Could there be an option to combine two or three plans together of the same rarity and a currency cost, which will reroll into another plan that is not one that you combined?
Plan A + Plan B + Plan C + X Blood Shards + Y Gold = New Plan (of same rarity)
A pretty easy thing to implement that will make plans better, at least by a little.
- 12/17/2013 3:55:19 PM Posted in: Diablo III General Discussion
12/17/2013 9:49:06 AM
I think it would be cool if you saw the legendary drops that your friends got, maybe not the other items since that would get pretty cluttered eventually. A la 30 horadric caches.Posted in: Diablo III General Discussion
12/14/2013 11:00:32 AM
The adventure mode is unlocked by act. So if you beat act 1 on any char (even in the past), then you can do adventure mode act 1. To do adventure mode at 5, you must have completed act 5 at least once on campaign mode first. This can happen on any character and then it unlocks adventure mode for that act forever on your account (unless there's a beta wipe).Posted in: Diablo III General Discussion
12/13/2013 10:27:35 AM
Many streamers have noted that in the ros beta, when they run out of primary resource, their primary spell autocasts (i.e. meteor will do electrocute or magic missile if not enough AP).Posted in: Diablo III General Discussion
This doesn't seem to be the case in the PTR for non-ros. Is that a mistake or is that a ros only feature?
12/10/2013 5:18:21 PM
There is one big limiting factor on what/how much the devs can create: time (as a resource). Something that helps reduce time consumed to develop things for the game is using art, sound, AI, etc. that already exists in the game. Here are some things they could do with the already existing game assets to improve the game:Posted in: Diablo III General Discussion
Rift Race: Play the same instance of a Nephalem Rift at the same time as your opponent(s), but you only see him/her/them as ghost(s). You can do 1v1, 1v2, 1v3, or 2v2. The winner receives a race score (for each combination of number of players) that is on their profile, as well as blood shards or other currencies.Sidenote: The solo vs. group games would be balanced by increasing monster hp for the group accordingly.[/i]
Horde Rift: Enter a several leveled dungeon where each level is one room. An increasing number of waves of increasing size (according to dungeon level) occur in each level. At the end of each level (after several waves), an increasingly difficult (according to dungeon level) boss spawns. Play solo or with friends and receive another score for best time on your profile (best group, best solo).
Commander Rift: Enter an instance where each player starts in opposite corners. Each player starts with 100 death souls. This currency can only be used in this mini-game, cannot keep after leaving. There are 3 pillars for each player in each corner:
- General Pillar: Summon a large minion with a respectively large health pool and damage. Has slow attack speed. Costs 50 death souls.
- Lieutenant Pillar: Summon a medium minion with a respectively medium health pool and damage. Has average attack speed. Costs 25 death souls.
- Private Pillar: Summon a small minion with a respectively small health pool and damage. Has fast attack speed. Costs 10 death souls.
- The players do not fight each other, they fight the minions summoned by (and at) the pillars. The other players are ghosts in this mode, only visible (not interactable).
- Killing minions grants death souls (5 for a private, 12 for a lieutenant, 25 for a general).
- The player and minions can attack opposing pillars, which have heath pools. Once dead, the pillar no longer summons anything. Once all 3 pillars are dead, that player loses and is eliminated. If eliminated, you can ether spectate as a ghost or leave and collect your currency reward (blood shards, whatever). Placing higher in terms of 1st, 2nd, 3rd, or 4th (depending on the number of players competing) determines your currency reward.
- You will get a score on your profile for this, too.
- Picture Time:
All of the above game-modes/mini-games are special rift keystones that need to be found or rewarded in the world. Obviously opening a portal with your keystone opens a portal for the whole game (all of the players). When one is joined, other players will be given a request if they want to join to, regardless of where they are, much like act boss encounters.
12/10/2013 4:35:04 PM
I agree. I also think these could be good too:Posted in: Diablo III General Discussion
- X% Increased Elemental Effect
- X% Increased Projectile Speed
- +1 yard to damage radius (could replace splash damage chance, would work on single target too [i.e. give 1 radius AOE to magic missile and all that])
- Gain X% Increased Damage after Blocking (or any other buff really)
- X% Chance to Deadly Strike (back from d2, why not. sometimes better than CC+CD, sometimes not, depending on character/stat choices)
12/10/2013 12:41:40 PM
This stat on items could compete pretty well with IAS and CC in my opinion. It would affect skills that last a certain duration (i.e. WotB, Archon, Laws, Mantras, Buffs, Etc.)Posted in: Diablo III General Discussion
12/7/2013 2:25:19 PM
The difference here between having the rarity-specific stats and legendary stats is that they are not exclusive on an item to item basis (i.e. only one pair of gloves does something). They are on a rarity exclusive basis: all items in that rarity can roll that stat.Posted in: Diablo III General Discussion
Also, legendaries (ideally) are build changers most of the time. Or at least they change the way the game plays (i.e. puzzle ring, gloves of worship). Here, the stats wouldn't be build changing, just interesting stats that affect the way you play, but not nearly as drastically as legendary items make you do.
Moreover, the blue item that converts gold into experience was just a loose suggestion for illustration purposes. My thought-process was more along the lines of I will use blue items not to grow my character's raw power, but the rate at which they level, collect crafting mats, etc. Almost like a temporary thing you switch out for a specific task (i.e. oh man I really need more white crafting mats, better put on a blue item for higher mats drop rate).
In addition, having the blue items roll higher main stats also kind of makes up for the lack of other stats.
All in all (I'm not in the beta so I don't know exactly), after watching a lot of streams and videos, legendaries are the only items people seem to bother to pick up. I think making everything useful as its first form or at least closing the gap in usefulness could make for a more entertaining game.
Maybe, like you said Jaetch, there should be more things you can do with blues/yellows. Not to necessarily make the items themselves useful, but make their dropping a good thing that shouldn't be ignored. Maybe potion crafting with items?
- Buy vials from an NPC in town with blood shards.
- Have the mystic reduce any items into their magical liquid form (a crafting mat) for a kind of high gold+blood shard price
- The items stats will affect the liquid's properties.
- Fill the vial with the liquid.
- Buying a bigger vial increases the number of liquids it can hold, increasing the number of properties drinking the potion can give you.
- Smaller vials have longer-lasting effects, bigger vials have more powerful effects (given that they can have more properties, not as a base)
- Crafted potions are consumable, one time use
- Small Vial: 120 seconds, max 1 liquid
- Medium Vial: 90 seconds, max 2 liquids
- Large Vial: 60 seconds, max 3 liquids
- Huge Vial, 30 seconds, max 4 liquids
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12/7/2013 12:58:49 PM
Making Blues and Yellows Useful Beyond Crafting MatsPosted in: Diablo III General Discussion
- Roll an extra primary stat: % Armor - increases the base armor value of the item
- Have rare-specific stats as secondaries. For example:
- 2.0% of your Maximum Life Healed when you Block
- Gain 3.0% of your Maximum Primary Resource when you Dodge
- Gain 15% Movement Speed for 5 seconds when you take more than 20% of your Maximum Life as Damage in one hit
- Etc. (add suggestions in the comments :))
- Picture Time:
- Roll significantly higher values on main stats (vitality, strength, dexterity, intelligence)
- Have magic-specific stats as secondaries. For example:
- Gain 5% Bonus Experience for 1 second After Kill
- Demons drop 6% more loot
- Etc. (suggestions in the comments plz :))
- Picture Time
12/7/2013 12:08:42 PM
This is one of the WAY cooler ideas I've seen on forums for D3 in general. Wow, I'm extremely impressed tbh. Keep up the awesome work!Posted in: Diablo III General Discussion
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