In order to not make it go down the drain, Spector77 started another one linking it to his post here: http://us.battle.net...46728001?page=1
UPDATE 1: Idea from FatManza, one of our members: "Just throwing this out there (haven't rally though it through), but maybe they could use this to remove enrage timers as a gear check. Kill the mob before x time or it's positive affix disappears."
UPDATE 2: The second thread reached its post limit and there's a version 3.0 out, authored by Ravlaor, here: http://us.battle.net...93549577?page=1
UPDATE 3: The third thread reached its post limit and there's a version 4.0 out, authored by KingLime, here: http://us.battle.net...01370284?page=1
UPDATE 4: Mega compilation thread listing the community-desired changes, created by Muffins, here: http://us.battle.net...80263591?page=1
UPDATE 5: The fourth thread reached its post limit and there's a version 5.0 out, authored by grovak, here: http://us.battle.net...01270663?page=1
UPDATE 6: The fifth thread reached its post limit and there's a version 6.0 out, authored by LordAzuRa, here: http://us.battle.net...01431398?page=1
UPDATE 7: The sixth thread reached its post limit and there's a version 7.0 out, authored by LordAzuRa, here: http://us.battle.net...32223527?page=1
Monsters should sometimes have additional affixes that make interesting things happen to keep players glued for that next pack. A couple of my ideas are the following:
Hoarder: Drops a guaranteed i.lvl 63 item
Rich: Drops 10x the amount of gold
Ancient: Increased chance to drop a legendary
Appraiser: Drops a guaranteed 6 affix item
Cursed: Gives the player a very nice damage buff upon defeat.
Traitor: Shows the player the location of the nearest Treasure Goblin upon defeat.
Jay Wilson: Fixes this game upon defeat. [joke]
just stuff like that can make a game go from being terrible to really good. Not every pack would have these affixes and they wouldn't take the place of one of the four players have to overcome, but it might make a player want to fight that Shielded, Vortex, Molten, Extra Fast elite pack of killer spiders.
Below is a list of further development of the base idea proposed by different players.
Ways to prevent exploiting:
1. Make the Positive Affix spawn on elite packs only if the player has 5 Nephalem Valor.
2. Make the Positive Affix spawn only if the nearest elite pack was killed by the player. (That way, people couldn't just skip until they find one)
3. Make the Positive Affix spawn only when the last monster of the pack has 10% remaining HP. Possibly matched with a light beam effect (Like when a player levels up)
Idea to keep difficulty/reward balance:
1. Give an extra negative affix to the packs affected by a positive affix.
2. Give a slight, related, boost to ennemy's lethality with each positive affixes (Example, cursed = higher damage).
New Affix Idea No.1
Armored: Monsters receive 10% less damage but drop a guaranteed ilvl 63 armor piece with the +armor trait
Heavy Hitter: Monsters do 10% more damage but drop a guaranteed ilvl 63 weapon with the +percent damage modifier
Elemental: Monsters damage is converted to a type of elemental damage instead of physical and/or take 50% less damage from elemental sources. Drops a ilvl 63 piece of armor with guaranteed all resistance trait.
Enemy of the Nephalem: Grants two stacks of Valor upon kill
New Affix Idea No.2
Collector
-Drops higher jewels (flawless square and up to some point, not highest tiers).
Wealthy
- +50% Mf/gf buff, works like shrine but lasts longer and can stack with the mf/gf shrine as well.
Mysterious
-A rare affix that, when the last enemy is killed, spawns a portal to a special challenge
dungeon, or drops an item that, when broken, spawns a super challenging unique creature that actually drops awesome gear (like just 60+lvl items, act 1 would be 60+, act 2 61+, act 3 62+, act 4 63lvl items only).
New Affix Idea No.3
Professor/Engineer: Higher chance to drop blacksmith plans/jeweler designs.
Forgiving: Fully repair your gear upon defeat.
Salvager: Drops crafting materials in accordance to the current difficulty level (Including Brimmstones if found on Inferno)
New Affix Idea No.4:
Corruption: X% chance of randomly infusing player with 1 offensive affix of the elite they just defeated (For example, Mortar when player attack or Molten, etc.)
Blessing: X% chance of randomly infusing player with 1 defensive affix of the elite they just defeated (For example, Extra Health or Fast)
New Affix Idea No.5:
Nephalem: This only appears on Uniques and Very hard affix elites(1.2% chance of appearing?)
When you defeat all the monsters you receive a 2 min buff that stops(or reduces by 50% if that's too OP) the consumption of your toon's resource. this Cannot be stacked and obtaining another buff overrides this buff
Conviction: Upon defeat of elites you receive a 200sec buff that creates an aura around your character that reduces the monsters' resists and armor( kinda like Mephisto in D2)
2% chance appearance
Virulence: a 2 min buff that grants 15% increased dmg to elites and champs(goes away upon defeat of next elite/champ pack) 1% chance appearance
Corruption: 1.8% chance of randomly infusing player with 1 offensive affix of the elite they just defeated
Blessing: 1.4% chance of randomly infusing player with 1 defensive affix of the elite they just defeated
Intimidation: 1.2% chance of randomly infusing player with 1 CC of the elite they just defeated
Treasure Troll: upon defeat of a treasure goblin you have .01% chance to spawn a "Treasure Troll"This troll will fight back but drop better quality loot and a .5% chance of dropping a set or unique item. the troll will also have affixes( only teleport, extra life, and shielding) will do 10% extra dmg than normal mobs.
Idea to instead give a bonus upon defeating an already existing negative affix:
Applying a positive effect to each party member for each affix on the defeated elite/champ pack.
Molten - For 2 minutes you gain the buff "Blazing Path" which causes the ground you walk over to burn for 50% weapon damage as fire to enemies.
Plagued - For 2 minutes you gain the buff "Plague Aura" which damages enemies within 12 yds of your character for 10% weapon damage as poison to enemies.
Arcane - For 2 minutes you gain the buff "Arcane Power" which increases your damage dealt by 20%.
Fast - For 2 minutes you gain the buff "Sprint" which increases your run speed by 25%.
Knockback (DH/WD/Wizard) - For 2 minutes you gain the buff "Forceful Impact" which allows attacks a 10% chance to knockback.
Knockback (Monk/Barb) - For 2 minutes you gain the buff "Crushing Impact" which allows attacks a 5% chance to immobilize.
Vortex - For 2 minutes you gain the buff "Stand your ground" which reduced crowd control effects on you by 35% (If this puts you over 100%, it will be 100%).
Waller - For 2 minutes you gain the buff "Transparent" which will allow you to walk through monsters or objects that have collision. (Won't be able to walk through anything you couldn't 'teleport' through.)
Missile Dampening - For 2 minutes you gain the buff "Time Shift" which increases your attack speed by 25%. (This does not stack with Frenzy Shrine)
Mortar - For 2 minutes you gain the buff "Explosive Mess" which causes any kills to explode for 75% weapon damage as fire.
Desecration - For 2 minutes you gain the buff "Fire Resistance" which increases your fire resistance by 100 + 20% (Of max fire resistance).
Fire Chains - For 2 minutes you gain the buff "Blaze Tether" which creates a tether between any other players or followers with this buff active. The range is 42 yds. Any monster touching the tether will take 40% weapon damage every 0.5 seconds.
Nightmarish (WD/DH/Wiz) - For 2 minutes you gain the buff "Aura of Terror" which pulsates a fear effect every 15 seconds in a 24yd radius that lasts for 2 seconds.
Nightmarish (Monk/Barb) - For 2 minutes you gain the buff "Have no fear" which causes any foe damaged by your attacks to be unable to flee for 10 seconds. (This affects the AI behind running away. Normal Fear effects still work)
Invulnerable Minions - For 15 seconds you gain the buff "Invincible" which literally prevents you from taking any damage from any source. If you are in single player, the buff will apply itself to your follower for 5 minutes.
Shielding - For 2 minutes you gain the buff "Improvised Aegis". While the buff is active you take 25% less damage. (This does not stack with Protective Shrine's effect.
Vampiric - For 2 minutes you gain the buff "Vampirism" which increases your Life Steal by 25% (difficulty modifiers still affect this so Inferno is 5%).
Extra Health - For 2 minutes you gain the buff "Battle Orders" which increases your total health by 20%.
Horde - For 2 minutes you gain the buff "Allied Power" which increases your damage by 10% for each other player or follower in your group. (So 10% for single player, 10% for 2 players, 20% for 3 and 30% for 4).
Avenger - Increases your magic and gold find by 25% for 2 minutes. (This does not stack with Fortune Shrine)
Health Link - Health, Resource and Durability of gear is healed to full. (Yes, this repairs your gear.)
My opinion about it is totally positive. Implementation of even half the suggested affixes would add a lot to the game. Hopefully the one of the Blues respond.
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I have a 60 monk for a while now, alreadly lost my 60 barb
rushing is for n00bs.
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City & Color concert
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Found them
PC Version
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Mac
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WD video is up, still not as good as the barbs
Also new mob @ 3:00? Looks heavily armoured.
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http://au.ign.com/vi...spotlight-video
Can't work out how to embed sorry
@ 2:58 what boss enchant is that?
@ 3:04 Never seen that giant mob before.
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Give me a break, You will be farming the entirety of Inferno act's and getting your ass handed to you by "nerf'd" content, this games going to be epic you tards!
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I'm aware that its advertised as individual loot and that everyone gets something different but what I'm more interested in is how far that extends. Playing through the beta last night I was noticing a patter of everyone sort of "following" each other
in a way. then I relised it was at the exact time I would pick up an item or some gold.
So, does this mean that whenever I see an item drop, everyone else will see an item at the exact same time and location as what I saw?
Does it then go as far as if I see gold they also see gold, or if I see an item say a sword drop, do they then also see a sword, and its only the affix/prefix that is random? if mine is a rare is theres also a rare but different?
Maybe if I see a rare they also see a rare but of a different item type?
How exactly does it work?
Obviously you guys can't answer this here, but hopefully I can fish some official word off the forums.
So for all intents and purpose of Dfans, what system would you guys prefer and why?
I like the idea of different parts of each, for example everything being random makes my gameplay still feel unique and "solo-like" while playing in a co-op game. However if the item types are the same I can know if someone else has a specific type of item I may be hunting for trade purposes.
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I'm guessing that if you die while using you ONLY HC character that the stash will remain intact.
I also agree with the Artisans being account wide, but I think the factor of this is the shared stash, in the end you would ONLY level up the artisans on 1 character and then transfer the items over the shared stash, so they just make them account wide so you don't need to worry about that process.