leg Gem.
The cost to unsocket could be a hefty gold sink to make you consider what you use them on. So say you get your first Leg Gem that is just ok, then you get a really nice one - you do not have to get a whole new item to place it in.
I think the benefit of using them in any socket is - it adds flexibility to your gear. It will still comes at a cost no matter where you put them. I suppose a question is are these new Leg Gems going to be something that is actually worth dumping Ele %, Crit %, Crit DMG or ATK Speed for (especially in the Rings and Amulets as it is right now)?