Crafting a set seems silly. Some sets it may work for, like Heavy Iron Set, or something. Crafting Tal'Rasha's Wrappings though wouldn't make sense. That's supposed to be the armor Tal'Rasha was imprisoned in.
Set items with skills that distinct from anyother content stats in D3's universe.
Set items not for completing a set to use as a collected gear. (no value for sell/saved)
A specific set item stats that require different gear piece every month but with due expiration date to dispatch the completed set at the end of each month (hypothetically a month).
Value for trading and collecting will be the gears that has high percentages on being included into the blueprint/recipe each month.
If this kind of set items is consider valuable for pvp use than the dispatching/regathering process will be worth it to take part in the collect for magic find.
Other:
None of the above options that they are currently playing around with really.
Some points for me.
1. Set items should be extremely powerful for their level if you have all the set items.
2. They should be special, with some kind of lore attached, and not just able to be crafted by your average joe or sold down the street at the market. This isn't to say that there may be one or two items that are set items that can ONLY be done through crafting in accordance some some kind of story arc or something.
3. Not scalable with level as a rule, this would make item hunting more boring and irrelevant, and in a way really detracts from the fun of a game like this that puts so much emphasis on item collecting. As before this isn't to say a few pieces could not be scalable. On a side note, I don't really like the way every system does scalable items and my preference in regards to a set, if it was done, would be to for the items to scale to your level at the point when each piece is found. So you find a piece at level 10, it stays that level until you find the second piece at level 20, in which case both pieces become level 20, etc.
My 'other'.
I think the implementation should be around a dynamic quest functionality. Once a random piece is found, the remaining set needs to be integrated into the the game in some way. It's difficult, as you do not want non scalable set items to be so hard to hunt that they are worthless once finally found, but at the same time not so easy that every man and his dog has one within a few hours.
My suggestion would be to have some kind of mechanism that is run from say the trader, where you can pay a bunch of cash (relative to the power of the item) to purchase a treasure map for a piece of the item. This then starts a _time limited_ quest at a new random dungeon location that pops up on the map. The dungeon, with it's time limit, should be a challenge to the player, who needs to get in there before the item goes missing again. Heck the dungeons could even be themed by the set item's lore. Why not since blizzard are making set items by hand, I don't see why adding a few notes as to the general theme of the random dungeon dungeon for them, I don't think they would need to go all out with actual designed quest elements and voice over, just a random dungeon with a theme to the level that suits the item.
I imagine that as the set item level goes up, the availability of the 'map' for an item from the trader goes down, so that with top level item maps having an very rare availability but not nearly as rare as the item drop itself, and also they should be incredibly hard to accomplish
Ahh, it's a work in progress, but I think it would be best done around quests, and would really make something thats boring and fairly useless in the current Diablo to be a really fun new part that can add a lot to the game.
Having sets be the most powerful and best choice is a big mistake in my opinion. You'll never see anyone using anything different then. The last thing I want to see is homogenization in D3. That was part of the fun for me in D2, seeing people in different sets/uniques/especially rares. Rares were hit and miss. You could get one that was trash, one that was so-so, or sometimes when the stars aligned just right you'd get that uber rare that was ideal for your class and spec.
Having sets become the best would take away all of that sense of randomness and uniqueness. I love uniques and I love sets because they give a bit of lore and some fun benefits but I really loved the feeling of finding a rare that was near perfect and no one else had one like it.
Other:
None of the above options that they are currently playing around with really.
Well there's no reason for them to not play around with using set items as puzzle pieces. I think it's a safe zone to play with what could become of the set items in the future after the release. Powerful in a having a secretive, unique set items skill gift gifted to the set. Make it more like an event for treasure find.
If they catch this I think there will at least be some thoughts on how to deal with something in this way. And that's more content for us.
Making it sounding in anyway like runewords however, is definitely not the way to go.
I'm not saying the set items found questing are the best possible sets, but more mediocre ones to be used during leveling, or a starting end-game to replace some slots you might need a little power boost to. Most sets will still be completely up to chance, and of course they won't be the best thing to wear.
I also agree with the niche set bonuses, something specific and neat, unique to that set. Not something that increases combat effectiveness directly, but a fun thing that adds some value, like how trangs turned you into the Caster enemy from act 3(name not forthcoming) or IK made you shiny.
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"Never judge a man until you have walked a mile in his shoes, because then you're a mile away, and you have his shoes." - Douglas Adams
Well there's no reason for them to not play around with using set items as puzzle pieces. I think it's a safe zone to play with what could become of the set items in the future after the release. Powerful in a having a secretive, unique set items skill gift gifted to the set. Make it more like an event for treasure find.
Sure. I just didn't particularly like the options in the vote over what I had in my head at the time.
I also agree that set items should not be the most powerful in the end game, but I would imagine that there would be done by there being less rune sockets and such with set items, and not because complete set of ultra rare at end game should be not as powerful as other random items. Just less flexible and enhanceable because you are stuck with the set bonuses rather than being able to find lots of ultra rare runes to slot in.
I suppose the good old token system could work here as well.
Likewise other peoples said, there's a chanse to found a "recipe" that provide your aristan ability to create that set. But getting materials for it is not enought, you also need that chest/head/shoulder token to complete item.
I dunno, looks close to the craft system. So vote for it.
Sure. I just didn't particularly like the options in the vote over what I had in my head at the time.
Just wish I can really push this concept into the dev team's head. Make them give a good mind spin on the idea.
I always want to see something that stands more encrypted, something more neutral, in powers' terms.
A Soldier Angel Set: (Becomes Tyrael's race of angel) Lightening bolts human who doesn't follow the rules to obey the being that's in possession of the full body set. All sets will self-destruct at the end every month. Clan stock up on possible pieces each month is the more efficient method.
#Set items' treasure find worth will be determin by the pieces that is descripted to have the better odds of becoming the selected piece every month.
I really don't know how this sounds really. Had this idea in my mind for awhile now. Of course I think alot on this for pvp use.
Reading through a few of these suggestions, the one catching my eye is the increased chance to drop when you hold a/all but 1 piece of the set. Theres a way to exploit that. Using a D2 example, people would just carry around every piece of tals set except armor, then trade or move it to another character, then start again. Its too easy a way for people to exploit it to get the best part of the set.
I like the finding different levels of the same set idea (of course with a small visual upgrade as well). would be cool to wear sigons from start to end of game - of course you look epic by then end, not looking the same the entire game.
Yeah, I don't relish the idea of anything I find (let alone a set piece!) just disappearing.
I really like the idea of wearing items of an incomplete set granting you an increase in the chance of finding the other set pieces, but I can understand the farming side of that as well.
Maybe a bind on equip, relative to all of that particular sets pieces?
I play single player mostly, so I'm not concerned with some items flooding an economy, but I also would like the ability to pass items along to other characters on my account, so BOE might not be the right way to go.
Whatever they decide to go with, I would like to be able to complete a high level set in single player. Even when I played battlenet, I never FOUND IK armor, I had to trade for it, and then I was never sure it was legit.
And i've never found a stone of jordan either, after 10 years. Really. Bad luck, but thats kinda my point. Maybe they can increase the drop rate for single player. Hmmm.
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"It's hard to kill a man once you've seen pictures of his kids"
Wait so you want the items to self-destruct after 30 days? Or on a certain day of each month? Either way doesn't really appeal to me, to be honest.
Yeah, I don't relish the idea of anything I find (let alone a set piece!) just disappearing.
I was trying to make it more like something to be collected by multiple players group. Such as a clan. For the set to maintain its puzzle shifting event-status, it might need to be destroy at the end of every month to allow some of the set items' pieces which always has the better odds, to be actually liquidated into the D3 economy. Make the idea of collecting the higher- odds-to-be-appointed set piece, always has its value. Rather is for players to have strong identity in clan, or overall allowing the set items to become a genre by itself.
And a genre that its power is more neutral, it should stands out because it has interesting effect that differ from anything on the battle field. It might work best for pvp/clan war.
Blizzard should design the loot system so the set/unqiue items drop in/off a lower zone/mob are for a few levels higher, or a later zone. That way you dont always come across a level 8 item at level 12 for instance. This way the items you find will as least be viable for your current character, rather than an alternate or later character.
Scaleable items could defeat the purpose of finding alot of items, hence taking alot of fun out of finding upgrades and new gear. I don't want to use the same item all game.
some early game set items can be fun, forget what it was called, but that one instance in the barrens in wow, something something caverns.
So my "other" vote would be this: set items should scale SOMEWHAT, not huge, but SOME armor should "stretch" 5 or 10 levels so you can collect and enjoy the set.
Why i say SOME armor should "stretch" or "grow with character" i dont want to be lvl 57 and get a piece of gear that has the option of "growing" 5 lvls but it only has a chance to 3 lvls since i didnt get it till 57. Unless the "growing" gear would be x strong at x lvl and not "grow" with lvl but be a set strength at each lvl. But i do not want a lvl 15 set piece to stretch up to lvl 60, would be kind of lame to have the best end game gear at 15... but not know you had it until you were 60...
I picked multiple items because I've actually seen it work on a diablo style game (one the best that i would put just below diablo 2). The game was called Sacred and they had multiple item sets that had different levels but still acted as a set with base item stats that fit the level version you had. If you don't know the game you should check it out, it was a blast dunno if people still play it or not. But on a similar note I just want to see less "useless" set and unique items. I mean as a whole or partial set, there were sets that i looked at and found myself going: OK... and this exists why?
P.S. spell check doesn't recognize diablo as a word.
Perhaps a fully levelled blacksmith has knowledge of those ancient artefacts? Say you've already got 3 of the 4 items it would aid the artisan in knowing what to create. Perhaps you need all the artisans to have a high enough level?
I'm not really endorsing this to be honest. I prefer the idea of finding it, though I really want to make it easier a set than in was in D2.
Set items not for completing a set to use as a collected gear. (no value for sell/saved)
A specific set item stats that require different gear piece every month but with due expiration date to dispatch the completed set at the end of each month (hypothetically a month).
Value for trading and collecting will be the gears that has high percentages on being included into the blueprint/recipe each month.
If this kind of set items is consider valuable for pvp use than the dispatching/regathering process will be worth it to take part in the collect for magic find.
None of the above options that they are currently playing around with really.
Some points for me.
1. Set items should be extremely powerful for their level if you have all the set items.
2. They should be special, with some kind of lore attached, and not just able to be crafted by your average joe or sold down the street at the market. This isn't to say that there may be one or two items that are set items that can ONLY be done through crafting in accordance some some kind of story arc or something.
3. Not scalable with level as a rule, this would make item hunting more boring and irrelevant, and in a way really detracts from the fun of a game like this that puts so much emphasis on item collecting. As before this isn't to say a few pieces could not be scalable. On a side note, I don't really like the way every system does scalable items and my preference in regards to a set, if it was done, would be to for the items to scale to your level at the point when each piece is found. So you find a piece at level 10, it stays that level until you find the second piece at level 20, in which case both pieces become level 20, etc.
My 'other'.
I think the implementation should be around a dynamic quest functionality. Once a random piece is found, the remaining set needs to be integrated into the the game in some way. It's difficult, as you do not want non scalable set items to be so hard to hunt that they are worthless once finally found, but at the same time not so easy that every man and his dog has one within a few hours.
My suggestion would be to have some kind of mechanism that is run from say the trader, where you can pay a bunch of cash (relative to the power of the item) to purchase a treasure map for a piece of the item. This then starts a _time limited_ quest at a new random dungeon location that pops up on the map. The dungeon, with it's time limit, should be a challenge to the player, who needs to get in there before the item goes missing again. Heck the dungeons could even be themed by the set item's lore. Why not since blizzard are making set items by hand, I don't see why adding a few notes as to the general theme of the random dungeon dungeon for them, I don't think they would need to go all out with actual designed quest elements and voice over, just a random dungeon with a theme to the level that suits the item.
I imagine that as the set item level goes up, the availability of the 'map' for an item from the trader goes down, so that with top level item maps having an very rare availability but not nearly as rare as the item drop itself, and also they should be incredibly hard to accomplish
Ahh, it's a work in progress, but I think it would be best done around quests, and would really make something thats boring and fairly useless in the current Diablo to be a really fun new part that can add a lot to the game.
Having sets become the best would take away all of that sense of randomness and uniqueness. I love uniques and I love sets because they give a bit of lore and some fun benefits but I really loved the feeling of finding a rare that was near perfect and no one else had one like it.
Well there's no reason for them to not play around with using set items as puzzle pieces. I think it's a safe zone to play with what could become of the set items in the future after the release. Powerful in a having a secretive, unique set items skill gift gifted to the set. Make it more like an event for treasure find.
If they catch this I think there will at least be some thoughts on how to deal with something in this way. And that's more content for us.
Making it sounding in anyway like runewords however, is definitely not the way to go.
I also agree with the niche set bonuses, something specific and neat, unique to that set. Not something that increases combat effectiveness directly, but a fun thing that adds some value, like how trangs turned you into the Caster enemy from act 3(name not forthcoming) or IK made you shiny.
Sure. I just didn't particularly like the options in the vote over what I had in my head at the time.
I also agree that set items should not be the most powerful in the end game, but I would imagine that there would be done by there being less rune sockets and such with set items, and not because complete set of ultra rare at end game should be not as powerful as other random items. Just less flexible and enhanceable because you are stuck with the set bonuses rather than being able to find lots of ultra rare runes to slot in.
Likewise other peoples said, there's a chanse to found a "recipe" that provide your aristan ability to create that set. But getting materials for it is not enought, you also need that chest/head/shoulder token to complete item.
I dunno, looks close to the craft system. So vote for it.
Just wish I can really push this concept into the dev team's head. Make them give a good mind spin on the idea.
I always want to see something that stands more encrypted, something more neutral, in powers' terms.
A Soldier Angel Set: (Becomes Tyrael's race of angel) Lightening bolts human who doesn't follow the rules to obey the being that's in possession of the full body set. All sets will self-destruct at the end every month. Clan stock up on possible pieces each month is the more efficient method.
#Set items' treasure find worth will be determin by the pieces that is descripted to have the better odds of becoming the selected piece every month.
I really don't know how this sounds really. Had this idea in my mind for awhile now. Of course I think alot on this for pvp use.
I like the finding different levels of the same set idea (of course with a small visual upgrade as well). would be cool to wear sigons from start to end of game - of course you look epic by then end, not looking the same the entire game.
Wait so you want the items to self-destruct after 30 days? Or on a certain day of each month? Either way doesn't really appeal to me, to be honest.
I really like the idea of wearing items of an incomplete set granting you an increase in the chance of finding the other set pieces, but I can understand the farming side of that as well.
Maybe a bind on equip, relative to all of that particular sets pieces?
I play single player mostly, so I'm not concerned with some items flooding an economy, but I also would like the ability to pass items along to other characters on my account, so BOE might not be the right way to go.
Whatever they decide to go with, I would like to be able to complete a high level set in single player. Even when I played battlenet, I never FOUND IK armor, I had to trade for it, and then I was never sure it was legit.
And i've never found a stone of jordan either, after 10 years. Really. Bad luck, but thats kinda my point. Maybe they can increase the drop rate for single player. Hmmm.
And a genre that its power is more neutral, it should stands out because it has interesting effect that differ from anything on the battle field. It might work best for pvp/clan war.
Blizzard should design the loot system so the set/unqiue items drop in/off a lower zone/mob are for a few levels higher, or a later zone. That way you dont always come across a level 8 item at level 12 for instance. This way the items you find will as least be viable for your current character, rather than an alternate or later character.
Scaleable items could defeat the purpose of finding alot of items, hence taking alot of fun out of finding upgrades and new gear. I don't want to use the same item all game.
So my "other" vote would be this: set items should scale SOMEWHAT, not huge, but SOME armor should "stretch" 5 or 10 levels so you can collect and enjoy the set.
Why i say SOME armor should "stretch" or "grow with character" i dont want to be lvl 57 and get a piece of gear that has the option of "growing" 5 lvls but it only has a chance to 3 lvls since i didnt get it till 57. Unless the "growing" gear would be x strong at x lvl and not "grow" with lvl but be a set strength at each lvl. But i do not want a lvl 15 set piece to stretch up to lvl 60, would be kind of lame to have the best end game gear at 15... but not know you had it until you were 60...
P.S. spell check doesn't recognize diablo as a word.
I'm not really endorsing this to be honest. I prefer the idea of finding it, though I really want to make it easier a set than in was in D2.
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