Firstly, i apologize if there is already a thread created specifically to gather all ideas pertaining to the Ancient Legendary System. I tried finding it, don't see it anywhere on this forum or at the Official Blizzard Diablo 3 forum. I guess i didn't try hard enough...if there is one.
Secondly, i don't know if this idea has already been mentioned by someone. So i'm just gonna throw it out and i don't know if its good or bad. lol...
Straight to the point: Adding another layer of RNG is a bad idea. Most or all of us agree. Adding another super rare item to the Loot...i don't know about that. We have so many legendary items that we will want to use this on every one of them, to simply turn them into a more powerful version...stats wise. And nothing more.
How about this? I mean...its a freaking ANCIENT version of the weapon/armor/accessory. Something has to be "ancient" about it. like some unknown power waiting to be awakened from its long slumber. Ancient right? meaning the item is ages old!! So it has to be even more unique than just 'unique'. this is my random idea:
ANCIENT POWER AWAKENING SYSTEM
I don't know how are we going to get an ancient item. i got no ideas on that. So i'm just gonna skip that. My bad...
But once we do get an ancient item, i want to use it. and by using it after a period of time, its Ancient Powers are awaken. How do we awaken it? i dunno. no brillant ideas here either. i know the common way is to kill X number of monsters to unleash its power or kill X certain type of enemies or bosses...i don't know. somebody help out here. thanks.
So what kind of ancient powers are we talking about? Concept Idea: *Further branch out the powers from within the ancient item.
For example: Sledge Fist's Ancient Power - Hitting enemies will build up a charge meter. When full, attack again to unleash a powerful punch that instantly kills [1-3] enemies closest to the character, knockbacking the other enemies in a row, dealing X% damage and stunning them for long periods [10 secs?] with a debuff - enemies take 100% more damage. Punch will go through elites with shields. Doesn't instantly kill bosses. knockbacks work on them [finally!] and stun duration is shorter on them with the same debuff.
Read on for other ideas:
***Needs cinematic zoom in on character when performing Ancient powers. Special animations too***
Vengeful Wind: Hitting enemies will occasionally summon tornadoes that hits every enemy that touches it [similar to wizard's tornado], dealing X% damage, reducing their attack speed and movements for X secs. Hitting enemies will build up a charge meter. when full, attack again to perform 77 normal attacks [automated. like seven sided strike] on an enemy with attack speed of 7.77. All proc effects will still work. when used on a single enemy, every attack will cause the character to move [dance] around the enemy. When used on a group of enemies, every attack causes the character to dash. Note that the character wont be invulnerable during this 77 Combo Attack. will still receive damage. But invulnerable to all crowd control effects. Seven Sided Strike must be equipped in order to use Ancient Power. Windforce: every arrow shot are imbued with the power of wind that occasionally knocks up enemies into the air. hitting enemies will build up a charge meter. When full, attack again to unleash a windforce attack so strong that instantly kills every normal enemies, inflicting 30% of elites's hp as damage, immoblizing them for long duration. doesn't instantly kill bosses. inflicts 5% of boss's hp as damage. does immoblize them. Goldskin: upon collecting certain X amount of gold, character turns gold for 90 seconds granting 9999 armor. Drops gold upon getting hit. amount of gold drop is dependent on number of hits, damage received and gold find. Flying Dragon: Upon activation of Double Attack Speed, attacks leaves behind after-images of the monk that continuously attacks the enemy. only 1 after-image per enemy. after-images performs a 3-hit combo of any spirit generators that is currently in use. certain effects of spirit generators do work but does not generate spirit. IN ACTION: dash strike across a group of 10 enemies with FOT: Bounding Light equipped - 10 arcs of holy chain lightning. Maximus: Attacks are imbued with fire so strong that burns enemies over time. the longer it burns, the more damage it does. No Damage Cap. Damage increase will be gradual. Attacks occasionally unleash a straight line of fire. Demons are fearful of this weapon - demons getting hit by it will receive every abnormal status for 2 seconds - freeze, stun. blind, charm, chill, freeze, etc.Works on elites [demons only]. does not work on bosses. Scourage: After X explosions of demonic fury, summons forth a large group of skeletons and zombies [20?] that lasts for 60 seconds. able to summon up to a total of a group of 40 skeletons and zombies Krede's Flame: Gains a Fiery aura that boosts attack speed and movement speed while damaging nearby enemies and setting them on fire. enemies on fire will explode dealing X% damage to nearby enemies upon death and increases chances of dropping additional red health orbs. Band of Untold Secrets: Occasionally reveals the location of a legendary item [i have no idea how to get this implemented. lol!] Puzzle Ring: Occasionally receives orders from the Puzzle Ring, which instructs player to perform certain attacks in a certain order to complete a puzzle. upon completion, puzzle ring gets an additional random affix. Max additional affixes - 5. When all 5 puzzles are completed, character gains an increase to all stats by 5%. All additional affixes and increase to all stats by 5% will be removed upon death. permanent if alive. Stone of Jordan: increases all stats by 10%. removes countdown timer for "Revive at corpse" and revives with a powerful ancient aura that grants an increase to all stats by 15% and reducing all nearby enemies's stats by 15% as well for X seconds. does not stack with other Stone of Jordan aura. Fire Walkers: Continuously walking will increase movement speed until it reaches the maximum movement speed. at max movement speed, gains a fiery aura that burns enemies. Once you stop walking, you will lose the fiery aura and movement speed bonus. Dovu Energy Trap: Occasionally traps random nearby enemies for X seconds. trapped enemies loses hp over time. amount of hp lost will be equally given to all characters who are nearby, replenishing not just hp but a small amount of resource as well. Moonlight Ward: Has 3 charges to summon forth a group of spirits that attacks enemies with shards of Arcane energy that explode when enemies get close, dealing 240–320% weapon damage as Arcane to enemies within 15 yards. Group of spirits last for 60 seconds. Charges replenishes every 180 second. Yes, you are able to use all 3 charges at one go to summon 3 group of spirits.
i believe Blizzard is in need of ideas? So the community can help out by providing lots of ideas.
is it bad? lol...i dunno. just throwing the idea out to the floor. Thanks for reading.
Thanks for the comments. glad to know its not that bad.
i like the idea of making the legendary items more interesting. Afterall, the Diablo Franchise is all about loot right? So perhaps we can bring their Legendary Item Description or Lore to life. When we find a legendary item, i do not want the fun to end there. Let's dive deeper into the Legendary item in itself - An Ancient version of it. This will also give a chance for lousy unwanted legendaries to become useful or viable. Reading the Legendary Item Description/Lore will give us a clue to what sort of Ancient Powers the item may possess. And so, we have to do something to awaken it or to unleash it.
A good example would be, Flesh Tearer, Nobody uses it...or at least i haven't come across anyone using it for serious fighting against enemies. Currently it doesn't have any special legendary affix. i'm guessing the "Chance to inflict Bleed" affix is its specialty. But really? almost every other weapon can have that affix too. And then, its description says:
"The edges seem to become more jagged with each strike".
Its Ancient version of it could have an ancient power that has got something to do with that! Maybe its:
"Each hit increases weapon damage by X%, increases chance to inflict Bleed by X% and increases Bleed weapon damage by X%. Max stack of 100. Effects lasts until character dies. Each hit also causes enemies to take 3% more damage from all sources. Max stack 10. Effects lasts until enemy dies".
something like that. of course i'm just giving a rough idea. i dunno if its too powerful or still not powerful enough. lol...
An idea just came to mind: Instead of farming for ancient Items, find a legendary item with all the Affixes that we want, and then bring it to some ancient ruins or sanctuary where it is heavily guarded and also have lots of puzzles and traps [opportunity for new Map RNG]. Upon reaching the end, players are able choose any one legendary item to awaken its ancient powers. Rinse and repeat. just throwing the idea out to the floor again.
Secondly, i don't know if this idea has already been mentioned by someone. So i'm just gonna throw it out and i don't know if its good or bad. lol...
Straight to the point: Adding another layer of RNG is a bad idea. Most or all of us agree. Adding another super rare item to the Loot...i don't know about that. We have so many legendary items that we will want to use this on every one of them, to simply turn them into a more powerful version...stats wise. And nothing more.
How about this? I mean...its a freaking ANCIENT version of the weapon/armor/accessory. Something has to be "ancient" about it. like some unknown power waiting to be awakened from its long slumber. Ancient right? meaning the item is ages old!! So it has to be even more unique than just 'unique'. this is my random idea:
ANCIENT POWER AWAKENING SYSTEM
I don't know how are we going to get an ancient item. i got no ideas on that. So i'm just gonna skip that. My bad...
But once we do get an ancient item, i want to use it. and by using it after a period of time, its Ancient Powers are awaken. How do we awaken it? i dunno. no brillant ideas here either. i know the common way is to kill X number of monsters to unleash its power or kill X certain type of enemies or bosses...i don't know. somebody help out here. thanks.
So what kind of ancient powers are we talking about? Concept Idea:
*Further branch out the powers from within the ancient item.
For example: Sledge Fist's Ancient Power - Hitting enemies will build up a charge meter. When full, attack again to unleash a powerful punch that instantly kills [1-3] enemies closest to the character, knockbacking the other enemies in a row, dealing X% damage and stunning them for long periods [10 secs?] with a debuff - enemies take 100% more damage. Punch will go through elites with shields. Doesn't instantly kill bosses. knockbacks work on them [finally!] and stun duration is shorter on them with the same debuff.
Read on for other ideas:
***Needs cinematic zoom in on character when performing Ancient powers. Special animations too***
Vengeful Wind: Hitting enemies will occasionally summon tornadoes that hits every enemy that touches it [similar to wizard's tornado], dealing X% damage, reducing their attack speed and movements for X secs. Hitting enemies will build up a charge meter. when full, attack again to perform 77 normal attacks [automated. like seven sided strike] on an enemy with attack speed of 7.77. All proc effects will still work. when used on a single enemy, every attack will cause the character to move [dance] around the enemy. When used on a group of enemies, every attack causes the character to dash. Note that the character wont be invulnerable during this 77 Combo Attack. will still receive damage. But invulnerable to all crowd control effects. Seven Sided Strike must be equipped in order to use Ancient Power.
Windforce: every arrow shot are imbued with the power of wind that occasionally knocks up enemies into the air. hitting enemies will build up a charge meter. When full, attack again to unleash a windforce attack so strong that instantly kills every normal enemies, inflicting 30% of elites's hp as damage, immoblizing them for long duration. doesn't instantly kill bosses. inflicts 5% of boss's hp as damage. does immoblize them.
Goldskin: upon collecting certain X amount of gold, character turns gold for 90 seconds granting 9999 armor. Drops gold upon getting hit. amount of gold drop is dependent on number of hits, damage received and gold find.
Flying Dragon: Upon activation of Double Attack Speed, attacks leaves behind after-images of the monk that continuously attacks the enemy. only 1 after-image per enemy. after-images performs a 3-hit combo of any spirit generators that is currently in use. certain effects of spirit generators do work but does not generate spirit. IN ACTION: dash strike across a group of 10 enemies with FOT: Bounding Light equipped - 10 arcs of holy chain lightning.
Maximus: Attacks are imbued with fire so strong that burns enemies over time. the longer it burns, the more damage it does. No Damage Cap. Damage increase will be gradual. Attacks occasionally unleash a straight line of fire. Demons are fearful of this weapon - demons getting hit by it will receive every abnormal status for 2 seconds - freeze, stun. blind, charm, chill, freeze, etc.Works on elites [demons only]. does not work on bosses.
Scourage: After X explosions of demonic fury, summons forth a large group of skeletons and zombies [20?] that lasts for 60 seconds. able to summon up to a total of a group of 40 skeletons and zombies
Krede's Flame: Gains a Fiery aura that boosts attack speed and movement speed while damaging nearby enemies and setting them on fire. enemies on fire will explode dealing X% damage to nearby enemies upon death and increases chances of dropping additional red health orbs.
Band of Untold Secrets: Occasionally reveals the location of a legendary item [i have no idea how to get this implemented. lol!]
Puzzle Ring: Occasionally receives orders from the Puzzle Ring, which instructs player to perform certain attacks in a certain order to complete a puzzle. upon completion, puzzle ring gets an additional random affix. Max additional affixes - 5. When all 5 puzzles are completed, character gains an increase to all stats by 5%. All additional affixes and increase to all stats by 5% will be removed upon death. permanent if alive.
Stone of Jordan: increases all stats by 10%. removes countdown timer for "Revive at corpse" and revives with a powerful ancient aura that grants an increase to all stats by 15% and reducing all nearby enemies's stats by 15% as well for X seconds. does not stack with other Stone of Jordan aura.
Fire Walkers: Continuously walking will increase movement speed until it reaches the maximum movement speed. at max movement speed, gains a fiery aura that burns enemies. Once you stop walking, you will lose the fiery aura and movement speed bonus.
Dovu Energy Trap: Occasionally traps random nearby enemies for X seconds. trapped enemies loses hp over time. amount of hp lost will be equally given to all characters who are nearby, replenishing not just hp but a small amount of resource as well.
Moonlight Ward: Has 3 charges to summon forth a group of spirits that attacks enemies with shards of Arcane energy that explode when enemies get close, dealing 240–320% weapon damage as Arcane to enemies within 15 yards. Group of spirits last for 60 seconds. Charges replenishes every 180 second. Yes, you are able to use all 3 charges at one go to summon 3 group of spirits.
i believe Blizzard is in need of ideas? So the community can help out by providing lots of ideas.
is it bad? lol...i dunno. just throwing the idea out to the floor. Thanks for reading.
but srsly, I don't think that's going to be implemented as ancient items.
maybe in the future / xpac but this would have to wait until they fix/buff all other uniques with subpar legendary powers/lacking thereof
i like the idea of making the legendary items more interesting. Afterall, the Diablo Franchise is all about loot right? So perhaps we can bring their Legendary Item Description or Lore to life. When we find a legendary item, i do not want the fun to end there. Let's dive deeper into the Legendary item in itself - An Ancient version of it. This will also give a chance for lousy unwanted legendaries to become useful or viable. Reading the Legendary Item Description/Lore will give us a clue to what sort of Ancient Powers the item may possess. And so, we have to do something to awaken it or to unleash it.
A good example would be, Flesh Tearer, Nobody uses it...or at least i haven't come across anyone using it for serious fighting against enemies. Currently it doesn't have any special legendary affix. i'm guessing the "Chance to inflict Bleed" affix is its specialty. But really? almost every other weapon can have that affix too. And then, its description says:
"The edges seem to become more jagged with each strike".
Its Ancient version of it could have an ancient power that has got something to do with that! Maybe its:
"Each hit increases weapon damage by X%, increases chance to inflict Bleed by X% and increases Bleed weapon damage by X%. Max stack of 100. Effects lasts until character dies. Each hit also causes enemies to take 3% more damage from all sources. Max stack 10. Effects lasts until enemy dies".
something like that. of course i'm just giving a rough idea. i dunno if its too powerful or still not powerful enough. lol...
An idea just came to mind: Instead of farming for ancient Items, find a legendary item with all the Affixes that we want, and then bring it to some ancient ruins or sanctuary where it is heavily guarded and also have lots of puzzles and traps [opportunity for new Map RNG]. Upon reaching the end, players are able choose any one legendary item to awaken its ancient powers. Rinse and repeat. just throwing the idea out to the floor again.