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    posted a message on [Suggestion] Optimistic idea for Paragon update.

    Thanks for all feedback, guys, and taking the time to read it. It's clear that everyone has their own ideas for what they'd like to see happen, and that's cool. This proposed idea would be far from perfect, but all I'd want to see is any system that does 2 things:

    1) give me more interesting choices, or any choices at all, which the current paragon system simply doesn't provide past para 600. All those commenting about how it would be "too complicated" - the game is and always will be only as complicated as you want it to be. The game already is quite complicated (if you delve into the deep end of min-maxing, which most people don't, and don't have to). If this alternate para system was implemented, you could simply put points wherever you wanted and it wouldn't matter - only those interested in squeezing out the most of their builds would it matter.

    2) disincentivize botting. I do not, and did not, claim that this system would solve botting, although some commenters think I did claim this. Putting some sort of soft cap on paragon WILL disincentivize botting, to a degree. But this will also need to be done in conjunction with other soft caps placed on the other infinite power progression systems.

    Quote from rebjorngo-next
    There's a lot more mess involved with the current implementation though.

    Hey rebjorn, thanks for your informative feedback. Yes, I do agree, I would absolutely support a leaderboard adjustment, especially if it was a more technically feasible solution and therefore more likely to occur.

    Posted in: Diablo III General Discussion
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    posted a message on [Suggestion] Optimistic idea for Paragon update.
    Quote from rebjorngo-next

    Separate Leaderboards.

    One with a cap of p800 and gem levels capped at each player's top solo clear.

    And the other for the general population, including those with 2000 paragon levels higher.

    A solid idea, and I'd be happy if that was implemented. The only minor downside to that is that a proliferation of leaderboards may be messy.

    Quote from Thornagolgo-next

    While I like the increase in choice, I feel like this does nothing to really address power creep and botting. If anything, I think more people would resort to botting since they could have access to more trait bonuses than before.

    The main idea is that there would be a softcap on paragon for those who want to compete, so botting to get more paragon wouldn't provide an advantage (it would provide advantages in other ways, but each of those other ways requires their own separate solutions).

    I love a lot of these suggested changes, but above all, what I think needs to happen is that each week should gate how much paragon level can be used inside of a GR. You can continue gaining paragon levels, but lets say you are paragon 350 and week 1 only allows 100 paragon inside of a GR, that is all you can use, end of story.

    Also a decent idea. There are many good ideas like these going around, and Blizz just needs to implement one/several of them.
    Posted in: Diablo III General Discussion
  • 22

    posted a message on [Suggestion] Optimistic idea for Paragon update.

    Optimistic idea for a Paragon update

    For a long time now players have recognised that the current paragon system not only has a few problems (the unlimited paragon grind incentivizes botting, for example), but is also pretty uninspiring (you fairly quickly reach the point where you simply max everything, and past 800 you simply add to mainstat). There have been many great ideas put forth by the community to address one or both of these issues, and here I’ve tried to collect a lot of those ideas and combine them together and present them in the form of some colourful pictures (everyone likes pictures).


    (A sort of TL; DR)

    This idea for a new paragon system has two main objectives:

    • Address the infinite paragon grind which incentivizes botting. This is done by having a ‘soft cap’ on paragon (only for those wanting to compete on leaderboards)
    • Address the tedium of the current system. This is done by providing players with actual choices and
    • different ways to customize their builds


    Don’t worry too much about the particular values suggested for each of the stats – I won’t claim that they’re perfectly balanced, although I did spend a decent amount of time math’ing through them to attempt to balance them, but I could obviously be way off the mark on many of them. If you think any of the numbers are particularly off, throw your feedback this way.

    Basic outline:

    Paragon is divided between ‘Core’ and ‘Bonus’. This simply divides your first 800 paragon levels (Core paragon) from anything above 800 (Bonus paragon).

    There are 5 Categories (Offense, Defense, Resource, Utility, Adventure).

    There are 10 Stats per category.

    Almost all Stats max out at 50 points per Stat (like the current system), with a few exceptions.

    While below paragon 800.

    Points can be spent on any stat in any category at any time (unlike the current system), up to 200 points per category (like the current system). This equates to being able to max out 16 stats across the 5 categories, and 4 out of 10 stats within a category. So, if using the maximum 200 points per category, only 4 out of 5 categories can be accessed (or, alternatively, one could spread the points across all 5 categories).

    Beyond 800 paragon.

    The restrictions of 200 points per Category disappear. Perhaps there could be brackets: Paragon 800 – 1600, the cap is increased to 400 points per category; Paragon 1600 – 2400 the cap is increased to 600, etc.

    Why the paragon 800 threshold?

    This deserves its own separate discussion, but as a basic summary: I feel the general consensus of the community is that there needs to be some ‘restrictions’ in place to curb the incentives for botting i.e. the infinite progression systems that are present in almost every aspect of this game only serve to enhance the benefit botting gives – and botting will never be got rid of (it exists in every game and always will), so one ‘solution’ (the only realistic solution) is to minimise the impact botting has, and minimise the incentives for botting.

    So, there’s nothing special about 800 in particular, and the threshold could be set anywhere, but Paragon 800 should be an ‘achievable’ paragon level to reach for most people interested in the leaderboards. Now, what we can do is have some kind of ‘Competitive’ Rift system (which would be the only Rift system tied to leaderboards – there would be no more need to tie Leaderboards to GRifts, which is really getting more and more ridiculous as can be seen by having well-documented botters holding top places on the leaderboards). In this Competitive Rift system your paragon would be capped at this 800 threshold. Outside of this Competitive Rift system (i.e. everywhere we currently play: Adventure Mode, Rifts, Grifts, etc.) players could use their uncapped paragon points. Ideally (and now I’m really digressing here) these Competitive Rifts would not be exactly like current Greater Rifts, with their heavy dependence on RNG – however, that’s definitely a topic for another thread, and I’d settle for the Competitive Rifts being effectively identical to Greater Rifts, and see it as a move in the right direction.

    (Another alternative could be simply to have Seasonal paragon cap at 800, while non-season has uncapped paragon.)

    Picture Examples

    In the following images, this player has a Paragon level of 1123, and has currently applied only 200 points of their 800 Core points into the Offense tab, maxing that tab out.They have not placed any more points in any other tabs, leaving 600 Core points to distribute. The 323 (1123 - 323 = 800) Bonus points would not be able to be used while inside a Competitive Rift.

    Offense Paragon Tab


    Attack Speed (10% @ 50 points)

    Critical Hit Chance (5% @ 50 points)

    Critical Hit Damage (50% @ 50 points)

    Elemental Damage [10% @ 50 points]

    Elite Damage [10% @ 50 points]

    Area Damage [10% @ 50 points]

    Primary Skill [15% @ 50 points]

    Increase all damage of Primary skills, as Depth Diggers and such do. There is a problem deciding on appropriate values due to additive dilution, but oh well.

    Secondary Skill [15% @ 50 points]

    Increase all damage of your Secondary skills. Same issue with Primary skills: additive dilution with new items in 2.4 increasing Secondary skills damage by up to ~100%.

    Pet Damage [10% @ 50 points]

    Increase the damage of your Pets. Currently Pet Damage is additive with Elemental damage, which once again makes finding appropriate values difficult.

    Cooldown Reduction [10% @ 50 points]

    Defense Paragon Tab


    Armor [20% @ 50 points]

    Single Resists [250 @ 10 points]

    The only stat that maxes out at 10 points instead of 50 points. The idea is that spreading out your points into all the single resists should give you roughly equivalent mitigation as the same number of points put into Armor, while also being able to specialise in particular resistances if one wishes to.

    Elite damage reduction [20% @ 40 points]

    Maxes out at 40 points. Greater damage reduction than either Armor or All Resists, but specifically for Elite damage.

    Ranged/Melee damage reduction [20% @ 50 points] Similar to Elite damage reduction in that each category provides more mitigation than straight Armor, but is specific to a damage type.

    Resource Paragon Tab


    Life% [25% @ 50 points]

    Vitality [2000 @ 50 points]

    Health Globe Bonus [40,000 @ 50 points]

    Life per Second [15,000 @ 50 points]

    Life per Hit [10,000 @ 50 points]

    Life per Kill [10,000 @ 50 points]

    Life per Resource Spent [800 @ 50 points]

    This one is a bit tricky. Only Barbs, Monks and Crusaders have LpRS, and in different quantities, so the particular value would be adjusted per these classes. For the other 3 classes, either this stat could remain (which might be an interesting option in itself), or could be replaced by Arcane per Crit, Max Discipline, and flat increase in Mana regen for Wiz, DH, and WD respectively.

    Resource Cost Reduction [20% @ 50 points]

    Primary Resource Generation [25% @ 50 points]

    Increases all sources of resource generation/regeneration by 25%.

    Max Primary Resource [50 @ 50 points]

    Amount varies from class to class, just as in the current system.

    Utility Paragon Tab


    Some of these stats are technically ‘Defensive’ or ‘Offensive’, but in the interest of keep 10 stats per category they are placed here.

    Dodge [10% @ 50 points]

    Thorns [10,000 @ 50 points]

    CC Reduction [40% @ 50 points]

    Block Chance [10% @ 50 points]

    Chance to Bleed for 5 seconds [40% @ 50 points]

    Bleed could do 350% weapon damage (the same as the weapon roll), but it would not primarily be for damage, but instead be for use with Pain Enhancer for builds that might not crit.

    Chance to Stun [10% @ 50 points]

    Chance to Freeze [10% @ 50 points]

    Chance to Charm [10% @ 50 points]

    Chance to Blind [10% @ 50 points]

    Chance to Knockup [10% @ 50 points]

    Adventure Paragon Tab


    Movement Speed [25% @ 50 points]

    Material Multiplier [100% @ 50 points]

    Doubles all white, blue, yellow and forgotten soul mats that drop.

    Gold Find [50% @ 50 points]

    Gem Enhance [15% @ 50 points]

    15% increase in the power of all your non-legendary gems, similar to how Leoric’s Crown works, but for all of your sockets. Ideally this would accompany an overhaul of the current non-legendary gems to make all of them more interesting/useful.

    Pickup Radius [7 @ 50 points]

    Health Globe Chance [100% @ 50 points]

    100% increase in base chance to drop HGs (e.g. double health globe amount) – probably shouldn’t interact with Solanium.

    Nephalem Globe Chance [100% @ 50 points]

    Doubles number of NGs produced. Ideally this would coincide with a rework of NGs, to make them actually good.

    Shrine Duration [100% @ 50 points]

    Double the duration of shrines (they currently last 2 minutes) – could multiply with Gloves of Worship as well.

    Teleport Duration [100% @ 50 points]

    Reduction in TP channeling time. Currently channeling lasts 5 seconds. 50% would reduce to 2.5 seconds, 100% would make it instant, like you were using a waypoint.

    Follower Damage [100% @ 50 points]

    Multiplicative increase in your Follower damage – ideally this would accompany a full rework of Followers that made them actually do non-negligible damage.

    Posted in: Diablo III General Discussion
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    posted a message on That one "Legendary" that you ALWAYS salvage - Name it and explain why.

    I can only pick one??

    Some barb-specific ones:

    Madawc's Sorrow

    Arreat's Law

    These affixes are so bad they hurt.

    Posted in: Diablo III General Discussion
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    posted a message on Bouldertoss + Convention of elements

    while I haven't specifically tested this, I'm almost positive that BT should be benefiting from CoE on the Physical cycle, because EQ-Toss is a highly used and tested build, so it's very likely such a bug would have been picked up by the barb community.

    Posted in: Diablo III General Discussion
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    posted a message on We need Items and map editor.
    Quote from Kallizkgo-next

    It seems like ppl are clearly missing the point, they seem to think an editor will give insta paragon 2k, top 1 rank and godly gear.

    What is being sugested here is an editor for custom maps and layouts, not a cheat tool so we can make our items and maps for perfect grinding.
    If we could make custom rifts or even pvp maps, and have a new option in the menu to browse customs it would be a fun mode to build and to play in, and OBVIOUSLY the whole point of those is that they wouldn't award any loot/xp.

    The game would stay the same and we would have an extra fun mode to play with.

    Alot of people seem to reject every idea even if it does not affect them or the game in a negative way, just for the sake of rejecting and being resistant to changes.

    I can't find a single negative point with this aproach, the community would create so much fun content i'm sure.

    Exactly this. The post I made about it previously tried to clearly state that there would be no loot/xp/gold etc. in the custom rifts, yet for some reason many people still didn't understand the concept, I'm not sure why. Or the alternative response sometimes, as you say, was simply "no loot? pfft, why would I bother?" It's almost seems like a lose-lose situation sometimes with this community. ^_^
    Posted in: Diablo III General Discussion
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    posted a message on We need Items and map editor.
    Quote from Kallizkgo-next

    They could just introduce a map editor so we could make custom rifts or even pvp maps, and have a new option in the menu to browse customs.
    Obviously those wouldn't award any loot/xp ofc. one can only imagine what new fun ways to play ppl would come up with.

    That will always be the dream. In fact I create a topic on that a while ago.
    Posted in: Diablo III General Discussion
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    posted a message on non GR end game idea

    Trading and PVP is the only true aRPG end game. With ranked matches.

    In other words, D3 is a game in search of a point, in many ways.

    Agreed. Without trading and direct PvP (which are unlikely) the best we can hope for is a better PvE competitive environment, which Greater Rifts are currently really quite poor at. End-game can also be Community created competitions, such as this one example currently on Reddit: https://www.reddit.com/r/Diablo/comments/3r3y0z/season_3_rdiablo_billions_of_misfortunate_builds/
    This is why something like Custom Rifts (http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/137158-idea-custom-rifts) would be amazing, where the community can design Static Rifts that force players to play different. Has potentially endless replayability.

    Quote from Kevango-next

    Yes. In arpg, loot should be the endgame, not just experience/pl farming.

    Still, i believe that instead of the Best in Slot, it should be trying new builds.

    Not simply that must-have cookiecutter build with that item everybody is looking for, and obviously the rarest one with high costs, low rates or mandatory crafting.

    A bit like poe, with easy, expensive or so-and-so builds.

    Quote from Elibuscego-next

    i think the a good solution is to put especific not randon dungeons in every patch, something like wow style, for things like achievements and cosmetic loot

    Exactly, static Custom Rifts would allow exactly for these things you guys are suggesting!
    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Custom Rifts

    Bit of a bump. Clearly a custom rift idea won't happen in 2.4, but hopefully in the future maybe something similar. The static rifts proposed to occur in 2.4 are at least a step in the right direction for a more healthy 'competitive' scene, and hopefully the devs are just 'testing the water' to see if people will enjoy some type of static rift.

    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Custom Rifts
    Quote from eulynngo-next

    The only problem is that players will quickly find the most efficient set-up and then that will become the only way anyone does Grifts and they will all pretty much be the same thing over and over.

    There would be no loot rewards so there's no incentive/need to find the 'most efficient' set up. The rifts would be as difficult/easy as the player wants them to be.

    Quote from Kerrin29go-next

    I could see Blizzard adding custom rifts that they create (automatically) and then people being able to run them, with loot and XP. It may be feasible to do static maps too then...but maybe not.

    Yes, it looks like there's a possibility that we may be getting at least some kind of Static Rift system next patch. *crosses fingers*


    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Custom Rifts
    Quote from magus104go-next

    Whats the point in doing them then? I guess the way of the industry today has really warped my thinking of games. Today theres no point in playing a game just for the sake of fun. We play for gains, gear, currency, etc. I imagine the people who play for the leader boards are an extreme minority.

    I think the billions of gamers world-wide who play 'real-life' sports and esports and many other games purely for the fun of competing with each other would have to disagree. "gear, currency, etc." are not fun in themselves; they're merely a means to having fun. As is competition.

    Quote from magus104go-next

    You are suggestion an indepth idea that would require a lot of coding

    This is possibly true, but also very possibly not. Almost all of the functionality suggested in this idea already has to exist in the game (there's clearly switches for turning on-and-off Pylons/Shrines/Gold/etc. as Grifts and Rifts differ in these options). All they would have to do is create a GUI for these switches. Is it a large amount of work? Well, probably, but so is adding anything to the game, which is something they clearly have to do to keep people playing.

    Quote from Gorbulango-next

    What if you could put in certain items like any recipe and generate your own unique rifts.

    I think there should simply be more variety of rift types, objectives to win added.

    Yes, these are both interesting ideas that would be cool to see in the game.

    Posted in: Diablo III General Discussion
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    posted a message on Cord of the Sherma/Ancient Parthians

    No, Ancient Parthans only proc off Stuns. Cord of Sherma is a Blind.

    Posted in: Diablo III General Discussion
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    posted a message on [Debate] Cheating in D3? What is cheating and what is not?

    I think the main point is that the Devs should stop introducing things that incentivize these types of activities. It's ridiculous.

    IMO there are some simple fixes:

    • Kill the paragon grind -> the amount of botting will dwindle (yes people will still bot, they always will, but it won't really matter as much)

    • Introduce some version of Static Rifts for those who wish to compete - completely removes the advantage of THUD (except for showing buffs better, etc.)

    • And maybe less builds that require ridiculous spam, but the use of macros is much less of a big deal.
    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Custom Rifts
    Quote from Bagstonego-next

    Regarding the "no XP/loot" idea - it is true that there needs to be some limitation or drawback in this system, otherwise everyone would just make GR80 "gg riffs" with Hamelin as RG and farm 1 trillion XP per hour. *That* would make D3 really boring, it would almost feel like Crypt runs ;-)

    Yes, I think it's critical for it working that it must have no 'rewards' beyond the intrinsic rewards of the fun in competing with friends and other members of the community, and in creating interesting rifts.

    Quote from MKIIIgo-next
    A side step of this idea would be to use the Kanai's Cube for generating a 'custom' rift. Filling it with magic and rare items only and using the Cube's power will create a rift with monsters and their abilities generated from the item types and their properties.

    That's an interesting idea, and one I'd be happy with seeing implemented as well. In fact I imagine that idea is probably more likely to happen than any Custom Rift idea, in that the Devs probably have plans for making Kanai's Cube do something related to customising rifts.

    Add a paragon option as well like max 800 and no paragon etc...

    Under 'Player Options', it's the first option ;)

    Paragon Points (default, unselected): Set a cap for the number of paragon points that can be allocated before
    entering the custom rift, to make paragon grinding not the be-all and end-all.
    But you're right, it is one of the most important options, IMO, and I hope at the very least they simply place a limit on Paragon Points that can be used in Greater Rifts next season.
    Posted in: Diablo III General Discussion
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    posted a message on [Idea] Custom Rifts
    Quote from Qaletaqago-next

    Awesome idea.

    Would also be cool if we could have "themed" seasons. Sorta like Tavern Brawls or some of the LoL game modes, where a season gets a special rule set that you can do crazy stuff, but it only lasts 2-4 weeks.

    Absolutely. If a custom Rift system didn't happen (and it almost certainly won't) I'd settle for just a few Blizzard-approved 'theme' Rifts each season that mix up the meta, like a no-sets Rift or something.

    Quote from Arydorgo-next

    Not that I am against this idea, but doesn't it sort of remove the RNG from an RNG game? I mean, as you've stated, there is no loot/xp for doing these, so unless they cap paragons, aside from competing with your buddies (which you can already do on your 'friends' leaderboard) this really doesn't do anything for character advancement. All it does is give you a cookie cut rift in order to challenge your friends, in which 'highest paragon/best class' wins. Don't get me wrong, I think it's great, but that's alot of work for no gain, not exactly blizzard's style, if ya know what I mean.

    (Double Edit:) If they cap paragons, this would be an amazing addition. If they cap time played availability, this would be the worst addition.

    Ideally a system like this would completely replace GRifts for Leaderboards. Most people who are trying to push Leaderboards are sick and tired of the layer-upon-layer of RNG and the endless open-close-open-close GRift fishing.

    Quote from Bagstonego-next

    I love this idea, because I think it will give people something to do once they're bored of speed GRs or have given up on the leaderboards and completed all conquests, season journey, and whatever achievable goals there are for the average Joe. It reminds me of Wudijo's "rares only" GR challenge - wouldn't it be fun if you could have that as a game mode? It's very much like the Conquests, but there are so few of them per season. It would also address something that is lacking in Diablo 3 that ensures replayability for many people in other games: modding. Sure, you don't have the modding freedom of WC3/SC2 or other games, but you could think of certain exotic custom games that are so unique that it almost feels like a different game mode. Think about it - one of the most popular game genre these days (mobas) was entirely based on a player creation!

    An idea like this would be a middle way - Blizzard doesn't want to allow modding in Diablo 3, but at least players would have some freedom in creating their own environment and rules.

    What would promote this game mode is that after a fixed time (i.e., once per week) a ranking of the most popular custom games is published and for each of those the top times (i.e., a list of the top 3 custom games and the top 10 or 100 people for each of those).

    I think there's a lot of potential in this idea!

    Yes, I enjoyed Wudijo's video very much! I love the idea of an All Yellow Challenge, or a non-set challenge, but in a more organised/official environment rather than having to record your runs etc. which is often tedious/difficult and ultimately makes me not bother.
    And I love the suggestion for the publishing of the most popular at the end of a week or so! That's a great idea, and solves the issues with the potential messiness of the Leaderboards that I was thinking might happen with my suggested system. Perhaps a fortnight/month would be a decent amount of time, to let a variety of theories develop on how to best complete a particular Custom Rift. They could even have different lengths of time, some for a week, some for a month - it could be Blizzard's twist on PoE's weekly races. Hmmmm.
    Posted in: Diablo III General Discussion
  • 5

    posted a message on [Idea] Custom Rifts

    A possible way to implement something that has been suggested by many people before (with pics!).

    Custom Rifts

    [TL;DR: Inspired by Community-created 'challenges' such as: https://www.reddit.com/r/Diablo/comments/3r3y0z/season_3_rdiablo_billions_of_misfortunate_builds/ Custom rifts would allow the creation of specific Rifts to support and facilitate such Community-created events to provide an alternative end-game than GRift Fishing.]

    Custom Rift Settings

    Game Play Options

    Gameplay Options pic

    Mob Types (default, all selected): Select which mobs will be present in the rift, based on which act they originate from. Tired of wasps? Remove Act 2 mobs.

    Mob Density (default, 3): Select from preset mob density values e.g. 1 = minimum density, 6 = maximum density.

    Elite Types (default, all selected): Remove Yellow or Blue packs.

    Elite Affixes (default, all selected): Remove certain elite affixes.

    Timer (default, selected, 15 mins): change the duration of the timer, or remove the timer completely.

    Deaths Allowed (default, unselected): unselected means infinite number of deaths allowed, as per usual in Softcore mode. But if selected, then only a certain amount of deaths would be allowed before the Rift was automatically failed.

    Mob CC Resistance (default, selected, 95%): This is for mob CC resistance cap. Currently in patch 2.3 it has been increased to 95%, up from 65% of the previous patch. This value wouldn’t change the inherent CC resistance gain and decay stats of patch 2.3: 10% increased resistance per 1 second under CC, and the decay of 5% resistance per second while out of CC e.g. if this value was set at 0%, then mobs would have no resistance at all to CC effects and could easily be perma-stunned. If set to 100% then mobs would increase their CC resistance by 10% per second of CC, up to 100% and then be immune to all CC effects, until their resistance decayed. 65% would be similarish CC-effects of patch 2.2.

    Misc. Opts: Remove health/nephalem globes entirely if desired. Allow gold drops and clickables to make use of items like http://us.battle.net/d3/en/item/goldwrap, http://us.battle.net/d3/en/item/harrington-waistguard, and other interesting items that cannot be used in GRifts simply because gold drops and clickables have been removed from them. (To prevent people cheesing and farming gold you could make it so that any gold picked up in the GRift doesn’t go to the player’s account).

    Remove all sources of healing, from abilities or item stats etc., so that you only have a starting health pool and that’s all you have to work with.

    Item Options

    Item Options pic

    Item Types (default, all selected): Disallow Ancient items or Legendary items. Disallow sets, or restrict the amount of set items (per set) you can equip e.g. so you can only equip 2 set items per set. Or change the amount of sets you can equip, e.g. only 2-pieces from a set, and only 1 set allowed. Can remove Legendary gems, or just restrict the level the gem can be, to avoid group-leveled gems from dominating.

    Item Slots (default, all selected): Want to remove jewelry? Want to force builds that don’t have pants? Go nuts.

    Map Options

    Map Options pic

    Maps (default, all selected): Select which map types you want in the pool. It may be impractical to list all the individual maps, so maybe just a selection from Act I, II, III etc.

    Rift Guardian (default, 1, all selected): Select which RGs you want to be available to spawn. Or remove the RG entirely. Or maybe you’re insane and want more than 1 RG to make the end of a GRift more like the Uber battles.

    Pylons (default, all Pylons selected, no Shrines selected): Select which Pylons/Shrines you want to be able to spawn.

    Difficulty Level Range (default, 1 – 100): Set which GRift level range the GRift starts at and maxes out at, to allow a range of difficulties, or you may just want to set it at one difficulty. Maybe you want to set the Grift at, say, level 60 and just see how fast people can complete that difficulty level.

    Rift Level Range (default, 1 – 10): This is the number of map levels in the actual Rift, I believe 10 is currently the max. Maybe you want the rift to only have 1 single map level so you put the max at 1. There may be some technical difficulties here with the interaction between Mob Density meter to make one level have sufficient mobs for 100% progress, so maybe this option isn't viable.

    Player Options

    Player Options pic

    Paragon Points (default, unselected): Set a cap for the number of paragon points that can be allocated before entering the custom rift, to make paragon grinding not the be-all and end-all.

    Stat Caps (default, none selected): Set caps for particular character stats. Leave unselected to leave uncapped, as per normal. This particular example has crit chance and crit damage capped at the inherent bases of 5 and 50, and Elemental damage capped at 0% and Attack speed capped at 1 APS. This would only affect unbuffed sheet stats from gear and passive effects, but would obviously not include dynamic/active buffs.

    Classes and Team Size (default, all selected): Allows the setting of what classes and number of players could partake in the custom rift. Maybe the monk community wants to create a rift to see how monks perform on that particular rift, or maybe the Demon Hunters want to see what kind of 4-player DH groups can do against each other. Or maybe force a mixture of Monk + Crusader teams, etc.

    Followers (default, 1, Multiplayer off, all other selected): Restrict access to only particular followers, or allow more than 1 follower to be used, or allow followers in multiplayer.

    Creating your Custom Rift

    Create Your Rift pic

    Once you’ve chosen all your settings, now you Create the Custom Rift. First you name it, select whether it is open to public or not, and whether it is a Static Rift.

    STATIC RIFTS (this is an important option, and deserves a separate discussion to itself)

    A non-Static rift would simply operate as regular Rifts and Grifts currently do i.e. whenever you enter a new rift it randomizes (from the set criteria) the rift. So, even if you select only 1 map-type etc. for your Custom Rift, but do not set it as Static, it will still randomly create a rift based on that one map type and the other criteria every time someone attempts that rift. A Static Rift, however, will only create one single rift when the creator/designer of the Custom Rift initially creates the Custom Rift, and from then on all subsequent openings of that rift, by anyone, will all be exactly the same, from the map layout to the monsters’ spawn location and type, pylon location etc. Everything is identical for every player who opens that Custom Rift (excluding RG spawn location, obviously).

    PROS of a Static Rift

    • reduces the advantage of things like THUD (everybody already knows the full map and pylon location etc.)
    • removes the need for GRift fishing
    • reduces overall balance issues such as mob types, mob affixes, map types, pylons etc. If the Rift is identical for everyone, it doesn’t really matter if Ghosts or Conduits are OP or not, because everyone has to fight/use them (this also allows us to bring the fun dense maps back to Greater Rifts, so we’re not stuck with shitty Cave maps 75% of time)
    • allows the use of mob/map-specific strategies: items like http://us.battle.net/d3/en/item/arthefs-spark-of-life might be more useable (unlikely, but you get my point) if you know 100% of the Rift is Undead mobs


    • boring? (not for people who enjoy the competition)

    If you’re still unconvinced by Custom Rifts, well, simple: there’s no need to play these Custom Rifts at all if you have no interest in them. You miss out on nothing by not playing them. It’s just like how some people will never play Hardcore-mode and they don’t miss out on anything by not. Which brings me to my next important point.


    Custom Rifts would have no loot. None at all (not even from the Rift Guardian). And no experience gained. This is partly so that people couldn’t cheese and create some easy farming rift, but more so because Custom Rifts would be purely about the fun of the competition, just like those countless other games we play because people enjoy competing against each other – that’s what drives (in part) communities. We can see this where D3 communities are already (and have been for a long time) creating their own friendly competitions/challenges in order to keep themselves entertained when there’s little else in the game for them to do, and GRift-fishing becomes too tedious. For examples see the old T6 speed-clearing competition ( http://us.battle.net/d3/en/forum/topic/14609681171#1 ), the HC No Set Challenge (http://us.battle.net/d3/en/forum/topic/18000139876?page=1 ), the Reddit Challenge ( https://www.reddit.com/r/diablo/wiki/weeklychallenge_s1 ), and I’m sure there’s many more.

    Searching for a Custom Rift

    Browse Custom Rift pic

    Lastly, just to touch on the some of the logistics of a potential Custom Rift system.

    ‘How would you search for or join a Custom Rift?’

    The search system currently used for Communities could be duplicated to provide a search system for Custom Rifts. You could filter the search via words in the title or description - it would likely be too difficult to filter the search by every possible criteria that the Custom Rift could vary by, but one important criteria that should be filterable is Static or non-Static Rifts. This must be a filter option.

    The search would return all the Custom Rifts that satisfy the criteria, ordered by most populated at the top, similar to the Community search feature. Clicking on a particular Custom Rift would provide a short description of the Custom Rift made by the creator, and list a few of the more prominent categories, highlighting those that are altered from the default (which you could further explore by looking at the details of the Custom Rift). Clicking Join Custom Rift will add that Custom Rift to your list of ‘My Custom Rifts’.

    Entering a Custom Rift

    Enter a Custom Rift pic

    Open a game and go to the Rift Pylon, as per usual when entering a rift. The Custom drop-down lists all of ‘My Custom Rifts’ i.e. all those Custom Rifts that I have ‘joined’, by searching for them as you would search for and join a Community. Once a specific Custom Rift is selected it checks your current gear setup against the criteria of that Custom Rift to see if they are satisfied. If no, an error message is displayed. If yes, then another drop-down for the level of Custom Rift would appear for you to select the level (as currently happens with Greater Rifts). Entering a Custom Rift does not require any kind of ‘key’ – you can enter as many times as you want for ‘free’. This is allowable because Custom Rifts don’t provide you with any loot/xp/gold/etc. and so cannot be ‘farmed’.


    Leaderboards pic

    This suggestion of Leaderboards has Custom Rifts as a separate category to Greater Rift Leaderboards. However, Greater Rift Leaderboards could potentially just be removed, if Custom Rifts become the prime place where players can compete against each other for Leaderboard positions, and Greater Rifts can just be another place to farm LGems/xp/loot etc.

    As you can see in the pic there is an added drop-down list for selecting which Custom Rift Leaderboard you wish to peruse. This drop-down automatically lists the 10 most populous Custom Rifts, and then below this is the list of ‘my’ Custom Rifts that I've personally joined (if they’re not in the top 10 most populous list already). This example assumes that the separate class communities have split off into their own specific Rifts. However, that won't necessarily happen, and the D3 community as a whole may decide on one type of Custom Rift that is good for all class-types.

    Thanks for taking the time to read! Any feedback/suggestions would be great. Do you think some type of Custom Rift system would be viable??

    Posted in: Diablo III General Discussion
  • 0

    posted a message on [Suggestion] New Legendary Item effects

    Thanks for the positive feedback, and for taking the time to read the big wall-of-text.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on [Suggestion] New Legendary Item effects

    Blizz forum thread: http://us.battle.net/d3/en/forum/topic/19288909452?page=1#0

    Some suggestions for all of those Legendary items that aren't legendary, and some tweaks to those legendaries that are subpar.

    Note 1: Not going to claim that all the values used here are balanced. Numbers should be adjusted to that end. However, I have tried to base these numbers on the already existing ‘OP’ items, such as 50% multiplicative damage boost of Focus/Restraint, 50% damage reduction from Unity, etc. Also even the fairly useless items that have large damage procs, such as Rimeheart and Nagelring, that both deal 10,000% weapon damage.

    Note 2: The damage buff numbers to follow assume separate multiplicative damage boosts, unless otherwise stated.

    Note 3: ‘Defensive skills’ refers to the category of skills labelled ‘Defensive’ that all classes have.

    e.g. http://us.battle.net/d3/en/class/barbarian/active/#type=defensive


    Immunity Amulets






    [These immunity amulets could make you and your allies immune to these elements (and heal you and your allies), allowing them to be useful on your supports and followers.]

    Rondal’s Locket - http://us.battle.net/d3/en/item/rondals-locket

    Your resource costs are reduced by 90%.

    Ancestor’s Grace - http://us.battle.net/d3/en/item/ancestors-grace

    When receiving fatal damage, you explode for 20,000% weapon damage in a 30 yard radius, and are also restored to 100% maximum Life and resources and become immune to damage for 2 seconds. This effect may occur once every 120 seconds.

    [This item should be obtainable in both HC and SC, and not be consumed when proc’d but instead just have a cooldown.]

    Dovu Energy Trap - http://us.battle.net/d3/en/item/dovu-energy-trap

    Your maximum primary Resource pool is reduced by 50%. The damage of your Secondary skills is increased by 40%.

    The Flavor of Time - http://us.battle.net/d3/en/item/the-flavor-of-time

    All of your cooldowns are reduced by 50%.

    Halcyon’s Ascent - http://us.battle.net/d3/en/item/halcyons-ascent

    Vengeance, Wrath of the Berserker, Archon, Big Bad Voodoo, Epiphany and Akarat’s Champion gain the effect of all runes.

    Moonlight Ward - http://us.battle.net/d3/en/item/moonlight-ward

    Hitting an enemy within 15 yards reduces your damage taken by 20% for 5 seconds, and has a chance to ward you with shards of Arcane energy that explode when enemies get close, dealing 1000% weapon damage as Arcane to enemies within 15 yards.

    Squirt’s Necklace - http://us.battle.net/d3/en/item/squirts-necklace

    Wearing this amulet creates a 20 yard Friend Zone around you. Other wearers of this item that are within your Friend Zone take 10% reduced damage for every other wearer of the item within the combined Friend Zones. Other wearers of this item that are outside the combined Friend Zone do 30% increased damage to enemies in the combined Friend Zone for every wearer of this item within the combined Friend Zone.

    [The damage reduction and damage increase is additive with itself. So, if 2 players are wearing this amulet and are within 20 yards of each other, they each gain 10% damage reduction. If a 3rd wearer of this item is also within 20 yards of the 2 other wearers, all 3 of them gain 20% damage reduction. If the 3rd wearer is outside the combined duo-Zone, then this player does 60% (30 + 30) increased damage to the mobs inside the duo-Friend Zones. This should also work with Followers.]

    Golden Gorget of Leoric - http://us.battle.net/d3/en/item/golden-gorget-of-leoric

    Hitting an enemy with a Primary skill spawns a skeleton at the target location. Hitting an enemy with a Secondary skill explodes all the skeletons for 1000% weapon damage each. A maximum of 5 skeletons can be summoned at any time.

    Overwhelming Desire - http://us.battle.net/d3/en/item/overwhelming-desire

    [Increase the chance of the charm, and the damage buff should work with any charm e.g. from Skull of Resonance, The Tormentor, enchantress charm if she has the amulet on, etc.]

    Eye of Etlich - http://us.battle.net/d3/en/item/eye-of-etlich

    Ranged enemies that hit you do 30% less damage for 5 seconds.

    [This is in addition to the Ranged Reduction secondary roll. Includes Elite affixes classified as Ranged.]

    Ouroboros - http://us.battle.net/d3/en/item/ouroboros

    Hitting an enemy with any skill labels them with a mark of the Viper, increasing any further damage you do to that target by 1% for 5 seconds. This effect can stack up 50 times.

    [Primarily a ramp-up single-target item. Excludes DoT damage.]

    Haunt of Vaxo - http://us.battle.net/d3/en/item/haunt-of-vaxo

    Summons shadow clones to your aid for 30 seconds when you Stun an enemy. This effect may occur once every 30 seconds.

    [This amulet is cool, but the clones need to benefit from all your buffs, including ability damage increase rolls on your items (which they currently don’t benefit from), and they need to last for 30 seconds effectively allowing 100% uptime if you’re timing your stuns appropriately. Also it would be very cool if this item worked on your follower, so your follower could produce clones of themselves (if they stun) which then cast their abilities.]

    Rakoff’s Glass of Life - http://us.battle.net/d3/en/item/rakoffs-glass-of-life

    Enemies you kill have a 50% increased chance to drop a Health Globe and Nephalem Globe.

    [Multiplicative increase in chance, so should see 50% more HGs and NGs.]

    The Ess of Johan - http://us.battle.net/d3/en/item/the-ess-of-johan

    [Increase the chance for the pull in.]


    Manald Heal - http://us.battle.net/d3/en/item/manald-heal

    You can no longer heal past 20% of your Maximum Health. Increase your Hit Points by 100%. You take 25% less damage. Increase Healing from all sources by 50%.

    [Can make use of items that benefit from less than 100% health.]

    Stolen Ring - http://us.battle.net/d3/en/item/stolen-ring

    Triples the quantity of white, blue and yellow resources that drop.

    Avarice Band - http://us.battle.net/d3/en/item/avarice-band

    Each time you pick up gold or a Health Globe, increase your Gold and Health Pickup radius by 1 yard for 10 seconds, stacking up to 30 times. The range of your passives and item effects is extended by your Gold and Health Pickup radius.

    [Your passives skills, item and gem effects that have conditions dependent on ‘mobs within X yards’ are increased by your Gold and Health Pickup radius, similar to how WitchDoctor passives work.]

    Leoric’s Signet http://us.battle.net/d3/en/item/leorics-signet

    Enemies within 25 yards of you are Jailed for 3 seconds. You do 100% more damage to jailed enemies. This effect can occur on an enemy once every 9 seconds.

    [The jailing effect should stop mobs that ‘launch’ themselves at you, such as charging bulls and leaping winged assassins.]

    Pandemonium Loop - http://us.battle.net/d3/en/item/pandemonium-loop

    Absorb the souls of your enemies around you, reducing your damage taken by 2.5% per enemy within 20 yards, and these enemies within 20 yards take 2.5% increased damage from all sources per enemy within 20 yards of you. Capped at 16 enemies.

    [40% damage reduction and 40% increased damage from all sources at cap. Effect lasts as long as there are enemies within range.]

    Broken Promises - http://us.battle.net/d3/en/item/broken-promises

    [Let the internal cooldown on this item be slackened, so that it’s actually useable for classes other than 1 specific Monk build.]

    Puzzle Ring - http://us.battle.net/d3/en/item/puzzle-ring

    Summon a treasure goblin who picks up white, blue and yellow items, auto-salvages the items and doubles the obtained salvage amount.

    Arcstone - http://us.battle.net/d3/en/item/arcstone

    Lightning pulses constantly between all other wearers of this item within 50 yards, dealing between 1000% and 10,000% weapon damage per second, depending on the distance between the wearers. The damage increases the further the distance between the wearers, up to the maximum of 10,000% at 50 yards.

    [Moving too far away would break the link (with some leeway). The damage of the pulses per second should be based on the person with the highest DPS wearing the ring.]

    Band of the Rue Chambers - http://us.battle.net/d3/en/item/band-of-the-rue-chambers

    Your generators generate 500% more resource.

    [Still probably be useless, but at least it might be kind of fun if you find it while levelling, like Nagelring.]

    Rechel’s Ring of Larceny - http://us.battle.net/d3/en/item/rechels-ring-of-larceny

    Gain 60% movement speed for 4 seconds after hitting an enemy.

    Rogar’s Huge Stone - http://us.battle.net/d3/en/item/rogars-huge-stone

    Increase your Life per Second by up to 75–100% and damage reduction by up to 40% based on your missing Life.

    [The damage reduction would work similar to the regen increase i.e. you gain the maximum 40% damage reduction only at 0 Health, and 20% damage reduction while at 50% Maximum Health, etc.]

    Wyrdward - http://us.battle.net/d3/en/item/wyrdward

    Lightning damage has a 25–35% chance to Stun for 1.5 seconds. Enemies you stun take 20% more damage from all sources.

    [Stun chance should perhaps bypass proc-coefficients.]

    Bul-Kathos’s Wedding Band - http://us.battle.net/d3/en/item/bulkathoss-wedding-band

    [Increase the heal cap from the current 1% Max Health to, say, 6% Max Health per second, and the damage cap could probably be increased from 2000% to 3000% damage per second (based on monster current health).]

    Band of Hollow Whispers - http://us.battle.net/d3/en/item/band-of-hollow-whispers

    Haunt a nearby target enemy for 10 seconds, doing 5000% weapon damage per second, increasing by 1000% each second. This effect can occur once every 10 seconds.

    [i.e. does 5000% weapon damage per second for the first second, then 6000% for the next second, then 7000%,and finally 15,000% on the 10th second. Then the DoT falls off and a new one starts at 5000%.]

    Stone of Jordan - http://us.battle.net/d3/en/item/stone-of-jordan

    All your elemental bonuses are equal to your maximum elemental bonus.

    [Potentially makes hybrid builds more viable, and allows players to make use of proc effects that are of a mixture of different elements.]

    Krede’s Flame - http://us.battle.net/d3/en/item/kredes-flame

    Getting hit by Fire damage instantly restores you to full Resource.

    Oculus Ring - http://us.battle.net/d3/en/item/oculus-ring

    [Increase the chance to occur to make the uptime closer to 100%.]

    Skull Grasp - http://us.battle.net/d3/en/item/skull-grasp

    [Needs some kind of rework to be less awful. Some good suggestions in this thread http://us.battle.net/d3/en/forum/topic/19136834889]

    Eternal Union - http://us.battle.net/d3/en/item/eternal-union

    Increase the duration of Phalanx avatars by 200% and their damage by 100%.

    Justice Lantern - http://us.battle.net/d3/en/item/justice-lantern

    Blocking an attack heals you and your allies for 5% of your maximum health.

    Unity - http://us.battle.net/d3/en/item/unity

    Wearers of this item take 50% reduced damage while there is another Unity wearer within 100 yards.

    [A slight rework to Unity to maybe make it useful in teamplay, as it was actually originally intended. Has the exact same effect for single player as before (except now the Invulnerable Follower token is not mandatory, which is an issue in itself), but also now works in multiplayer.]

    Hellfire Jewelery http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-ring


    [Both ring and amulet could give you a bonus passive, and allow the use of both of them, for 2 extra passives. Also they might need some sort of generic 10% increased damage and damage mitigation buff to keep up with the other Jewelry (and the current existing Jewelry)]

    Chest Armor

    Aquila Cuirass - http://us.battle.net/d3/en/item/aquila-cuirass

    Enemies hit by your Nephalem Glory explosions are additionally seared by Holy light for 3 seconds. During these 3 seconds 50% of all damage dealt to these enemies is further dealt as a Damage Over Time effect on these enemies over 5 seconds.

    [So, 50% of the accrued damage dealt to these mobs during the 3 second period is then dealt again as a DoT over 5 seconds. Also see suggested rework of Nephalem Glory at the end of the post.]

    Heart of Iron http://us.battle.net/d3/en/item/heart-of-iron

    Gain bonus damage equal to 50% of your bonus +% Life.

    [A total of +100% Life = 50% multiplicative damage buff].

    Chaingmail - http://us.battle.net/d3/en/item/chaingmail

    Picking up a Health Globe gives you a Chaing stack, up to a maximum of 100 stacks. Taking fatal damage instead restores you to 100% Maximum Life and Resources, renders you immune to damage for 2 seconds, and you spew out 10 Health Globes and three Nephalem Glory globes. This effect consumes 50 Chaing stacks.

    [The stacks should have no duration, and there shouldn’t be any internal cooldown on the effect – all you require is at least 50 Chaing stacks.]

    Cindercoat - http://us.battle.net/d3/en/item/cindercoat

    Reduces the resource cost of Fire skills by 50%.

    [Keeping pace with the power creep.]

    Shi Mizu’s Haori - http://us.battle.net/d3/en/item/shi-mizus-haori

    Gain up to 100% bonus increased Critical Hit Chance based on your missing Life.

    [Similar mechanic to Rogar’s Huge Stone, where you would get +0% CHC when you are at 100% Health, and it would ramp up as you lose life until you would theoretically have +100% CHC at 0% Life.]

    Tyreal’s Might - http://us.battle.net/d3/en/item/tyraels-might

    Killing a Demon increases your movement speed by 3% and attack speed by 3% for 5 seconds, stacking up to 10 times. Slain Demons explode for 1000% weapon damage as Holy.

    Mantle of the Rydraelm - http://us.battle.net/d3/en/artisan/blacksmith/recipe/mantle-of-the-rydraelm

    Increase the power of your non-set item buff effects by 10%.

    [e.g. the 50% damage reduction from Unity would now be 55% damage reduction, the 50% damage increase from each of FnR would be 55%, etc. This wouldn’t apply to set buffs, passive/active skill buffs, gem buffs, or item buffs that you gain from your party, but only buffs from those items that you have equipped. This also wouldn’t affect the duration of buffs, or the damage of damage procs. ]


    Steady Srikers - http://us.battle.net/d3/en/item/steady-strikers

    Standing still increases your Critical Hit Chance by +5% per second, stacking up to 10 times.

    [Standing still for 10 seconds results in +50% Critical Hit Chance, that disappears when you start moving, like Boots of Disregard.]

    Custerian Wristguards - http://us.battle.net/d3/en/item/custerian-wristguards

    30% of the damage you take is instead taken from your primary Resource.

    [Taken as a percentage, so if a hit deals 10% of your max health, it instead deals 7% of your max health and 3% of your max primary resource .]

    Warzechian Armguards - http://us.battle.net/d3/en/item/warzechian-armguards

    Every time you kill an enemy or destroy a wreckable object, you gain a short burst of speed.

    Promise of Glory- http://us.battle.net/d3/en/item/promise-of-glory

    5% chance to spawn a Nephalem Glory globe when you CC an enemy. Increase your max stacks of Nephalem Glory to 6.

    [(see Nephalem Glory rework at end of post). The increase in stack size to 6 would effectively double the power of the NG effects and synergise with other items that make use of NG.]

    Kethryes Splint - http://us.battle.net/d3/en/artisan/blacksmith/recipe/kethryes-splint

    Reduces damage from ranged attacks by 20% for you and your allies, and increases the damage of ranged attacks by 15% for you and your allies.]

    [I’m not entirely sure what player attacks are considered Ranged or Melee, but Stalgard’s Decimator already references ‘Melee’ attacks, so I assume all attacks are classified as one or the other.]

    Trag’oul Coils - http://us.battle.net/d3/en/item/tragoul-coils

    Picking up a Health Globe reduces all of your cooldowns by 1 second.


    Stone Gauntlets - http://us.battle.net/d3/en/item/stone-gauntlets

    Your movement speed is capped at +25% and your attack speed is capped at 1 attack per second. Your Critical Hit Damage is doubled.

    Magefist - http://us.battle.net/d3/en/item/magefist

    Turns all your damage into Fire damage.

    [Your item procs, gem procs, pet damage, abilities regardless of which rune, etc. all now do Fire damage.]

    St. Archew’s Gage - http://us.battle.net/d3/en/item/st-archews-gage

    While an elite pack is near you, your Hit Points are increased by 100%.

    [This new version with bonus %Life would still work for supports, but could also synergise well with the reworked Heart of Iron for DpS]

    Gladiator Gauntlets - http://us.battle.net/d3/en/item/gladiator-gauntlets

    Your Defensive skills no longer perform their normal function but instead give you and your allies a 5% damage increase for 6 seconds. This effect can stack up to 6 times.

    [Your Defensive skills no longer do anything except proc this damage buff, stacking to a 30% party damage buff.]

    Frostburn - http://us.battle.net/d3/en/item/frostburn

    [These need to bypass proc-coefficients or something.]

    Pender’s Purchase - http://us.battle.net/d3/en/artisan/blacksmith/recipe/penders-purchase

    Double the damage of your non-set item damage effects.

    [Doubles the damage of the item proc effects that do damage e.g. Odyn Son lightning effect etc. Does not include any effects from Set bonuses, and doesn’t increase the effects of damaging buffs e.g. doesn’t increase the damage buff from FnR, Hexing Pants etc.]


    Vigilante Belt - http://us.battle.net/d3/en/item/vigilante-belt

    Reduce one of your cooldowns by 1 second when an enemy dies within 20 yards of you.

    Insatiable Belt -http://us.battle.net/d3/en/item/insatiable-belt

    [Increase stacks to 10]

    Saffron Wrap - http://us.battle.net/d3/en/item/saffron-wrap

    Picking up a Health Globe increases your maximum Resource by 10% for 15 seconds. This effect can stack up to 5 times.

    String of Ears - http://us.battle.net/d3/en/item/string-of-ears

    Enemies within 25 yards of you deal 20% less damage.

    [In addition to the melee reduction secondary roll]

    Cord of Sherma - http://us.battle.net/d3/en/item/cord-of-the-sherma

    Chance on hit to create a chaos field that pulls mobs to its center and Blinds and Slows enemies inside for 3–4 seconds and enemies within the chaos field take 10% increased damage from all sources.

    Razor Strop http://us.battle.net/d3/en/item/razor-strop

    Picking up a Health Globe releases an explosion that deals 7000% weapon damage. You no longer heal or gain resource from Health Globes.

    Thungergod’s Vigor - http://us.battle.net/d3/en/item/thundergods-vigor

    Enemies within 20 yards of you take 40% increased damage from Lightning attacks from all sources.

    [Works with Lightning damage from all sources, e.g. from party members]

    Sacred Harness - http://us.battle.net/d3/en/item/sacred-harness

    [Judgement additionally gains the effect of all runes.]

    Hellcat Waistguard - http://us.battle.net/d3/en/item/hellcat-waistguard

    Allows you to wield a two-handed weapon with one hand.

    Jang’s Envelopment - http://us.battle.net/d3/en/item/jangs-envelopment

    [Black Hole additionally gains effect of all runes]

    Hunter’s Wrath - http://us.battle.net/d3/en/item/hunters-wrath

    [Allow this to drop for all classes.]


    Homing Pads - http://us.battle.net/d3/en/item/homing-pads

    Your Town Portal has no duration.

    [Small QoL enhancement. Using Town Portal is just like using a Way Point, and can’t be interrupted]

    Pauldrons of the Skeleton King - http://us.battle.net/d3/en/item/pauldrons-of-the-skeleton-king

    When receiving fatal damage you are instead restored to 25% of maximum Life, become immune to damage for 2 seconds, and cause nearby enemies to flee in fear. This effect can occur once every 120 seconds.

    Death Watch Mantle - http://us.battle.net/d3/en/item/death-watch-mantle

    When you are hit there is a 25 - 35% chance to explode in a fan of knives for 750-950% weapon damage, and have your thorns damage increased by 50% for 5 seconds.

    [Awaiting the thorns rework of patch 2.4]

    Fury of the Ancients - http://us.battle.net/d3/en/item/fury-of-the-ancients

    Call of the Ancient’s gains access to all runes.

    Profane Pauldrons - http://us.battle.net/d3/en/item/profane-pauldrons

    Picking up a Health Globe increases your damage by 1% for 15 seconds. This effect stacks up to 20 times.

    Spaulders of Zakara - http://us.battle.net/d3/en/item/spaulders-of-zakara

    Getting hit reduces your damage taken by 4% for 30 seconds, stacking up to 10 times.

    Corruption - http://us.battle.net/d3/en/artisan/blacksmith/recipe/corruption

    Your primary Resource (re)generation is increased by 200%.


    Pride’s Fall - http://us.battle.net/d3/en/item/prides-fall

    Your resource costs are reduced by 50% after not taking damage for 3 seconds.

    Blind Faith - http://us.battle.net/d3/en/item/blind-faith

    You deal 350% increased damage, gain 15% increased movement speed and attack speed. You can no longer Critically Hit, Dodge or Block attacks.

    [Your Dodge, Block and Crit chance are capped at 0%.]

    Deathseer’s Cowl - http://us.battle.net/d3/en/item/deathseers-cowl

    When receiving fatal damage, you are instead restored to 20% Max Health and enter the nether realm for 10 seconds. While in the nether realm you are immune to damage and CC effects and can move through mobs, gain 15% increased damage and 100% increased resource regeneration, and do not heal from any source. This effect can occur once every 120 seconds.

    Andariel’s Visage - http://us.battle.net/d3/en/item/andariels-visage

    Hitting an enemy applies a Poison Damage over Time effect that lasts for 5 seconds and deals total damage equal to 50% of the initial hit damage.

    [The DoT effect would be overridden by the highest damaging hit.]

    Mempo of Twighlight- http://us.battle.net/d3/en/item/mempo-of-twilight

    Increase the damage of channeled abilities by 10% per second while channeling, stacking up to 5 times.

    Helm of Rule - http://us.battle.net/d3/en/artisan/blacksmith/recipe/the-helm-of-rule

    Your Critical Hit Chance is increased by 50% of your total Block Chance.

    [An additive increase in Crit chance, so 100% Block Chance would provide +50% CHC.]


    Pox Faulds - http://us.battle.net/d3/en/item/pox-faulds

    When 3 or more enemies are within 20 yards of you, you release a vile stench that deals Poison damage every second for 5 seconds. The poison cloud deals 500% weapon damage per second per enemy within 20 yards, capped at 20 enemies. This effect can occur once every 5 seconds.]

    Death’s Bargain - http://us.battle.net/d3/en/item/deaths-bargain

    [These need to scale properly with your mainstat and damage buffs.]

    Swamp Land Waders - http://us.battle.net/d3/en/item/swamp-land-waders

    Enemies you poison take 20% increased damage from all sources, and explode on death for 1000% weapon damage as Poison. You are immune to Poison damage.

    Hammer Jammers - http://us.battle.net/d3/en/item/hammer-jammers

    +50% chance to dodge. When you dodge an attack you gain the HammerTime buff for 10 seconds. The HammerTime buff gives you +25% increased movement speed, +15% increased attack speed, the ability to walk through mobs, and your attacks have a 50% chance on-hit to Breakdown the enemy. A Breakdown hit deals up to 100% increased damage based on the missing health of the enemy.

    [The ‘Breakdown’ hit would increase the damage you dealt to that mob by 100% if they that mob was on 0% health, 50% increased damage if they were on half health, etc. ]

    Depth Diggers - http://us.battle.net/d3/en/item/depth-diggers

    [These should be made to work with Wizard and Witch Doctor Primary skills. It’s time.]

    Skelon’s Deceit - http://us.battle.net/d3/en/artisan/blacksmith/recipe/skelons-deceit

    You can no longer equip weapons, but instead can equip two non-weapon off-hand items. You gain +1737-1912 Damage.

    [These pants inherently provide +1737-1912 damage as orange text (the base damage range for a 2H Mace), and would additionally have a regular damage roll stat like weapons do, with the Ancient range if the pants themselves are Ancient.]


    Boots of Disregard - http://us.battle.net/d3/en/item/boots-of-disregard

    Gain 10,000 LpS, 5% damage reduction and 5% increase damage for each second you stand still, stacking 6 times.

    Boj Anglers - http://us.battle.net/d3/en/item/boj-anglers

    Each Nephalem Glory stack gives you an additional +5% cooldown reduction, 5% increased damage

    [see NG rework at end of post.]

    Irontoe Mudsputters - http://us.battle.net/d3/en/item/irontoe-mudsputters

    Allows Movement Speed bonus on gear to exceed the 25% cap. Gain 15% of your increased movement speed as increased damage.

    [This would apply to any and all increased movement speed, even from temporary buffs like pylons and shrines etc.]

    Fire Walkers - http://us.battle.net/d3/en/item/fire-walkers

    Burn the ground you walk on, dealing 1000% weapon damage per second. You are immune to Fire damage.

    [Allow the boots to roll +%Fire Damage]

    Ice Climbers - http://us.battle.net/d3/en/item/ice-climbers

    Gain immunity to Freeze and Immobilize effects. You are immune to Cold damage.

    [Instead of rolling %Less Cold Damage taken, allow boots to roll +%Cold Damage]

    Board Walkers - http://us.battle.net/d3/en/artisan/blacksmith/recipe/board-walkers

    Your movement speed is capped at +25%. Moving 20 yards increases the damage of your next Secondary attack by 10%. This effect stacks up to 5 times.

    [Moving 20 yards would give you a 10% damage buff for your next Secondary skill. Moving another 20 yards (without spending the buff) would increase to 20%, up to a max of 50%. Casting a Secondary ability would spend the stacked buff, and they would have to be built up from zero again.]


    Genzaniku - http://us.battle.net/d3/en/item/genzaniku

    When equipped summons a Fallen Champion that reduces damage taken of allies by 25%. The Fallen Champion casts a warcry that taunts surrounding enemies for 4 seconds and causes taunted enemies to take 20% increased damage from all sources.

    [Most of these summon weapons should have the creature permanently summoned, rather than have a duration. Or at least allow for 100% uptime.]

    Flesh Tearer - http://us.battle.net/d3/en/item/flesh-tearer

    Gain 100% Critical Hit Chance. Your Critical Hit Damage is capped at 150%.

    The Butcher’s Sickle - http://us.battle.net/d3/en/item/the-butchers-sickle

    50% chance on attack to release multiple chains that pierce and pull all enemies hit towards you and stun them for 1 second.

    [A mix between the Butcher’s two chain attacks: releases 5 (?) or so chains in a 45 degree arc that pulls all enemies hit towards you.]

    Sky Splitter - http://us.battle.net/d3/en/item/sky-splitter

    25-35% chance to Smite enemies for 600-750% weapon damage as Lightning when you hit them. If the Smitten enemy is more than 20 yards away from any other enemy, the Smite deals 8,000% weapon damage as Lightning.

    The Burning Axe of Sankis - http://us.battle.net/d3/en/item/the-burning-axe-of-sankis

    [This should at the very least be a 50% damage reduction, as opposed to the 35% damage reduction it currently provides. In addition, why not just make it actually be the Ignore Pain skill and inherit the Ignore Pain rune you have selected (if you’re a Barb).]

    Utar’s Roar - http://us.battle.net/d3/en/artisan/blacksmith/recipe/utars-roar

    Increase your Cold Damage by 10% per Cold skill on your skill bar.

    [Maximum of 60% multiplicative Cold damage increase if using 6 Cold skills.]

    The Barber - http://us.battle.net/d3/en/item/the-barber

    +60% bonus Critical Hit Damage per stack of Nephalem Glory.

    Envious Blade - http://us.battle.net/d3/en/item/envious-blade

    Gain 100% Critical Hit Chance against enemies above 75% Health

    Pig Sticker - http://us.battle.net/d3/en/item/pig-sticker

    Hitting an enemy inflicts them with a grievous wound causing them to bleed for 500% weapon damage per second for 10 seconds while the enemy remains stationary. If the enemy moves, the bleed damage increases up to 10,000% per second depending on the movement speed of the enemy.

    [The faster the movement speed of the monster, the higher the damage. So only the fastest moving mobs would be hit for the 10,000% weapon damage per second, with slower moving mobs being hit for less. Perhaps the lowest movement-damage could be 1000% per second.]

    Kill - http://us.battle.net/d3/en/item/kill

    Your attack speed is increased by 100%. Your Critical Hit Damage is capped at 200%.

    Wizard Spike - http://us.battle.net/d3/en/item/wizardspike

    On attack hurl an Arcane Orb.

    [Inherits the properties of the Arcane Orb rune you have selected (if Wizard), and it would proc on every attack like Sash of Knives and Stalgard’s. These orbs would also benefit from any +% Arcane Orb stats on your gear and items like Triumvirate.]

    Blood-Magic Edge - http://us.battle.net/d3/en/artisan/blacksmith/recipe/bloodmagic-edge

    Enemies you make bleed take 25% increased damage from all sources.

    Odyn Son - http://us.battle.net/d3/en/item/odyn-son

    [Damage buff.]

    Mad Monarch’s Scepter - http://us.battle.net/d3/en/item/mad-monarchs-scepter

    [Allow the kills made by the explosion itself to count towards the next explosion. Could get some really fun trash-killing chain-reaction explosions going. And the damage could be boosted as well.]

    Nutcracker - http://us.battle.net/d3/en/item/nutcracker

    Deal up to 60% increased damage based on your missing primary Resource.

    [Similar mechanic to Rogar’s Huge Stone – you gain full buff at 0% Resource, and some portion of that buff at intermediate Resource levels.]

    Telranden’s Hand] - http://us.battle.net/d3/en/item/telrandens-hand

    When you hit an enemy you place a charge on that enemy based on the element type you hit it with. Hitting that enemy with a different element from any source stacks another charge. The charges detonate after 3 seconds dealing 5000% weapon damage per element-stack on the enemy.

    [A maximum of 7 charge-stacks is obtainable, one for each of the 7 elements in the game, and this would result in 35,000% weapon damage per 3 seconds. And the explosion damage should be based off the wielder of Telranden’s, and off their highest damaging element.]

    Solanium - http://us.battle.net/d3/en/item/solanium

    Critical Hits have a 4% chance to spawn Health Globes and a 1% chance to spawn Nephalem Globes.

    Nailbiter - http://us.battle.net/d3/en/item/nailbiter

    Enemies you hit take 100% increased thorns damage from all sources for 5 seconds.

    Neanderthal- http://us.battle.net/d3/en/item/neanderthal

    Enemies hit by your thorns are taunted, attack 50% faster, and deal 50% less damage for 5 seconds. This effect can occur on an enemy once every 10 seconds.

    Echoing Fury - http://us.battle.net/d3/en/item/echoing-fury

    Hitting an enemy with the same ability in succession increases the damage done to that enemy by that ability by 10%, stacking 10 times. Damage dealt to that enemy from any other source clears all stacks on that enemy.

    [Even incidental damage done to that enemy, through area damage, proc effects, pets, reflect damage, follower damage, Ally damage etc. would clear all stacks]

    Devastator - http://us.battle.net/d3/en/artisan/blacksmith/recipe/devastator

    You have 100% Critical Hit Chance against enemies within 15 yards of you.

    Monster Hunter - http://us.battle.net/d3/en/item/monster-hunter

    Randomly marks a nearby enemy for 10 seconds. This enemy takes 20% increased damage from all sources. Killing the marked enemy gives players 20% additional damage against subsequently marked enemies for 30 seconds. This effect can stack up to 4 times.

    [So, with 4 stacks this would equal 100% increased damage against a marked target. The mark would last for 10 seconds, or until the enemy is killed, at which time a new enemy would be marked.]

    Wildwood - http://us.battle.net/d3/en/item/wildwood

    As long as there are no enemies within 25 yards of you, your damage is increased by 40% and resource cost is reduced 25%.

    The Ancient Bonesaber of Zumakalis - http://us.battle.net/d3/en/item/the-ancient-bonesaber-of-zumakalis

    Killing an enemy creates a whirling storm of bones around you that reduces damage taken by 1% for you and any allies standing in the bonestorm. The bonestorm also deals 100% weapon damage per second to enemies caught in the storm. The effect lasts for 5 seconds, and stacks up to 25 times.

    [So, at full stacks the bone storm would reduce incoming damage by 25%, and do 2500% weapon damage per second, within a radius of about 20 yards.]

    Exarian - http://us.battle.net/d3/en/item/exarian

    Your damage is increased by 50% of your bonus Maximum Resource as a proportion of your base Resource.

    [e.g. if you normally have 80 base Maximum Resource, and increase that by 50% to a maximum of 120, then that’s a 25% damage increase.]

    Gift of Silaria - http://us.battle.net/d3/en/item/gift-of-silaria

    Your Critical Hit Damage is increased by a percent equal to twice your increased Movement Speed.

    [+200% MS = +400% CHD]

    Rimeheart - http://us.battle.net/d3/en/item/rimeheart

    [This should bypass proc-coefficients, or have a dramatically increase chance to proc, or both. This item has been useless for the longest time now, and with new CC changes it’s harder than ever to make this thing proc. Make us excited for finding this weapon once more.]

    Thunderfury, Blessed Blade of the Windseeker - http://us.battle.net/d3/en/item/thunderfury-blessed-blade-of-the-windseeker

    [Damage buff.]

    Sever - http://us.battle.net/d3/en/item/sever

    Double your Critical Hit Damage against enemies below 25% health.

    Skycutter - http://us.battle.net/d3/en/item/skycutter

    When equipped summons an angel that increases the Holy Damage of allies by 50%.

    [50% multiplicative increase in Holy damage for yourself and allies.]

    Azurewrath - http://us.battle.net/d3/en/item/azurewrath

    Periodically cast Frozen around you, dealing 1000% weapon damage on frozen explosion.

    [The same Frozen that Elites cast (and that Izual casts), that tick and then detonate freezing everything.]

    Devil Tongue - http://us.battle.net/d3/en/item/devil-tongue

    50% Chance on kill to go into a rage for 10 seconds. While enraged you have 30% increased damage, 20% increased attack speed, and 50% increased Life on Hit and Life on Kill.

    Griswold’s Perfection - http://us.battle.net/d3/en/artisan/blacksmith/recipe/griswolds-perfection

    Critical Hits heal you for 1% of your maximum Health, restore 5% of your maximum primary resource, and reduce one of your cooldowns by 1 second.

    Shard of Hate - http://us.battle.net/d3/en/item/shard-of-hate

    [Damage buff.]


    The Executioner - http://us.battle.net/d3/en/item/the-executioner

    You deal 150% increased damage to enemies below 25%.

    Burst of Wrath - http://us.battle.net/d3/en/item/burst-of-wrath

    Hitting an enemy or an object has a 50% chance to grant you 20% of your maximum primary resource.

    Butcher’s Carver - http://us.battle.net/d3/en/item/butchers-carver

    Increase your Strength, Intelligence, Dexterity and Vitality by 1% for 15 seconds after killing an enemy. This effect stacks up to 30 times.

    Messerschmidt’s Reaver - http://us.battle.net/d3/en/item/messerschmidts-reaver

    Picking up a health globe gives you a Schmidt buff for 20 seconds, stacking up to 5 times. Using a Primary skill consumes all Schmidt stacks, and increases the damage of your next Secondary skill by 20% per Schmidt stack consumed.

    Skorn -http://us.battle.net/d3/en/item/skorn

    Increases the damage of your Damage over Time effects by 60%.

    [Works with all skill, item and gem DoTs.]

    Cinder Switch - http://us.battle.net/d3/en/artisan/blacksmith/recipe/cinder-switch

    Damaging an enemy with Fire damage increases the chance that enemy will be Critically Hit by Fire damage from all sources by +15% for 5 seconds.

    Arthef’s Spark of Life - http://us.battle.net/d3/en/item/arthefs-spark-of-life

    Creates an Aura Of The Living around you. Undead enemies within this aura take +25% increased damage from all sources, and heal players for 10% of their missing Life when killed.

    Crushbane - http://us.battle.net/d3/en/item/crushbane

    Frozen enemies that are killed shatter in an icy explosion dealing 5000% weapon damage as Cold to nearby enemies, and freezing them for 1 second.

    Soulsmasher - http://us.battle.net/d3/en/item/soulsmasher

    [Damage buff and/or proper scaling with primary stat.]

    Skywarden - http://us.battle.net/d3/en/item/skywarden

    Your Laws gain the effect of all runes.

    Wrath of the Bone King - http://us.battle.net/d3/en/item/wrath-of-the-bone-king

    On kill summon a skeleton, up to a maximum of 10 skeletons. When receiving fatal damage the skeletons explode dealing 1000% weapon damage each, and you are resummoned to 100% Health and become immune to damage for 2 seconds. This effect can occur once every 120 seconds.

    Schaefer’s Hammer - http://us.battle.net/d3/en/item/schaefers-hammer

    [Damage buff.]

    Sledge of Athskeleng - http://us.battle.net/d3/en/item/sledge-of-athskeleng

    Periodically spawn Arcane Orbs near you that last for 10 seconds. The Arcane Orb deals 4000% weapon damage per second.

    [These would be just like the Elite Arcane Orbs. And the rate that you spawn them could be increased by attack speed.]

    Sunder - http://us.battle.net/d3/en/artisan/blacksmith/recipe/sunder

    50% chance to sunder the ground your enemies walk on when you attack, dealing 1000% weapon damage per second to enemies standing on sundered ground. Allies standing on sundered ground gain 25% increased Fire damage.

    [multiplicative 25% increase in Fire damage.]

    Pledge of Caldeum - http://us.battle.net/d3/en/item/pledge-of-caldeum

    50% chance on kill to spawn a Ghost that lasts for 60 seconds. Each Ghost deals 200% weapon damage for every Ghost that is active. A maximum of 5 Ghosts can be active at a time.

    [These would be the same Ghost mobs we’ve all come to hate. With 1 Ghost active the Ghost deals 200% weapon damage. With 5 Ghosts active each one deals 1000% weapon damage per hit.]

    Standoff - http://us.battle.net/d3/en/item/standoff

    You heal 5000 Life per primary Resource spent. Gain up to 20% increased damage and 20% damage reduction based on your missing primary Resource.

    Bovine Bardiche - http://us.battle.net/d3/en/item/bovine-bardiche

    When equipped summons a herd of murderous cows. Using a Defensive skill sacrifices the cows making each release two Health Globes and a Nephalem Globe. After 10 s the cows are resummoned.

    [The cows can drop those delightful chop-like health globes ]

    Heart Slaughter - http://us.battle.net/d3/en/item/heart-slaughter

    Hitting an enemy with a Physical skill makes that enemy take 20% more damage from Damage over Time effects from all sources.

    Vigilance - http://us.battle.net/d3/en/item/vigilance

    [Inherit the properties of the Inner Sanctuary rune you have selected (if Monk)]

    Faithful Memory - http://us.battle.net/d3/en/item/faithful-memory

    Taking damage from an elite affix increases your damage of that element type by 10% for 5 seconds. This effect can stack up to 10.

    [At 10 stacks a 100% multiplicative damage bonus for that element type]

    The Zweihander - http://us.battle.net/d3/en/item/the-zweihander

    Your damage is increased by 20% per Defensive skill on your skill bar.

    [Each class has 4 Defensive skills, for a total of 80% increased damage if all Defensive skills are equipped (except DH that only has 3).]

    Blackguard - http://us.battle.net/d3/en/item/blackguard

    Getting hit by a Control Impairing effect increases your damage by a percent equal to your Crowd-Control Reduction for 10 seconds.

    Scourge - http://us.battle.net/d3/en/item/scourge

    [Damage buff or ICD buff]

    Stalgard’s Decimator - http://us.battle.net/d3/en/item/stalgards-decimator

    [Damage buff]

    The Sultan of Blinding Sand - http://us.battle.net/d3/en/item/the-sultan-of-blinding-sand

    On attack create a whirling sandstorm around you. You and your allies within the storm gain 40% chance to dodge, and enemies within the storm take 25% increased damage from all sources.

    Maximus - http://us.battle.net/d3/en/item/maximus

    [Allow this to have 100% uptime i.e. just have the demon permanently summoned, and probably a damage buff on the fire chain.]

    The Grandfather - http://us.battle.net/d3/en/item/the-grandfather

    While you are below 50% maximum health you take 25% reduced damage, your movement speed is capped at +25%, and your damage is increased by 60%.

    Warmonger - http://us.battle.net/d3/en/item/warmonger

    Consumes all DoTs on targets hit, dealing 50% of their remaining damage instantly.

    [Works on DoTs applied by all party members.]

    Corrupted Ashbringer - http://us.battle.net/d3/en/item/corrupted-ashbringer

    [Very cool concept, very useless item. Once again, it’s another item that is crippled by pre-emptive nerfing with ICDs. Perhaps if the chance to summon on kill was increased, and if the Holy burn could hit more than 1 target at a time, it might be more useful.]

    Generic Sets

    The following set bonuses would not stack with multiple people in the party wearing the same set.

    Legacy of Nightmares - http://us.battle.net/d3/en/item/litany-of-the-undaunted

    You gain 5% damage reduction and 5% increased damage for every pet you have active. Capped at 20 pets.

    [The damage reduction stacks multiplicatively with itself, like Ancient Parthan Defenders, but the damage bonus would stack additively with itself. So the 20 pet cap would result in a damage reduction of ~64% and a damage increase of 100%.]

    Krelm’s Buff Bulwark - http://us.battle.net/d3/en/item/krelms-buff-bracers

    Bracers: Immune to all CC effects (including Knockback)

    Belt: Gain 25% run speed. This effect is lost for 1 second after taking damage.

    (2) Set: 50% damage reduction.

    [These sets with their own orange text are very interesting, but this particular set is currently pretty lack-lustre. Taking a two-piece set needs to be worth it.]

    The Endless Walk - http://us.battle.net/d3/en/item/the-travelers-pledge

    Amulet: Increase your Maximum Resource pool by 100%. Increase your Resource cost by 100%.

    Ring: Increase your Movement Speed up to 30% based on your missing primary Resource.

    (2) Set: Your Critical Hit Damage is increased by up to +250% based on your missing primary Resource.

    [This could also be a 2 set with each piece having its own orange text.]

    Cain’s Destiny - http://us.battle.net/d3/en/artisan/blacksmith/recipe/cains-scriviner

    (2) Set: Attack Speed Increased by 10%

    (3) Set: You are immune to Butterfly attacks

    [Okay so the 3 set isn’t serious, but I’m sure something cool could be there instead.]

    Aughild’s Authority - http://us.battle.net/d3/en/artisan/blacksmith/recipe/aughilds-rule

    (2) Set: Killing an Elite gives you +10% increased damage against Elites for 5 minutes. This effect can stack up 20 times.

    (3) Set: You and your allies gain +10% increased damage against Elites and +10% reduced damage from Elites, per Elite pack within 50 yards.

    Born’s Command - http://us.battle.net/d3/en/artisan/blacksmith/recipe/borns-frozen-soul

    (2) Set: Your Defensive skills gain access to all runes.

    (3) Set: Health Globes restore 20% primary Resource for you and your allies.

    Captain Crimson’s Trimmings - http://us.battle.net/d3/en/artisan/blacksmith/recipe/captain-crimsons-waders

    (2) Set: Every point of primary Resource you spend heals you and your allies for 4000 Life.

    (3) Set: Your increased movement speed is applied to both you and your allies.

    Guardian’s Jeopardy - http://us.battle.net/d3/en/artisan/blacksmith/recipe/guardians-aversion

    (2) Set: Increase Healing from all sources for you and your allies by 20%.

    (3) Set: Incoming attacks to you or your allies that would deal more than 40% maximum Life are reduced to deal 40% maximum Life instead. The amount absorbed cannot exceed 100% maximum Life.

    Blackthorne’s Battlegear - http://us.battle.net/d3/en/item/blackthornes-surcoat

    (2) Set: 50% elite damage reduction

    (3) Set: 75% elite damage reduction

    (4) Set: You and your allies are immune to all Elite affixes

    [4-set includes immunity to Elite affix CC effects]

    Asheara’s Vestments - http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-ward

    (2) Set: +25% Life, +100 Resistance to All Elements and +1000 Armor

    (3) Set: Your active follower(s) gains access to all skills

    (4) Set: Gain access to all 3 followers at once

    [4 set permanently gives you access to all 3 followers. Even in multiplayer]

    Hallowed Protectors - http://us.battle.net/d3/en/artisan/blacksmith/recipe/hallowed-barricade

    Weapon: %50 increased damage to Demons.

    Offhand: Gain up to 60% damage reduction up based on your missing primary Resource.

    (2) Set: You and your allies gain +100 to All Resistance and +1000 to Armor.

    [It might be nice if this set has the off-hands for each of the classes, rather than just a shield (especially because the Shield auto-rolls +%Holy damage, which is useless to most classes. The offhand damage reduction affix would be like Rogar’s Huge Stone mechanic.]

    Class-Specific Items

    Class specific items provide good opportunities to buff specific class abilities. But I am not familiar enough with every class to make suggestions along those lines. However, there are a couple of items that would seem to allow for some pretty simple buffs:

    Cloak of Deception - http://us.battle.net/d3/en/item/cloak-of-deception

    Enemy ranged attacks pass through you harmlessly

    [This effectively gives you 100% ranged damage reduction, including those Elite affixes that are classified as ranged.]

    Cloak of the Garwulf -http://us.battle.net/d3/en/item/the-cloak-of-the-garwulf

    [This should multiply the effect of the active Wolf. If 3 times 30% increased damage is too much, then it could just summon 1 extra Wolf.]

    The Smoldering Core - http://us.battle.net/d3/en/item/the-smoldering-core

    Enemies are now pulled to your Meteor impact areas.

    [Lured? No, PULLED! Pulled like cyclone strike! Support Wizard?? Maybe]

    Pus Spitter - http://us.battle.net/d3/en/item/pus-spitter

    25-50% chance to lob an acid blob when attacking. Enemies standing in the acid take 50% increased damage from all sources.

    [Support Demon Hunter?? There could at least be items that make it an outside possibility]

    Dread Iron - http://us.battle.net/d3/en/item/dread-iron

    Ground Stomp gains the effect of all runes. Ground Stomp causes an avalanche. Increase the damage of your Avalanche by 100%.

    The Undisputed champion - http://us.battle.net/d3/en/item/the-undisputed-champion

    Your Primary skills gain the effect of all runes.

    [Allow the player to choose which Primary skill they want to use.]

    Bastion’s Revered - http://us.battle.net/d3/en/item/bastions-revered

    Your Primary skills acquire up to 5 bonus stacks of Frenzy.

    [Works the same if you’re using Frenzy, but you also get 5 Frenzy stacks if using you’re using, say, Bash.]

    Angel Hair Braid - http://us.battle.net/d3/en/item/angel-hair-braid

    [All Primary skills should have all runes unlocked. Allow the player to choose which ability.]

    Salvation - http://us.battle.net/d3/en/item/salvation

    Blocking an attack heals you and your allies for 3% of their maximum health.

    [Please make this not a Crusader-only shield – it doesn’t have a Crusader-specific affix, and it could be a useful shield for your Templar.]


    Legendary potions are cool. But, IMHO, they’re not all that ‘legendary’; they’re a little lacklustre. Also, often you want to use your potion primarily to prevent you from dying i.e. to heal yourself, as we expect potions to normally be used. However, this is not always the same time when we want to activate some special buff from the potion (also you can’t use potions at full health). This puts a limit on how cool the potion affixes can be, because if they gave you a damage boost, for example, then you don’t always want to increase your damage at the same time you want to use your potion. An alternative system is to simply make each potion give you a permanent buff while it is equipped.

    Bottomless Potion of Diamond - http://us.battle.net/d3/en/item/bottomless-potion-of-the-diamond

    Immunity to CC effects (and their damage)

    Bottomless Potion of the Tower - http://us.battle.net/d3/en/item/bottomless-potion-of-the-tower

    10-15% damage reduction

    Bottomless Potion of the Leech - http://us.battle.net/d3/en/item/bottomless-potion-of-the-leech

    Increase Life on Hit and Life per Kill by 80-100%

    Bottomless Potion of Rejuvination - http://us.battle.net/d3/en/item/bottomless-potion-of-rejuvenation

    Increases resource (re)generation by 50-100%

    Bottomless Potion of Regeneration - http://us.battle.net/d3/en/item/bottomless-potion-of-regeneration

    Generate 25-50% more health globes

    Bottomless Potion of Kulleaid - http://us.battle.net/d3/en/item/bottomless-potion-of-kulleaid

    Allows you to walk through Waller walls and mobs [always]

    Bottomless Potion of Mutilation - http://us.battle.net/d3/en/item/bottomless-potion-of-mutilation

    Increases your Critical Hit Damage by +50% [additive]

    Bottomless Potion of Fear - http://us.battle.net/d3/en/item/bottomless-potion-of-fear

    [This potion only heals (no perma-buff), but has half the normal potion cooldown]

    Bottomless Potion of Amplification - http://us.battle.net/d3/en/item/bottomless-potion-of-amplification

    Increases your Healing from all sources by 25%

    Bottomless Potion of the Gods

    This potion does not heal, but instead when activated you become one with the Gods for 6 seconds. During this state you are reduced to 20% Health and 20% Resources, become immune to all damage and CC effects, have 100% Resource Cost reduction, and do not heal from any source.

    [Just another random potion idea. Could make use of all those item affixes that give you buffs at low health/resource levels. This potion would have no passive effect.]

    Nephalem Glory Globes


    Some of the preceding items make use of NH stacks. Thanks to apo’s guide we can see what NG globes currently do: they do effectively nothing. Which is a shame, because they’re kind of a cool idea. So, at the very least some basic buffs could be given to NG.

    Each stack provides +5% movement speed, 2% damage reduction, 2% damage increase

    3 Stacks: +15% movement speed, 6% damage reduction and 6% damage increase

    At full stacks, picking up another NG globe creates a 30 yard radius explosion for 10,000% weapon damage.

    Also it could be made that picking up Health Globes does not extend the duration, thereby putting more emphasis on having to build towards proccing NG globes if you want to benefit from them.

    Posted in: Diablo III General Discussion
  • 2

    posted a message on Ancient Parthans
    Quote from Kuekengo-next

    Quote from PrvtPilego-next

    Only lightning damage your templar deals will proc Wydward if he is wearing the ring, and only if the weapon he using specifically has Lightning damage rolled onto it, and only from his 'autoattacks' i.e. the lightning effect from weapons like Thunderfury or Odyn Son will not proc the Wyrward stun.

    Okay... if his other ring is Arcstone and your hero has one equipped as well, will it stun or will it not? :D

    I've not specifically tested it, but as arcstone is a proc and in general procs don't proc other procs, so I would say no. ^_^
    As a side note, as sorcerer666 points out, Arcstone in general is awful, and I really hope they buff it greatly in the next patch.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Ancient Parthans

    Only lightning damage your templar deals will proc Wydward if he is wearing the ring, and only if the weapon he using specifically has Lightning damage rolled onto it, and only from his 'autoattacks' i.e. the lightning effect from weapons like Thunderfury or Odyn Son will not proc the Wyrward stun.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Bane of the Stricken debuff question.

    It only affects your attacks. IIRC the initial iteration of the gem on PTR affected everyone's attacks, but they changed that.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on How do I build an understanding of Diablo III?

    A good place to start is to start reading build guides. Often they have a good explanation for why you are picking one skill/item over another. Also start visiting the official D3 forums for your class, often there is some interesting theorycrafting going on there. ALso check out the subreddits for your class, and also for all the classes in general. e.g. the barbarian subreddit has a very good wiki that explains a lot of the basic mechanics of D3.


    Posted in: Diablo III General Discussion
  • 1

    posted a message on Ancient Parthans

    The only way to see the direct damage reduction is to have damage numbers turned on, and to actually look at the damage you are taking.

    Is there any specific questions you have about the bracers? Here are some answers to some common questions/misconceptions: 1) the damage reduction is multiplicative with itself i.e. you cannot reach 100% damage reduction. 2) You do not have to stun the mobs yourself to benefit from the effect; as long as you are wearing the bracers any stunned mobs close by will provide you with the buff.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Blue legacy rings

    This is a long shot, but I’ll put it out there anyway – does anyone still have any blue rings from pre-RoS that have +X to minimum damage, and that they’d be willing to part with? I’m testing legendary affix damage ranges and these would be really helpful.

    If so, drop me a line. In-game tag is prvtpile#1225 on US servers


    Posted in: Diablo III General Discussion
  • 0

    posted a message on When did paragon leveling become mandatory?

    Yeah, have to agree. The whole paragon system is kind of a train wreck aswell. Hopefully in the expansion it'll be completely overhauled, but until then it would be really nice to see some sort of temporary tweak to it.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on [PTR 2.2] Undocumented changes

    sidenote: I like how they added 2 new pairs of gloves without legendary powers.

    lol, right? Anyone know what this is about? After all the work they're doing adding powers to the legendaries that don't have them, surely they haven't added more legendaries with no power? Maybe these will get some added later?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Choker RG bugged, insane templar damage video
    Quote from Samaticongo-next
    you mean templar proc PE gem? because i stopped attacking this boss like 50% hp.
    Yes your follower procs both PE and Toxin gems, and those DoTs will also be affected by BotT if you've got it equipped.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Why Diablo 3 shouldn't be getting all the criticizism it does...
    Quote from st0rmiego-next

    I think you're being quite hysterical in acting as though game design decisions that aren't to your taste are equivalent to a product being broken and unfit for sale.

    Okay, I was using "broken" in the colloquial gamer sense. i.e. "broken" as in imbalanced, or designed poorly etc. Look, D3 is fun and has provided me with many hours of entertainment. But it has some glaringly poorly designed features, IMO. That's subjective I suppose, but that's the nature of criticism. And I'm going to criticise those features because I really want to the game to be better. It's got some huge potential that's being wasted.

    Quote from Bagstonego-next

    To the other posters... RoS is not broken, in my opinion, and I have a hard time seeing how you can argue that the game is broken.


    The game was broken because of the AH (everyone was playing the AH, not the game;

    I'm not sure how in one sentence you can say that you can't say the game is broken, and then in another say it was broken. Someone could easily just say that the AH was not "broken". But anyway, I won't use that word if it causes people too much confusion. I'll just say the game currently still suffers from some very bad game design.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Why Diablo 3 shouldn't be getting all the criticizism it does...
    Quote from st0rmiego-next

    Quote from PrvtPilego-next
    As someone else has already mentioned above, this isn't quite true. Any company that releases a product has an obligation that that product isn't broken. You can get into arguments about what exactly is 'broken' and what isn't, but under almost any definition of broken D3 has many things that are broken, and they are obligated to them to fix them.
    Many things that are broken? Really?

    I assume your definition of "broken" is "I think that this particular game design decision could have been better"?

    Or "I think this feature should be added"?

    Or are there really "many things" in Diablo 3 that simply do not work? And somehow I've missed them despite playing many hundreds of hours over the last couple of years?
    As I said, we can debate what "broken" means. It's perhaps a bad term, but I'm using it as a short-hand. Don't take it too literally. Likewise, for example, you use the phrase "simply do not work". Well, what does that mean? Of course the game works - I install it on my computer and it runs. So that's "working", right? So it doesn't matter if a game is objectively awful in almost every way, as long as when I install it and then try to play it it doesn't give me a BSOD?

    To use a simple example: regular gems. Regular gems, by almost anyone's sensible definition, are broken in D3. They do not do what they're intended to do, which is to provide some sort of viable choice to the player about how they want to play. And Blizz acknowledges this. This is just one of many, many examples, some more extreme, some less extreme.

    D3 vanilla was 'broken'. We all know this. In fact this was completely acknowledged by Blizz, hence the dramatic overhaul that was RoS. Was Ros an improvement? Yes. Did it "FIX" everything?? Absolutely not. Did it bring in it's own problems? Of course.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Why Diablo 3 shouldn't be getting all the criticizism it does...
    Quote from Joking101go-next

    In summary, I want to remind everyone that Blizzard has roughly ZERO obligation to keep their game updated. They could just be working towards a second expansion and leave the game as it is. But they don't.

    As someone else has already mentioned above, this isn't quite true. Any company that releases a product has an obligation that that product isn't broken. You can get into arguments about what exactly is 'broken' and what isn't, but under almost any definition of broken D3 has many things that are broken, and they are obligated to them to fix them.

    Secondly, let's not kid ourselves for a second that Blizz is giving out content for "free" or out of the goodness of their heart - and I'm not being critical when I say this, since no company does this and they're not required to. But there is a clear and definitive financial calculation gone into to keeping a game's content up-to-date - it's the financial gain they receive by maintaining their reputation (which, honestly, has suffered a bit due to D3), future sales etc etc.

    Yes the game is fun, and it has some amazing potential. But it also has a tremendous amount to be critical of.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on There is a Major Exploit/Bug currently in Trials
    If ever there was a better reason to scrap trials altogether...

    If they now just changed it to the system of being able to open a GRift at your highest achieved level (like everyone has been asking), then that would make the number on your GRift keys meaningless and 'fix' the exploit. Although I guess this isn't going to happen by Tuesday...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on 4 months kadala only amulet experience
    Quote from Bagstonego-next
    I know that gambling weapons (as well as jewelry) is nothing but an absolutely stupid waste of shards.
    This. It would be really nice if they just lowered the cost of gambling jewelery and weapons. Or at least increase the BS cap, because rolling for 4 amulets is just stupidly unfun.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Greater rift : progression of how many levels ?
    Quote from Bagstonego-next

    1) The second step is not a minute, but 1:30, shifting everything half a minute back. However, I remember that someone on Reddit did some research and figured out it's indeed just one minute (10:30 to 9:30) for the second step. Can't find the thread, though.

    There's possibly something to this. Just did 2 level 1 GRifts.

    One of them I finished in 2 minutes 26 seconds. Got a level 11 key.
    The other I finished in 3 minutes 52 seconds. Got a level 10 key.

    This looks like somewhere there is that shift of 30 s you're referring to, yeah? But I don't know where it starts.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Greater rift : progression of how many levels ?
    Quote from Bagstonego-next
    Question is - why introduce such an arbitrary limit somewhere? I'm quite certain that in low GR runs I've skipped more than 6 levels when clearing a ~GR15 rift in ~3 minutes. But: not sure.

    Yeah I think the leveling up equation needs some tweaking.

    Also, IIRC, the max GRift levels you can jump is 10. Pretty sure I remember doing this when I went through a stage of being sick and tired of doing Trials so I would just get a level 1 GRift key and then the next key I got would be level 10 (or 11?). I may be misremembering this, but I'm fairly certain it was the case. Would be easy to test I guess...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Running out of things to do
    I have all classes to 70 and are at least T2 ready. My problem is that when me and my friends group up (almost) every Wednesday night, the question "What do you guys wanna do?" always comes up and their response is usually a very unenthusiastic, "Um... I don't care." Really pains me because they haven't had the experience of completing a set yet or getting a decent Hellfire Amulet. If bad goes to worse, I'm gonna have to join a different clan because I still REALLY enjoy my time in Sanctuary. It just sucks because these are my childhood friends and I want to play with them, ya know?

    I know what you mean - out of all my IRL friends I'm the only one who sticks to D3 for any length of time. Some of them come back when a new patch hits (less and less of them) for a short while, but I'm always the one left when they've all moved on to other games. I guess you just have to come to accept it - they may not be into D3 as much as you are.

    I've been tempted to join another clan too (rather than just my made-up friends group one), one that plays a little more regularly. And that may be the way to go if you're keen on getting into more D3. And then you can try to just game with your mates in a different game that you can all enjoy.

    BUT, i will say, that sometimes to mix things up for newer players is to try a new character - sometimes just the style of character doesn't suite someone and they may get a better feel from using a different character.

    Or, if you and your friends are open to something silly, you could try Hardcore Roulette with your friends. XD Can sometimes get a laugh trying to get each other killed.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on PTR 2.1.2 - Death's Bargain Pants Mechanics & Why They're Awful (Video)
    Yeah that's really sad that the pants are so awful. The affix is potentially interesting, but all it needs is some number tweaking. In fact, this is the case with a lot of other legendary items as well. These issues really need to at least be attempted to be addressed by patch 2.2
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ***I noticed something Interesting in the latest PTR Notes...***
    Yeah this was a change in the right direction. I'd prefer it if the loot weightings were all just equal, but this is a decent compromise.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on New Elemental ring rotation ideas
    I really, really think this item should just buff all your elemental bonuses to be equal to your highest elemental bonus. a) this would surely be the easiest to implement, and b) would probably just be more effective for Hybrid builds. I don't know why they're over-complicating this for an idea that quite possibly will turn out useless. But we will see. If it works out, then I'm happy.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Stash Space
    Quote from Albatarego-next

    Adding stash space in the code takes 3 minutes tops. The problem is storing all that sh!t and investing in dead servers for bank items that you don't even use.
    Nope. The cost of server space is absolutely inconsequential in the scheme of things.

    "On top of that there are technical reasons. There are only so many… we call them “actors” but it’s about how many items are in our game and how many it’s storing in memory at any given time. If we do almost any more than we have now, the game can’t physically keep up with it."

    This is also from Travis Day. It's a technical issue. But you are right, in that itshould take 3 seconds of code - that's the point - it's to do with some poor underlying framework of the game.

    Quote from Albatarego-next
    Diablo doesn't bring money, so they don't spend any, it's THAT simple.

    So I guess we won't be seeing any more content/patches for D3 right? Because, you know, why would they continue to work on it when it brings them no money?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Stash Space
    Of course there should be more stash space, everyone knows this. And no, the reason they haven't implemented it is not because of server 'capacity' or any financial reason; it's because of a 'technical' issue (which they've explained). Evidently the underlying framework of the D3 engine is goddamn awful. Basically it's just the exact same reason that there are more than 2 dozen other obviously good features that this game should have and still doesn't: it's too much of a pain in the ass for them to implement because the underlying code of the game is garbage (also they apparently don't have the man power to spend too much time on the game, probably because Blizz puts more emphasis on their other titles, understandably).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What about pylons in Greater Rifts?

    did you skip over the previous posts in this thread? because your response makes no sense.

    What are you talking about? I made no reference to any of the other posts, so...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on PvP
    Quote from ThatBarbgo-next
    Why isn't there any news or any something at all on the PvP issue from blizz ?

    Mmm, I'm pretty sure they did actually say something regarding PvP at Blizzcon. And that something was: "stop asking about PvP. Just stop. No."
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What about pylons in Greater Rifts?
    Quote from Firecrestgo-next

    His point being that this poll's sample size and source is not really useful for drawing any meaningful conclusion.

    While you are absolutely right that the poll means little, this does nothing to add to the debate of whether or not pylons in GRifts are a good idea or a bad idea. So, it certainly is possible that it is a stupid idea for Blizzard to leave them in, but not because of this poll's results.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on PTR 2.1.2 - Why PTR Buffs Are Bad (Video)
    The point of the buff has been very well explained in the official forum: Allowing PTR players to actually get high geared for PTR season 2.

    Seems like it would have been a better idea if they'd just restricted the buff to only new seasonal characters.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Ancient items and retroactive changes to current legendaries
    Quote from Shiroirogo-next
    I don't care if any changes will be retro or not, as long as they will change useless items into useful.

    Absolutely this.

    Quote from ruksakgo-next
    This forum software is the worst I've ever seen. Even forums in 1998 didn't bug out like this.

    It has become impossible to even quote people correctly, the primary function of a forum.

    lol, have to agree here. It really is awful.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Super rare items should ALWAYS be at least decent!
    Quote from Firecrestgo-next

    Quote from PrvtPile

    All i'm saying is that everyone should have access to all the items within a reasonable amount of playtime to allow people to create and try different builds.
    I would not want to play the type of game you're describing. You mention that, for you, the game doesn't start until after you've found all the gear. Well, for me, that's when the game ends. Once I've gotten a character as near to perfection as RNG will allow, the game quickly grows boring. It's fun to ROFLstomp through monsters for awhile, but God Mode is only fun for so long. Once you've gotten all the rewards there are to have, what's the point of playing anymore?

    I realize that your views are different and I obviously can't speak for others. However (and I hesitate to say this) I feel that people like me must vastly outnumber people like you. I've no proof for this, but the way Blizzard has designed this game certainly favors us. This is also the case for every other ARPG I've ever played. Which has to be saying something. If there was real demand for an ARPG that had practically no reward system and was driven instead by variety in customization, I think that we'd have seen such a thing by now. But we clearly haven't.

    I think, if this is the kind of thing you enjoy, you're in the wrong genre. There are lots and lots of game types out there that will let you fiddle and experiment to your heart's content - this just ain't one of them.
    Yeah I think this is the heart of the issue here - that people just see the game different, and enjoy different things. Which is obviously difficult for a game designer then. You are perhaps right that the majority of people prefer the old-school ARPG style. But, tbh, I think that genre is in some ways dead, or at least dying. But that just happens. It's very difficult for a game to have longevity if it doesn't incorporate some form of competitiveness (or economy, which D3 apparently won't do, or modding, which D3 also is unlikely to do). I think Blizz recognize this (obviously they understand with their other successful games all of which rely on a competitive scene to keep them alive). This is surely one of the reasons they introduced leaderboards in conjunction with GRifts and seasons.

    And that's the main reason why I would prefer the alternate system - I think it's better for a competitive scene. But, yeah, as you say, people want different things...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    Quote from dalltengo-next

    What did they change about APD and Barbs? Please tell, it's something I've missed.

    When they fixed Bane of the Trapped to work with Frozen they also made APD bracers proc off Frozen as well as Stunned. Which means charge now works with APD.

    pretty sure APD working with charge is a bug since other frozen effects are not proccing the bracers afaik.


    this is why the softcore meta of grifts is so broken, since the goal of softcore will always be to push damage output to the max. It will always favor a meta where people are basically saying, well I can't survive the damage anyway might as well try to avoid it completely and just do as much damage as possible before I inevitably/randomly die.

    Yeah the APD thing is possibly a bug, who knows.

    I have to agree on the whole GRift meta being broken. IMO an endless dungeon of infinite scaling is a poor design (although I think people asked for it for some reason...). I think a better idea would be static levels that maxed out at roughly GRift lvl 35 or 40 or something, and then people just competed for time.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    Quote from Credgego-next
    RORG, Unity, and SOJ are just too dominant. We have ring sets that are garbage. We have rings that are completely pointless. We have rings that have really interesting abilities, but they just don't have any synergy with... anything. At all.

    Absolutely agree here. Majority of the rings outside of RORG, Unity, and SoJ need buffs to ever be close to comparable. Will there always be a "best"? Sure, probably, but there should not be the huge gap between useable and totally worthless like there currently is - that's just poor game design. Especially when a lot of the rings just need simple number adjustments.

    Legacy of Nightmares set (litany/wailing) looked very strong on monk when the unity passive got introduced, then the passive got capped at 20%. People were actually trying to make builds around those 2 rings, with high attackspeed to spam skeletons, to boost damage with the passive. Sadly, blizzard decided this would become too strong and prevented it :(. But this comes to show that, no matter how bad something looks, there can be OP builds with it.

    Something like this would also make all items useful, since every class could have a different item to be best in slot.

    That's really interesting - I wasn't aware of this one. It's a shame they nerfed it since it seems like all it would have done was promote build diversity.

    People should stop just thinking in black and white. For lots of items there is room if you are creative and try to make new things work. Like 2 months ago 99% of the dh would NEVER consider using the ht/mb combo for an ea/bl lightning build. Now its BiS for higher GRifts. Weeks ago no1 considered barbs for 4ppl higher grifts. Now its totaly viable and people going for #1 ranks with that comp in 4s.

    A lot of that is actually due to just changes Blizz make, not actually creativity. The reason Barbs are now useful in teams is simply because of the change to how APD bracers work with Frozen; if this change wasn't made then Barbs would still be in the same position as before.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I know its RNG and all that but is this really fair?...on the verge of quitting
    Quote from Optio82go-next

    removing the weights would be good for the game...

    This I agree with. The problem though I think is that different people see Diablo differently. Super-rare, super-strong items are fine for a game that has no competitive aspect to it, which diablo partly is (and what some people think Diablo only is). But now with the addition of GRifts and leaderboards it seems Blizz want to bring some competitiveness to it (for the obvious reason that this adds longevity to a game), and from that perspective super-rare drops are just bad for the game.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Super rare items should ALWAYS be at least decent!
    Quote from ruksak
    Quote from PrvtPileIMO there should not be super-rare items; especially when super-rare items are generically BiS (e.g. double Unity, Furnace etc.).
    Why are you attracted to a game predicated upon the dynamic of ultra-rare items then? Seriously, I want to know. IMO, you're playing the wrong game if White Whale items are not your thing.

    If D3 didn't have these 1% items, I would have no interest in playing. What you're pleading for is an extreme homogenization of Diablo.

    I think there's multiple reasons to play Diablo: 1) the loot, 2) theorycraft, 3) kill stuff. I actually think people overrate number 1 and think that's all Diablo is. Well, fair enough if that's the only reason you play, but it certainly isn't for me, and I don't think it is for a lot of people. The fun doesn't start until you find the items - i want to use items, not hunt for them. I want to create and test different builds. Personally I think it's the difference between diablo being a semi-indepth theorycraft game or a slot machine game.

    How is it an homogenization? All i'm saying is that everyone should have access to all the items within a reasonable amount of playtime to allow people to create and try different builds. Farming for perfectly rolled items is something different however.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Are you okay with the changes in the price / value of the equipment sold by Kadala in the recent update?
    Quote from Autocthongo-next

    Quote from PrvtPile

    gambling on amulets is currently very painful. If all items just cost 25 shards then that would be an improvement imo.
    Probably also too cheap for Amulet or Ring slots. They have exceptionally limited legend pools, which significantly affects gambling.

    Edit: For 25 shard items I get 1-4 legends for every 500 shards I spend.
    Yes, and the chance for certain amulets is already miniscule so there isn't really any reason why the bloodshard cost should be higher in addition to that.
    Posted in: Diablo III General Discussion
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    posted a message on Super rare items should ALWAYS be at least decent!
    I agree with the sentiment, but not exactly with the solution. Having super-rare items roll poorly is very annoying, but I actually think the worse problem is simply that they're super-rare in the first place, not that they can roll badly. IMO there should not be super-rare items; especially when super-rare items are generically BiS (e.g. double Unity, Furnace etc.).

    All legendaries should be equally rare, and equally useful (which they clearly aren't currently). When we have super-rare items it forces us into the trap of wanting them to be more powerful to justify their super-rarity, which then kills build diversity as they often just become BiS for any build because of their power. Equally rare legendaries allows for more experimentation, and still allows you to farm for that 'perfect' item - in fact there can be more than one 'perfect' variation of an item, but with super rare items you'll never be able to experiment with those different variations.
    Posted in: Diablo III General Discussion
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    posted a message on Are you okay with the changes in the price / value of the equipment sold by Kadala in the recent update?
    gambling on amulets is currently very painful. If all items just cost 25 shards then that would be an improvement imo.
    Posted in: Diablo III General Discussion
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    posted a message on Elite Affixes Types and Damage Reduction Mechanics
    Very awesome list, thanks for compiling it and thanks to the original contributors.

    Quote from RasAlgethi24

    Very nice list thanks. Strange how Range/Melee and Elite doenst work on some of these. What's blizzard's explanation why it doenst?
    If I had to guess I'd say it's just a bug. Seems like a strange and obvious bug, though. But, then again, just like we found out that even though most legendary damage effects were meant to scale with +% Element, they actually didn't. It was just a bug that had gone unnoticed for a long time... =\
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Gem Power Suggestions
    Cool thread. Some really nice ideas here - i'd love to see a lot of these implemented.

    Here's another few potentials:

    Philosophy: So, yes, it basically combines the properties of Ice Climbers and Illusory Boots (or Kulle-Aid), but does free up those spots for other boots to be used. Also the Kulle-Aid potion, despite being a fun idea, is never particularly useful I find (at least not for a Barb/Crus) due to the extremely high cd on potions – the armor or all resist potions seem to almost always be better.

    Alternatives: if it’s deemed to over powered, then one of the effects (either CC immunity or Ignore Collisions) can always be removed.

    Philosophy: This is a fairly common one in various ARPGs, and can potentially provide some interesting builds. There obviously needs to be some tweaking to make the cost of abilities match a health pool instead of a resource pool.

    Philosophy: Diversity in movement speed options is currently non-existent; just use paragon points in MS until max 25%, end of story. A consequence of this is that any MS increase on an item is a wasted stat and potentially renders are fair few items instant garbage if they auto-roll with +%MS. While I doubt this gem will ‘fix’ that core problem, removing the MS cap may tempt people to at least experiment with +%MS on items, maybe.

    Alternatives: The increased MS to 25% could be removed to just leave the unlocked cap, but I doubt the gem would then be desirable enough to warrant using it over straight damage gems. Keeping the +25% MS would then also allow people to redistribute Para points if they wanted.

    Philosophy: I came across a good reddit post the other day about how a lot of high-end builds (particularly Barbs and Crus) are pretty much about completely removing primary resource generators, since they just don’t compare in DPS to spenders, and there are alternate ways to generate resource (Reaper's), or just use cd abilities. While not necessarily a problem (build diversity is great), almost all builds for barb and crus that are able to remove resource generators are just more powerful than ones that have generators, which is not great for diversity.

    Alternatives: once again I'm not sure if this will be enough to make generators desirable – the damage buff and generation buff may need to be increased even more to make them competitive abilities. Also I'm not sure how this would work with classes that don't technically have 'generators'...
    Posted in: Diablo III General Discussion
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    posted a message on Question about Strongarm Bracers effect
    Diablohub has some info on Strongarms.


    Also you can check out Druin's Monk thread that has a specific section on which Monk abilities proc Strongarm.


    List of confirmed skills that proc Stongarm:
    Fist of Thunder - Thunderclap
    Deadly Reach (knock-up)
    Lashing Tail Kick - Sweeping Armada
    Tempest Rush - Bluster
    Wave of Light - Wall of Light
    Cyclone Strike - all runes
    Posted in: Diablo III General Discussion
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