Now THAT'S what I want to see. "This sounds great because blablabla", "This wouldn't work because blablabla". You can make a discussion off of this. You don't have to stop at saying they might implement runes, since there seems to be a general consensus on how amazing this could be, you could go a step further and make more examples or improvements to the system. You know... like a real discussion.
Instead all I usually see is "Hire this guy, derp" or "This will clearly save the game and bring back 9 million players and make them play the game for 12 years" type of bullshit that doesn't help anybody.
You can even clearly see how much OP cares as he doesnt even bother to respond to anybody... "It's all about the fame"
Probably you're right.
People should explain why idea X is great, why idea Y sux etc, but you know, if you agree on what he wrote I don't see why you should say why.
I mean, I just agree.. why? Because I see the game the same way the OP does.
If you want my opinion on the different topics here you are:
Rarity
I want legendaries to be legendaries.
I remember how hard it was to get high-level runes or uniques in diablo 2 and the feeling you had when you found them.
In diablo 3 it's not the same: you find a mempo? Good... now let's see if it has crit, if else... *crap*.
I can bring up the "it has X primary stat so it isn't for my class" matter:
in diablo 2, if I dropped the unique shako I'd jump on my chair straight away and I'd know that it can be used by any class and that it would be useful to any of them.
In diablo 3 it's not the same: have a look on the stormshield for example... it's clearly a barbarian shield. Even if it might be good for other classes it doesn't stand a chance with a pure-barbarian-stat-stormshield (I hope you can understand what I mean).
Rewarding the Hunt
It's simply amazing.
I just disagree with the achivements giving the player a bonus, but other than that I think that knowing the lore and getting the achivement for every legendary is pretty cool.
About the magic find I think it just need some tweaks (I wrote a suggestion on a post above).
Crafting
Getting specific crafting materials from unique mobs is very cool.
Finally you can look for something to kill in the game.. a REAL objective to accomplish to get something that you know IS worth to get.
I also agree on what he worte about gems: less and every gem droppable.
Maybe the mystic can be tweaked (mostly the costs but I think that the whole idea is just a base idea for the devs to get inspiration from) but if that is one of many other functionalities she has I think it's ok like it is.
Legendary Items
I agree with people who says that you don't solve anything by just adding a 6th rune.
On the thread here on Diablofans about how to improve skills I suggested to remove two runes from each skill and/or merge some of them so it's easier for the devs to balance the whole thing.
With that premise I think that giving a whole new rune to a specific item or a "legendary property" is very interesting and most importantly this suggestion is very close to what the devs want right now: game breaking legendaries and builds built around items.
If you want any kind of reward for actually playing the game then gold (and any global currency) needs to be absolutely worthless.
Mhm... if the game is going to be less auction house dependant I agree but I can't see the "gold-worthless/less important" thing coming.. not until the expansion at least.
A gold sink does nothing more than to encourage botting (gold becomes valuable -> there's profit to be made -> more bots) and to hurt legit players.
How many hours do you need to play to pick up 180 million gold, Mr. True Loot Potential?
I thought the same when I saw gold costs of tens of millions.
Well it needs tuning of course.
But I see what he tried to achieve with that: gold sinks need to be there and must be effective, the problem is "how" ... and that's where Blizzard devs kick in ;D
I thought my ideas were interesting.. but yours... oh man!
Yours are superb!
When I read the "Legendary Items" part I was like: "Oh sh*t! This is one of the best ideas I've ever seen... Please Blizzard make it happen in Loot 2.0"
Man, you're a god!
+ infinite
P.S.
What about making your idea of "Magic Find" scale with Paragon Levels?
I mean something like every paragon level makes you stack your NVs faster:
every paragon level gives you a 0,25% chance that every elite you kill it will give you 2 stacks of NV instead of 1, so at paragon level 100 every elite has a 25% chance to give the player 2 stacks of NV instead of 1.
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Probably you're right.
People should explain why idea X is great, why idea Y sux etc, but you know, if you agree on what he wrote I don't see why you should say why.
I mean, I just agree.. why? Because I see the game the same way the OP does.
If you want my opinion on the different topics here you are:
Rarity
I want legendaries to be legendaries.
I remember how hard it was to get high-level runes or uniques in diablo 2 and the feeling you had when you found them.
In diablo 3 it's not the same: you find a mempo? Good... now let's see if it has crit, if else... *crap*.
I can bring up the "it has X primary stat so it isn't for my class" matter:
in diablo 2, if I dropped the unique shako I'd jump on my chair straight away and I'd know that it can be used by any class and that it would be useful to any of them.
In diablo 3 it's not the same: have a look on the stormshield for example... it's clearly a barbarian shield. Even if it might be good for other classes it doesn't stand a chance with a pure-barbarian-stat-stormshield (I hope you can understand what I mean).
Rewarding the Hunt
It's simply amazing.
I just disagree with the achivements giving the player a bonus, but other than that I think that knowing the lore and getting the achivement for every legendary is pretty cool.
About the magic find I think it just need some tweaks (I wrote a suggestion on a post above).
Crafting
Getting specific crafting materials from unique mobs is very cool.
Finally you can look for something to kill in the game.. a REAL objective to accomplish to get something that you know IS worth to get.
I also agree on what he worte about gems: less and every gem droppable.
Maybe the mystic can be tweaked (mostly the costs but I think that the whole idea is just a base idea for the devs to get inspiration from) but if that is one of many other functionalities she has I think it's ok like it is.
Legendary Items
I agree with people who says that you don't solve anything by just adding a 6th rune.
On the thread here on Diablofans about how to improve skills I suggested to remove two runes from each skill and/or merge some of them so it's easier for the devs to balance the whole thing.
With that premise I think that giving a whole new rune to a specific item or a "legendary property" is very interesting and most importantly this suggestion is very close to what the devs want right now: game breaking legendaries and builds built around items.
Mhm... if the game is going to be less auction house dependant I agree but I can't see the "gold-worthless/less important" thing coming.. not until the expansion at least.
Well it needs tuning of course.
But I see what he tried to achieve with that: gold sinks need to be there and must be effective, the problem is "how" ... and that's where Blizzard devs kick in ;D
Yours are superb!
When I read the "Legendary Items" part I was like: "Oh sh*t! This is one of the best ideas I've ever seen... Please Blizzard make it happen in Loot 2.0"
Man, you're a god!
+ infinite
P.S.
What about making your idea of "Magic Find" scale with Paragon Levels?
I mean something like every paragon level makes you stack your NVs faster:
every paragon level gives you a 0,25% chance that every elite you kill it will give you 2 stacks of NV instead of 1, so at paragon level 100 every elite has a 25% chance to give the player 2 stacks of NV instead of 1.