I have an idea that could make ancient weapons and more fun at the same time while also increasing replayability.
First off, ancient weapons should be removed and reverted back to all being normal. I'm not calling for an all out nerf though, or QQ about how i'm not getting any or the one i want. I'm suggesting a new system for them as opposed to being pure RNG like they are now.
Create a new item, we'll call it "ancient rune" for now for lack of a better name. This rune would be a rare drop, in the same way as ramalandi's gift, possibly even more rare. It could be used on any piece of gear to make the item ancient, but not just straight up ancient. What would happen is you would insert a rune into the rift obelisk and it would then let you insert a weapon as well to try to make it ancient. You would then be ported into a greater rift. They would essentially work the same as they do now, but instead of upgrading a gem at the end, you would have the option to upgrade your weapon, or continue on to the next tier. The option to upgrade your gear would only be given if you successfully clear the rift within the timer and stats would be increased by 0.5% per level completed. Rift level 50 would give a 25% boost to stats on your weapon. The boosted stats would be the same as current ancient gear in that not all stats would be boosted, only the same ones that are boosted now. the 0.5% per level is also just an example. I'd expect it to be tuned somewhere so that around tier 38ish, maybe 42(because 42) would give stats equal to current ancient weapons, the farther you go, the better your weapon could get. The boost per tier completed would have to be low enough that each boost alone isnt enough to let you clear one tier farther as well, but i think fair tuning could be achieved. It would fit in Blizzards current philosophy of rewarding individual accomplishments as well as giving end game something else to grind towards. You could practice how far you think you can get in a standard grift, then when you're ready to roll the dice, use your item and give it a shot.
Getting a perfect non ancient kridershot would feel a lot better if I know that there was SOMETHING that I could do to upgrade this into something usable. Because as of now a perfect non ancient kridershot is just a forgotten soul. Arcane barb too easy.
seems like a good idea but i'd rather they remove Ancients from season play and have them non-season only just cause with a short season like this last one you might never get one that is needed for the correct build or only viable to rifting build per class.
Normal weapons should just have the same damage range as Ancients. Then the only benefit to ancient is stat increases, which are meaningful but not gamebreaking (as with ancient armor pieces).
It would make ancient weapons nice, but not essentially required. It's just the increased damage that makes them that way.
I think the easiest solution for blizzard AND for casuals is to just remove the 30% increase to dmg range. It would be a 5 minute fix and the game would feel much more balanced. The problem is, since the community has already gotten a taste of ancient weapons, changing it now would be taken as a nerf. And blizz is kind of walking on thin ice with it's community when it comes to nerfs. There will be QQ. But I do agree that SOMETHING needs to be done.
How about keep Ancient items as they are; but when re-rolling non-ancient items as the Mystic, you might sometimes get an Ancient roll for your item?
You could have the Ancient roll show up as a different colour maybe. I don't see why Non-Ancient weapons can't have the chance to roll higher %damage too (but this might get me flamed lol)
+1756-2201 Fire Damage
+9% Damage
+900 Str
+920 Vit
+1690-1751
+19% Damage (10%-20%)
+800 Dex
+750 Vit
This way, non-ancient items can at least be given a fighting chance against Ancients.. obviously a good Ancient is always going to beat a normal though..
As an added side-benefit; you will be farming mats (or using your supply) to try and get that Ancient roll.. it gives you some other tangible way to improve your character and you are still technically 'looking for your Ancient' but you've broadened the possibility of getting something you're going to be happy with with you're looking.
What I hate most is that an Arcane Barb is considered BIS. It has no usable affix. You can't even roll +Arcane damage as a buff. The only reason it's BIS is because it has more damage than the 2 craftable bows. The bows at least have either critical chance or elite affixes. I'm not at all suggesting they buff the bows. The same issue would be in place with a different weapon. I'm just illustrating that when you are correct to blow off CHC or Elite damage for something else, there is definitely a problem.
Normal weapons should just have the same damage range as Ancients. Then the only benefit to ancient is stat increases, which are meaningful but not gamebreaking (as with ancient armor pieces).
It would make ancient weapons nice, but not essentially required. It's just the increased damage that makes them that way.
I agree with your ideas. It pained me to salvage non-ancient Furnaces because of how low the damage was, despite the +bonus to elites.
I have an idea that could make ancient weapons and more fun at the same time while also increasing replayability.
First off, ancient weapons should be removed and reverted back to all being normal. I'm not calling for an all out nerf though, or QQ about how i'm not getting any or the one i want. I'm suggesting a new system for them as opposed to being pure RNG like they are now.
Create a new item, we'll call it "ancient rune" for now for lack of a better name. This rune would be a rare drop, in the same way as ramalandi's gift, possibly even more rare. It could be used on any piece of gear to make the item ancient, but not just straight up ancient. What would happen is you would insert a rune into the rift obelisk and it would then let you insert a weapon as well to try to make it ancient. You would then be ported into a greater rift. They would essentially work the same as they do now, but instead of upgrading a gem at the end, you would have the option to upgrade your weapon, or continue on to the next tier. The option to upgrade your gear would only be given if you successfully clear the rift within the timer and stats would be increased by 0.5% per level completed. Rift level 50 would give a 25% boost to stats on your weapon. The boosted stats would be the same as current ancient gear in that not all stats would be boosted, only the same ones that are boosted now. the 0.5% per level is also just an example. I'd expect it to be tuned somewhere so that around tier 38ish, maybe 42(because 42) would give stats equal to current ancient weapons, the farther you go, the better your weapon could get. The boost per tier completed would have to be low enough that each boost alone isnt enough to let you clear one tier farther as well, but i think fair tuning could be achieved. It would fit in Blizzards current philosophy of rewarding individual accomplishments as well as giving end game something else to grind towards. You could practice how far you think you can get in a standard grift, then when you're ready to roll the dice, use your item and give it a shot.
Getting a perfect non ancient kridershot would feel a lot better if I know that there was SOMETHING that I could do to upgrade this into something usable. Because as of now a perfect non ancient kridershot is just a forgotten soul. Arcane barb too easy.
seems like a good idea but i'd rather they remove Ancients from season play and have them non-season only just cause with a short season like this last one you might never get one that is needed for the correct build or only viable to rifting build per class.
Normal weapons should just have the same damage range as Ancients. Then the only benefit to ancient is stat increases, which are meaningful but not gamebreaking (as with ancient armor pieces).
It would make ancient weapons nice, but not essentially required. It's just the increased damage that makes them that way.
http://us.battle.net/d3/en/profile/Spiral-1401/hero/65250518
I think the easiest solution for blizzard AND for casuals is to just remove the 30% increase to dmg range. It would be a 5 minute fix and the game would feel much more balanced. The problem is, since the community has already gotten a taste of ancient weapons, changing it now would be taken as a nerf. And blizz is kind of walking on thin ice with it's community when it comes to nerfs. There will be QQ. But I do agree that SOMETHING needs to be done.
Easy fix make all weapons ancient.... See it's a buff.
How about keep Ancient items as they are; but when re-rolling non-ancient items as the Mystic, you might sometimes get an Ancient roll for your item?
You could have the Ancient roll show up as a different colour maybe. I don't see why Non-Ancient weapons can't have the chance to roll higher %damage too (but this might get me flamed lol)
+1756-2201 Fire Damage
+9% Damage
+900 Str
+920 Vit
+1690-1751
+19% Damage (10%-20%)
+800 Dex
+750 Vit
This way, non-ancient items can at least be given a fighting chance against Ancients.. obviously a good Ancient is always going to beat a normal though..
As an added side-benefit; you will be farming mats (or using your supply) to try and get that Ancient roll.. it gives you some other tangible way to improve your character and you are still technically 'looking for your Ancient' but you've broadened the possibility of getting something you're going to be happy with with you're looking.
What I hate most is that an Arcane Barb is considered BIS. It has no usable affix. You can't even roll +Arcane damage as a buff. The only reason it's BIS is because it has more damage than the 2 craftable bows. The bows at least have either critical chance or elite affixes. I'm not at all suggesting they buff the bows. The same issue would be in place with a different weapon. I'm just illustrating that when you are correct to blow off CHC or Elite damage for something else, there is definitely a problem.
I agree with your ideas. It pained me to salvage non-ancient Furnaces because of how low the damage was, despite the +bonus to elites.
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