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    posted a message on Magic Find Gear Swapping and RMAH Commodities Coming Soon, Gold Not Included Initially
    Quote from sykotic

    Quote from JRave

    Option 6:

    Add a new item called "Greed Stone" it is legendary in color and drops off the first Treasure Goblin you kill. This stone works as a UI element like the old Cauldron of Jordan. You "sacrifice" items to the greed stone to increase your MF/GF%'s. 1% per item unless the item has MF/GF% on it. If an Item has MF/GF% on it you will gain 1/4th of the GF/MF value on the item. bam MF/GF swapping issues alleviated + an item sink. At this point a hardcap on MF/GF% would be alright however it still would have to be high.. like in the 600% range maybe.. Or just Hardcap the % on the greed stone itself.


    I honestly like this idea. However, it would only pay off to those who are willing to just stick in games for a long duration. That could lead to more people complaining about how it is detrimental to those who want to do fast runs.

    I personally would use it, but I have a feeling that something like this would be frowned upon by a large percentage of the player base.

    The greed stone would basically be a permanent item for that character. It would transfer from act 1 normal all the way to act 4 Inferno. It would not act like NV stacks at all. (In that they disappear each act/game change) It would be a permanent addition to the character that would grow with the character as long as they dump items into it. Hell to prevent massive amounts of MF/GF at lower levels you can put softcaps on it tied to your character level. so say the max you can have on it at level 30 (end of normal usually) is 50% Once you hit 58+ the soft cap that was there as you leveled disappears.
    Posted in: News & Announcements
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    posted a message on Magic Find Gear Swapping and RMAH Commodities Coming Soon, Gold Not Included Initially
    Option 6:

    Add a new item called "Greed Stone" it is legendary in color and drops off the first Treasure Goblin you kill. This stone works as a UI element like the old Cauldron of Jordan. You "sacrifice" items to the greed stone to increase your MF/GF%'s. 1% per item unless the item has MF/GF% on it. If an Item has MF/GF% on it you will gain 1/4th of the GF/MF value on the item. bam MF/GF swapping issues alleviated + an item sink. At this point a hardcap on MF/GF% would be alright however it still would have to be high.. like in the 600% range maybe.. Or just Hardcap the % on the greed stone itself.

    Option 7:

    Reinstate the Mystic Artisan NPC. Have her enchant gear with MF/GF/Health Globe/Pickup Radius to a certain amount per item. (1 stat per item) Have it cost a large amount of gold as you get closer to the max cap for that bonus on an item. Bring back the Charms system. Small Charms (1 slot) and Large Charms (2 slots) can be a drop from mobs in the game. To increase the bonuses on them (thinking the same bonuses as the enchant options. no main/dps stats) you bring the charms to the Mystic and pay money+items to increase the bonus on those charms.
    Posted in: News & Announcements
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