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    posted a message on [Idea] New cube recipe or new tier of legendary item
    Quote from Shapookya»

    Quote from ShadowFoxGXA»

    @Shapookya [Reads topic title]...yep thread is totally about power creep. Thread was originally about the suggestion of a new tier of legendary item or an additional cube recipe. You offered up little contribution to that topic, you simply derailed the thread into a discussion about power creep and how you don't like it. This thread could be considered more yours now than mine hence why i'm requesting the lock.



    ... "new tier of legendary item" is not power creep? "additional cube recipe where you get an additional stat on an item" is not power creep?
    You suggested power creep. We talk about power creep. Where is the problem?

    The problem is I did not suggest power creep. I suggested a new tier of legendary item or a new cube recipe. Though the suggestion does bring power creep to the table, the topic and discussion are not about power creep they are about whether a new tier of legendary or a new cube recipe being brought to the game would be good or not. You have already clearly stated your view with a resounding "no." There is little discussion going on about the topic now and instead it is all about whether power creep is good or bad. Hence the request for the lock. If you would like to discuss why the original idea is good or bad by bringing other points to the table please do so, we get that you dislike power creep and you personally think it's bad for the game but this topic is not about power creep regardless of how much you think it is.

    Posted in: Diablo III General Discussion
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    posted a message on [Idea] New cube recipe or new tier of legendary item

    @Shapookya [Reads topic title]...yep thread is totally about power creep. Thread was originally about the suggestion of a new tier of legendary item or an additional cube recipe. You offered up little contribution to that topic, you simply derailed the thread into a discussion about power creep and how you don't like it. This thread could be considered more yours now than mine hence why i'm requesting the lock.

    Posted in: Diablo III General Discussion
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    posted a message on [Idea] New cube recipe or new tier of legendary item

    Requesting a mod lock this, thread is getting way off topic. Only 3 replies about the original post topic and the rest has derailed into a discussion about power creep. If you guys want to discuss power creep have at it I'm sure there's already a thread somewhere for it.

    Posted in: Diablo III General Discussion
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    posted a message on [Idea] New cube recipe or new tier of legendary item
    Quote from Shapookya»

    Quote from ShadowFoxGXA»


    Pros: More power creep


    since when is this a pro?
    In my opinion, neither the first, nor the second idea is a good one. The game doesn't need more power creep. It doesn't need more vertical progression. The game needs horizontal progression. There should be more things to do than rifts and bounties.
    Maybe not a pro per say but until the next expansion or major content patch power creep is inevitable. Currently power creep is the way you get a sense of progress each season since gear will only take you so far. So in this case power creep is a good thing.
    Posted in: Diablo III General Discussion
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    posted a message on [Idea] New cube recipe or new tier of legendary item

    So someone had that April Fools thread up about the new "Relic" tier of legendary items and it got me thinking that maybe something should add on to the power creep other than blizzard constantly buffing sets each season. The end game does get pretty dry after you find a good set of ancients and start pushing to level gems for augmenting your gear. So why not have something else to hunt for on top of that?


    So I had 2 separate ideas for this:


    1. A third tier of legendary items "Primal" these items could be regular legendary items as well as ancient adding more to the hunt for powerful gear and adding, somewhat, to the end game. These new legendary items will roll with 1 additional primary or secondary stat compared to their normal counterparts.


    Pros: More power creep, more to do (searching for better gear)

    Cons: More time investment needed for "perfecting", really makes finding perfect gear rough (finding 4 decently rolled primary stats with a 5th to reroll - potentially finding an upgrade and having to re-grind gems for Caldesann's (arguably this is a fault of Caldesann's but that's a topic for another thread, IMO this recipe should augment the slot not the item.)


    2. A new recipe for the cube that adds an additional primary or secondary stat to an item. This added stat can be overwritten by additional attempts at augmenting it similar to enchanting so you can grind out that perfect stat.


    Pros: simpler to implement than a new tier of legendary item, higher chance to perfect an item.

    Cons: more material farming (bounties)


    Let me know what you think.

    Posted in: Diablo III General Discussion
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    posted a message on My Idea for wings & the seasonal journey!!!
    Quote from Shapookya»

    Quote from ShadowFoxGXA»

    I'm not to keen on "cosmetic rewards" for completing the season journey. It needs to be something meaningful for reaching Guardian since it requires a pretty decent time investment. The season journey reward needs to be something that compels people to play seasons and be worth the effort. I don't think tacking wings on to the guardian achievement is quite enough. Currently many players don't push past destroyer since the only reward for Guardian is a portrait frame. People need to "want" to finish the journey off for some reason. Some epic thing that makes you want to play and push to that point. Wings just aren't it in my opinion.


    Playing season should be completely optional. If you HAVE to play season although you don't want to play season, then it's a bad game design (looking at Stash Tab...)
    That's why Season journey should not give big rewards. It's more like an advanced achievement system. No reward and a minor "hey, you did it" meta reward is enough for it. Those who like it, can do it. Those who don't like it, are not forced to do it. Only players who are really invested into the game, will force themselves to do something they don't like. Most players will just look at it, laugh and start another game, where they can have their fun.
    That being said, I'm sure those wings will eventually come into this game. They are not against those wings. They are against the way to get them on the last PTR build. I'm sure they're thinking a lot about the right way to implement them, at the moment. I just think Seasons is not the right way
    That is part of it as well, There should be a reason to play season for those who want to, but not something that makes those with no interest in seasons feel forced to play it. Placing cosmetics even though they are optional might make players feel forced. Many people felt "forced" to play in this season due to the stash tab and there was a huge outcry against that. There needs to be something on both sides, a nice reward for those that want to play season and complete the season journey but is available to non seasonal players as well, maybe something that is easier to obtain during the season but is available to non seasonal players once the season ends. That was the purpose of unique seasonal legendaries, with those out there isn't much left.
    Posted in: Diablo III General Discussion
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    posted a message on My Idea for wings & the seasonal journey!!!

    I'm not to keen on "cosmetic rewards" for completing the season journey. It needs to be something meaningful for reaching Guardian since it requires a pretty decent time investment. The season journey reward needs to be something that compels people to play seasons and be worth the effort. I don't think tacking wings on to the guardian achievement is quite enough. Currently many players don't push past destroyer since the only reward for Guardian is a portrait frame. People need to "want" to finish the journey off for some reason. Some epic thing that makes you want to play and push to that point. Wings just aren't it in my opinion.

    Posted in: Diablo III General Discussion
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    posted a message on Is Diablo 2 still worth it?

    all the new patch did was address issues introduced due to the age of the game and newer operating systems. as far as I know, no additional content was added.


    Like Tunch said, please refrain from making vague, clickbait like topic titles.

    Posted in: Diablo II
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    posted a message on Am I doing this right?

    Don't have a source for it but I remember reading somewhere, d3reddit I believe, that normal rifts have a longer progression timer than greater rifts do. Which given my own personal experience seems to be true. running flashfire on my wizard I can clear a normal rift anywhere from >3 minutes all the way up to 8 depending on crap density and all. Greater rifts seem to be a consistent 5-7 minutes around tier 60-65. I do feel like running normals I have to kill way more elites to get the RG to spawn in a normal.

    Posted in: Diablo III General Discussion
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    posted a message on Hi guys about speed looting

    Quinn uses the numlock trick with a lot of his builds. He binds Force Move to his mouse wheel up and mouse wheel down. If you watch the youtube video where he demonstrates how to do the numlock trick whenever he uses Force Move from his mouse it seems to simulate a bunch of rapid clicks, you can see this in the cursor pings on the ground. My guess is using this method queues up a bunch of clicks which results in picking things up very quickly once the mouse is placed over a drop. Haven't tried it myself but I'd wager that is what is going ont.

    Posted in: General Discussion (non-Diablo)
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    posted a message on [Idea] Belt socket for adventuring legendary gems.

    Just wanted to jump back in here and let everyone know I took your feedback and started a new thread up building off everyone's comments and suggestions. New thread can be found here: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/161076-suggestion-improvements-to-adventure-mode

    Posted in: Diablo III General Discussion
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    posted a message on [Suggestion] Improvements to Adventure Mode
    Disclaimer: Diablo 3 has been out for awhile and with it both the community forums and the diablofans community and forums. Many suggestions have been made over the years and I didn't want to spend forever searching through them to see if these ideas were already suggested by someone. So If you came up with it and it's mentioned here, shoot me a pm with a link to your thread and I'll edit in some credit for you.

    I had a brief thread a week or so ago about an idea I had for some improvements to adventuring using a socket in the belt and some adventuring legendary gems. After getting everyone's feedback I agree that more legendary gems = more stash clutter = not so great. So I wanted to take some of the Ideas I had and incorporate them baseline into adventure mode somehow without the need for gear/gem swapping. Here is a summary of what I came up with. Let me know your thoughts.

    Improvements to Bounties

    Bounties, at least on the solo side of things, suck. I personally don't enjoy doing them and feel like it's work rather than playing to farm up mats to be able to extract legendary powers or re-roll legendary items. The problem, I feel, is that there is only one way of getting cache materials which is where i came up with a rather wild solution.

    Rainbow Goblins, you all know them and If you're like me when you hear that goblin sound only to run up to it and find out it's a Rainbow Goblin you feel a little bit underwhelmed. Well no more, let's take these guys and do something fun with them.

    Once inside of Whimsydale all monsters inside have a chance to drop random cache materials from random acts. This will make Rainbow Goblins worthwhile to stumble upon again and actually make people want to click on that rainbow portal rather than skip it and continue on with what they were doing. I did have the idea to bring back Whimsyshire and the Staff of Herding since they are currently unused. But I think having a dedicated alternative would kill bounties completley so these random cache materials will only drop inside the Rainbow Goblin portal to Whimsydale and not in Whimsyshire.

    Also I feel another new goblin should be added - the Cache Napper (Kid Napper, Cache Napper...see what I did there? No, okay I'll show myself out.) Cache Napper does exactly what it sounds like. It drops a bunch of random act cache materials. I feel this is a good solution to gaining bounty materials for solo players and adds to the adventuring experience giving players more to do when they're out there which is always a good thing.


    In Summary:

      • Monsters inside the portal opened by Rainbow Goblins now have a chance to drop random act cache materials.
      • New Goblin - Cache Napper, drops a bunch of random act cache materials.

    Improvements to Material Farming

    Death's Breaths, Veiled Crystals, Arcane Dust, Reusable Parts. There is always one thing on that list that everyone is short on. Whether you're re-rolling items, crafting, or upgrading rare items you always seem to run out of one thing or another. Except for Forgotten Souls. After everyone stabilizes into a good spot with their gear and farming potential these guys seem to just pile up and never get used much. So let's fix that. I had a couple of solutions to this:


    1. Change the Kanai's Cube recipe to convert crafting materials from requiring 1 Death's Breath to requiring 1 Forgotten Soul. Also change the recipe to where if you use a legendary item you will obtain Death's Breaths.
    2. Make salvaging legendary items grant more than just Forgotten Souls, or make Forgotten Souls salvageable themselves into random crafting materials.
    3. Give Kadala a new item slot in her shop where you can spend Blood Shards to get random crafting materials.

    Implementing some or all of these I think would be a good way to give players more options at obtaining the materials they need which is always good.

    Improvements to Blood Shards

    Blood Shards are in a good spot right now I think, you get enough of them with some effort but we all know Kadala is a stingy one. The multitudes of shards you collect primarily get wasted and turned into salvage or upgrade fodder.


    Let's give Kadala a customer appreciation system of sorts:

    • Every 20,000 Blood Shards spent gives you a 5% chance to receive a bonus item of the same type when spending Blood Shards.
    • This will cap out at 25% or 100,000 total Blood Shards spent.

    This can be adjusted down to 20%, 15%, 10% - whatever ends up being balanced. I felt a 1:4 chance was a decent reward for dumping that many shards.

    Improvements to Rifting (Normal and Greater)

    Just some small ideas I had to improve the rifting experience and make things a little better.


    • New Shrine that increases overall progress earned in the rift by 10% for 1 minute.
    • Greater Rift Guardians now drop Death's Breaths. Higher tiers grant more Death's Breaths.
      • Tier 01-30 grants 1 Death's Breath.
      • Tier 31-60 grants 2 Death's Breaths.
      • Tier 61-90 grants 3 Death's Breaths.
      • Tier 91+ grants 4 Death's Breaths.
    • Empowered Rifts now grant 25% bonus experience as well as a bonus gem upgrade chance.
    • Let's face it, dumping 500 million gold for 1 more gem upgrade chance is laughable. I don't know if 25% would be to much or not, it would have to be decided on Blizzard's side. I put 25% down since that's how much bonus XP you get while under the effects of the Pool of Reflection.
    • Greater Rift Guardians have a small chance to drop a Greater Rift Key - refunding your key/bonus key always a good feeling to get freebies.

    Improvements to Keywardens/Ubers/Hellfires

    Hellfire amulets right now I think are pretty under appreciated. Not every build uses them and the ones that do have to struggle to get the right passive on a good amulet. So let's make this grind a little easier on everyone shall we.

    • Make keywarden spawn points always close enough to the waypoint so that as soon as you warp in the purple guide arrow shows up without any running all over the map trying to get it to show up.
    • Uber bosses have a small chance to drop the key to their realm again.(Key refund yay.)
    • This one was suggested by someone else over here: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/158827-simple-uber-suggestion
    • Make a portal "out" of the realm or open the exists up after killing the bosses that leads back to the Heretic's Abode.
    • Make the Passive obtained on the hellfire amulet re-rollable at Myriam for a different passive.

    That's all I have for now, I might do some more brainstorming if this warrents enough attention and feedback. If you're interested in the original thread it can be found over here: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/158362-idea-belt-socket-for-adventuring-legendary-gems Thanks for the look.

    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Belt socket for adventuring legendary gems.
    Quote from Bleu42»

    I like the concept, a slot only for the non dps/toughness legendary gems.


    However, if given the choice, I'd rather not implement this idea, and instead use your gem ideas for charm effects. I still think the Talisman was a great idea by Blizzard, as there's a lot of room there to do what you're describing OP, but with less side effects.


    Your idea could work, but it will absolutely lead to everyone carrying 4 other belts in their backpack. Running through an area to the bounty location? Put on that DB belt. Found a keywarden on the way? Okay hold on let me put on my IF belt. WAIT don't turn in the bounty, putting on my bounty belt. Okay open up that rift, just a sec putting on my rift belt... ect ect.


    You see, if we instead took your gem effect ideas and put them on charms (would have to work out the lvl 25 bonuses you added, maybe make them larger charms), you then would have a system much like the Cube, where yes you'll switch out stuff but you have to do it in town, and you could have a couple charms up at one time.


    I don't mean to be a jerk about it though, it's a good starting idea.

    Something like that would work as well, I was just trying to come up with something they could implement without much development time. It's definitely something to expand on. thanks for the input.
    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Belt socket for adventuring legendary gems.
    Quote from Fitsu»

    The whole point of things like the sage set is a trade off. Losing slots, damage, toughness in order to gain more death's breathe.

    There's no trade for this gain, you simply gain a higher chance for things to drop which I feel is quite arbitrary. I mean, there's no decision or choice in that It's just "gonna do bounties, best slot in my bounty gem. Gonna do rifts, best slot in my blood shard gem" etc. Nothing fun or interesting about it.

    There doesn't have to be a trade for this gain and the point is in it's simplicity. I get where you're coming from but the whole point is to be a simple no brainer decision of i'm farming db'd put on my db belt, i'm farming bounties, put on my bounty belt. Anything is better than the current state of "no choice."
    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Belt socket for adventuring legendary gems.

    Only if you're trying unnecessarily hard to optimize everything. Granted there are many out there who would do that but this is more going for the concept of "I have a specific thing that I'm trying to farm" and honestly carrying an extra belt or two around to switch out if you want to be optimal while farming isn't that much of a stretch.

    Posted in: Diablo III General Discussion
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