2/18/2014 3:17:57 PM
It's going to be fun! I'll do my best to collect a list of questions from this thread, Reddit, the official forums, and Twitter. I'll most likely be keeping an eye on my Twitter feed for questions during the stream (@MonstrousD3).Posted in: Diablo III General Discussion
- 1/20/2014 8:39:37 AM Posted in: Barbarian: Bastion's Keep
1/14/2014 4:38:30 PM
Posted in: Diablo III General Discussion
I mentioned this in the opening paragraphsQuote from rankil
I just don't see the changes as being real choices. The item is telling you what to put in, there is no choice except what grade of gem to put in. Also, requiring a gimp to overall DPS to gain some bonus might not be worth it. In the example of the Phalanx item, if you put your back to a wall, you don't need any more extra Phalanx so you wouldn't see anybody putting topaz into their items with exception of the required topaz.
The first one has some choices, but involves 3 times the work to implement/test legendary affixes on items if that's the case. I'm more in line with what Noxious had suggested and that is removing gems and making them something you apply to items with something from the blacksmith at a cost of legendary crafting material to make the idea of having sockets more permanent to an item. I'd even be more for chest/legs rolling only 1 socket as well to bring them more in line with other stats.
"Before I start going through each of my ideas I would like to emphasize one important suggestion which applies to every single one, PRIMARY STATS NEED TO BE REMOVED FROM GEMS AND REPLACED WITH INTERESTING CHOICES. Choices such as the types we are presented with when gemming our helm or weapon, these should be applied to all item slots. Primary stats could be still used if needed, but instead of reading "+100 Strength" each occurrence could read "+100 Primary Stat" in order to work with all classes. I think this would go a long way in allowing the gem and socketing feature to be reworked."
1/14/2014 4:24:41 PM
Posted in: Diablo III General Discussion
I also agree my first idea has the most merit, the second one is also pretty similar but gives less options for items to be used with more than one build.Quote from phoulmouth
First, and most important, I love all of these ideas. But mostly, I think the first idea is by far the best.
1/14/2014 2:48:18 PM
One feature that's gone without change leading into Reaper of Souls has been socketing and gemming. While we have seen the addition of a single new gem type things have pretty much been kept the same since the original release of Diablo III. Other than the few choices we have when deciding which gem to use in our helm or weapon (if they have sockets) there isn't much else to decide on. In every other slot we're left with only two choices, All Resistance (Diamond) or a gem type corresponding to our chosen character's primary attribute. There have been many suggestions from the community as to how the feature could be improved but most of these have been mainly asking for Diablo II style jewels and Runes. We know from interviews that the developers have experimented with adding jewels to the game but couldn't find a solution which they found adequate.Posted in: Diablo III General Discussion
I've been experimenting with a couple of my own suggestions to see how I could take the current bland system and rework it into something which would present us with new interesting choices. The goal was to make the system offer interesting choices while utilizing the current gems and and sockets we already have available in the current game. Before I start going through each of my ideas I would like to emphasize one important suggestion which applies to every single one, PRIMARY STATS NEED TO BE REMOVED FROM GEMS AND REPLACED WITH INTERESTING CHOICES. Choices such as the types we are presented with when gemming our helm or weapon, these should be applied to all item slots. Primary stats could be still used if needed, but instead of reading "+100 Strength" each occurrence could read "+100 Primary Stat" in order to work with all classes. I think this would go a long way in allowing the gem and socketing feature to be reworked. Keep that little suggestion in mind when going through my ideas
Legendary "Activated" PropertiesThe first suggestion I came up with is probably my favorite. The idea would be to rework some legendary items or introduce new legendary items with unique properties that could only be activated by using the required amount or combination of specific gems. Activating these properties would work in a similar way current set bonuses work, except they wouldn't follow any specific order and would only require using the correct gems indicated in the item's tool tip.
- Unique legendary properties are only activated when the gem requirement or combination is met. Requirements could be anything from 3 of the same type of gem to an odd combination of gems (1 Topaz + 2 Diamonds).
- The requirements take into account all gems placed in sockets shared across all equipped items.
- Multiple legendary properties on the same item can all be activated at the same time, as long as each requirement is met.
- Different items with gem activated properties would share the same pool of equipped gems.
Interaction Between Gems, Legendary Properties, and SkillsThis concept isn't exactly new, we already see it present in skills such as the Crusader passive below:
Finery (Passive) - Gain 70 resistance to all elements for every different color gem socketed into your gear.
If you have 5 different color gems socketed into your gear, you gain another 70 resistance to all elements.
My suggestion is to bring similar ideas and properties to legendary items. Allowing our gemming choices to have a direct influence on a particular item either by modifying a skill or creating a more potent property would add so many new and much needed choices to socketing and gemming.
- Adding legendary properties to items which either modify skills or make the properties more potent.
- They don't necessarily need to promote stacking one single gem type, effects similar to the Crusader's Passive Finery could be used.
Matching Gems to SocketsI'd like to make it clear before I jump into this suggestion that I don't think it's in any way the best solution for Diablo.This idea is direct spin off of the World of Warcraft's socketing feature. If each socket rolled with a random color corresponding to one of the already existing gem types we'd be given the choice to either gem the item to activate the socket bonus, or ignore it if we'd like to focus purely on the stats given by gems.
- Each socket would randomly roll with a random color corresponding to one of the already existing gem types.
- Placing a matching gem in each of the item's sockets would activate the legendary property or bonus for that item.
- Socket colors would be generated randomly but could be enchanted or "rerolled" by the Mystic.
How would you revamp the socket and gem feature going into Reaper of Souls? I honestly think there is a simple solution that would make this feature interesting by offering some unique choices that won't require a ton of development time. I'd love to hear some other suggestions from the community.
12/13/2013 3:22:16 PM
Posted in: Diablo III General Discussion
As it is right now we'll probably see the following happen:
- Players doing Bounties (it seems on beta this is the only way to get Rift Keys? Needs more testing)
- Players farming Nephalem Rifts
- Players farming bosses/unique monsters/specific types of monsters for their special legendary crafting materials to craft new legendary items.
- Will there be special rare bounties (uber diablo from datamining?)
- Will there be special Rifts or perhaps special Rift Keystones?
- Will searching for Cursed Chests be worth it? (exclusive items from this chest?)
12/13/2013 2:39:26 PM
Monster density in all areas has been changed to be more random. It makes the pace of the game feel so much better and more rewarding when you do find a large pack. You will notice this change on the PTR a little more because you don't have access to Torment difficulty (which I think might have a result on mob density?)Posted in: Diablo III General Discussion
For example, playing in Nephalem Rifts you may come across some levels with a low monster density, but the very next level could be brought back up to 1.0.8 density. It's no longer just "go go go" but rather "slow" -> "fast" -> "medium" -> "slow" -> "OMG OVERRUN". I use the word slow as a comparison to the others, it isn't really that slow.
I know some people might not enjoy the change but give it a chance for a little before making up your minds completely. It's beta and things can still change. Going into the beta I started with the same opinion as many you but have grown to rather enjoy it.
As a side thought there are a bunch of interesting skill/items choices now which are connected or impacted by monster density in some way or another:
- increases damage depending how close enemies are to you. increases damage how far away enemies are from you.
- increases damage depending how many enemies are around you. when attacking pulls enemies to a location.
- The more enemies taunted increase your Life Per Hit by X amount. etc.
12/12/2013 1:51:22 PM
Blizzard will be providing a list of the choices for us to make, there wasn't really anything concrete from the discussion. Some good ideas were talked about and came directly from chat that Blizzard will now go through and try to make them work. We should be presented with a final list to vote on next time we hear about this project.Posted in: Diablo III General Discussion
12/12/2013 1:18:21 PM
The entire stream was a lot of fun. We the co-hosts and the Diablo community team created a pretty big list of ideas with lots being pulled directly from many of the community sites (many from these forums!) and submitted them for the show notes. It was sad we couldn't spend more time going over them, we literally could have gone on for many more hours. Travis and John read through all of the suggestions in the notes so don't feel bad if your idea wasn't mentioned live, it could have been very well in the notes but just didn't make it to the discussion. A lot of ideas with a very similar concepts were also grouped together.Posted in: Diablo III General Discussion
I wish I could have got some more suggestions/questions in but I was having a hard time trying to avoid interrupting the other guests (hard with 6 people!). I'd rather listen to Travis and John talk about the design process anyway
12/7/2013 4:00:38 PM
On Wednesday, December 11 from 5:00 p.m. to 6:30 p.m. PT I'll be co-hosting Design a Legendary, Part 3: "Choose Your Power" Livestream on http://www.twitch.tv/Twizzcast. I'll be joining other members of the community along with game designers Travis Day and John Yang to chat about the legendary item creation process and brainstorming and discussing possible Legendary powers for the Mephisto-themed, one-handed Legendary sword. We're hoping to come away with at least 5 to 10 workable powers that we can then have you, the community, vote on globally!Posted in: Diablo III General Discussion
If you aren't familiar with the series I highly recommend you all take a look at the past blog posts on the official Diablo site. Here’s an overall description of the project: http://us.battle.net/d3/en/blog/11291161/. I've listed all of the blog entries related to the project up to this point below:
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