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    posted a message on OWE - A more enjoyable version?
    Quote from Disc

    they also said c) they do not want to change OWE quickly because a nerf would radically change the values and impact of existing monk gear.

    I am merely saying that the above proposal would be a pretty large change to my existing gear in a negative manner.

    -Disc
    I totally understand. My gear would take a huge hit as well. But new gear choices for the future (because I definitely don't plan on keeping my current gear forever) would seem much more exciting to me with this change.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on OWE - A more enjoyable version?
    Quote from thundersteele

    This is certainly one option for OWE in the future. But don't fool yourself into thinking that it gives you more options on the AH.

    Say you want to re-gear your monk from scratch. Right now, you can do the following:

    Get a 4 items with double resist (say 60 all res, 40 single resist) for 400 total. This you can get easily on the non-dps items like belt and shoulders, chest and pants.
    Then you can get single resist DPS items, e.g. rings and amulets, gloves, helm, bracers. Say you get 40 single resist on each, 240 total. This is a total of 640 resists, and we still have one item slot left (the boots). This can be used either to get more resists, or to compensate for some legendary items that can't roll much resists on them (e.g. Inna's pants).

    Ok, now we do the same in the new system. Instead of up to 60 resists, we can now only gain at most 30 resist all by getting single resists on the DPS items, realistically 20 on average. So we're down to 240 + 10*20 = 440 resist. This means we have to get double resist or at least all-resist on some of the DPS items. Be prepared to pay 5x the price for the same item now.

    So the trade off would be less flexibility, the need for all resist on more items, and more items where one has to compete with all monks and demon hunters. The advantage is now that we don't have to pick the item with the correct resistance, but the effect of the single resistance becomes marginal compared to any other stat.

    And, it's a complicated system. Say you have the following: 400 all resist, 250 fire resist, 150 cold resist. What is the final fire resist? 650 or 725 or 600?


    Some time ago I came up with a different, more radical solution:
    Get rid of single resist gear. OWE = XX% bonus resist, say 20% or 25%.

    Now, what to do with the existing gear? The following somewhat clumsy algorithm is the best I could come up with:
    1. Single resist gear: The single resistance is converted into all resistance. This is a 100% win for the item owners, no loss of resistance is possible.
    2. Double resist gear: For each point of single resistance, gain 0.5 all resist and 5 armor. This would be a loss of resists for some items, e.g. a 65/50 item would be converted to an item with 80 all res and 250 armor, effectively loosing 10 resists. The loss in value would be marginal, since max all resist gear is quite valuable.

    While this system is complicated, it would be a one time change. Afterwards one would not need a handbook to explain the OWE skill, like in the OP's solution. The number of items that end up loosing value is very small... the biggest issue would be with double resist legendaries like Vile Ward (I own one of those), since they already have high rolls of all resist and armor.

    You make good points. ;)

    I tend to think about always going for AR + my chosen resist for most gear. It's definitely true that on jewelry and gloves I find it harder to find both and usually look for my chosen resist only. For these pieces of gear, my idea would definitely be a nerf. For any piece that you would stack both though, it could make it easier to find better gear (higher Dex/Vit etc).

    I don't agree that it would be that hard to explain it though. I'm sure there's a good sentence that could explain it well. But who knows. There's so much complaining in this game, I'm sure it would come up.

    While your idea of getting rid of specific resists altogether could help, like you said you would need to compensate. I don't know if that can be done. If you had an item with max AR, Max Armor, and a specific resist, I don't think Blizzard would allow the AR and Armor to surpass that limit to make up for the lost resist.

    Thanks for the response, I didn't think about some situations. I think it could still be a viable idea. I actually had a slightly altered idea too. The only problem is it falls slightly off the theme of all the resists being the same:
    • Take my idea above.
    • Replace the word "instead" in the first tooltip to "in addition to your resists."
    • You get a new version of OWE. The resists you choose to stack will be higher than the "current" version of OWE, but all other would be a little lower. It's mostly a minor compromise (a buff in some situations) to allow you to be more flexible with gear and not really nerf the skill at all.
    Any thoughts?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on OWE - A more enjoyable version?
    To me, One With Everything is broken. For two reasons:
    1. It's our best passive, so everyone uses it. This interferes with making builds a lot. We essentially only have two passives to play with.
    2. It requires us(monks) to use an additional affix slot during searches for gear on the AH. This not only means we can't search for as many of the affixes that we want, but it also hugely limits the availability of gear we have to choose from.
    I've come up with an idea for OWE that might make playing a monk more fun (both with and without OWE). I've written the tooltip for it three different ways to try and figure out the least confusing way to put it:
    • For each "specific" resist you have equipped, gain half of it as Resist All instead.
    • Gain half your combined total of "specific" resists as Resist All instead.
    • Rather than gaining "specific" resists, gain half of them as Resist All instead.
    The text needs editing for sure. I don't know if "specific" is the best word to use, but I'm sure something could describe them in one word or two. Do you understand the mechanic though? Here are some examples:
    • Say your wearing gear that gives you 400 All Resist and 400(200) Physical Resist (the current method of using OWE). You would end up with 600 All Resist, instead of 800 from the current system.
    • On the other hand, say you have gear that has 400 All Resist, 100(50) PhysR, 90(45) FireR, 60(30) ColdR, 70(35) LightR, and 80(40) ArcaneR. You would end up with 600 All Resist instead of 500 from the current system.
    The new method allows us to look for ANY extra "specific" resist on gear, it's just half as powerful.
    This gives us access to 5x more items on the AH! (For gear you would normally have AR+Resist on)

    I fully support the idea of making us use certain items for certain builds, in fact I encourage it. BUT this is a very different situation. They all do the same thing with OWE so they don't feel unique. It just makes it more of a pain to use the AH, with no unique reward. This idea is a nerf and buff at the same time. A buff for the future in my opinion, but a subtle nerf temporarily.

    In the end:
    Cons:
    -The maximum potential OWE has isn't as high, but still good.

    Pros:
    -We are less limited in gear options. We can search for that additional affix we wanted. We can find cheaper gear (equal to the other classes prices).
    -We might end up not using OWE altogether, and have some fun with other passives without feeling like we gave up too much efficiency.

    Just an idea at least :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Bogok

    I LOVE the idea!! it sounds so awesome!! nice post!
    Thanks!

    Quote from paroxysm2010

    It looks like a very awesome idea, but it also looks like a lot of work for blizz.
    They still havent even balanced the class skills yet.
    Ya, I'm sure it would be. But if we can come up with good enough ideas, maybe they'll try and work with them. Even any aspect of them might make the game more fun for a lot of people.

    Another thing, since my post is all "text" it seems like it would be more confusing than it really is. If a nice graphical interface was created for it, it might be much less complex feeling than reading all that text. (IE. There's a section in Idea #2 where I talk about "effectiveness boosts" to the passives based on your attributes. That could easily be represented by a bar (like an XP bar) above the skills to show how much of a boost they are currently receiving. It would be easy to tell what you need to do to raise it and how. If done correctly).

    Most concepts could be represented visually rather than in text to make everything easier to understand, if cleverly constructed anyways.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from VirindiInq

    Quote from WarlockHolmez

    I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
    How about in addition to your ideas, make the current skill affixes more interesting. Rather than just having "reduced cost of (skill) by X" and "increased crit chance of (skill) by %", add fun effects like "gives (skill) a % chance to stun/slow/knockback/lifesteal/etc". I can see builds being tied to specific skill-affixtype combinations.

    If not that, than at least increase the number skills that can have the current skill-affix types, and apply them more often.

    Cool! Added to suggestions.
    Posted in: Diablo III General Discussion
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    posted a message on Infernal Machine Key Farming Routes
    Quote from Grimy_Bunyip

    since I farm on high MP, events like jar of souls are surefire ways to get a stack in like a minute.
    likewise surefireresplendent chests are great too.
    Wow, I didn't think about that. Resplendent chests are way better on high MP since their "difficulty" doesn't change. Good note.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Bleu42

    This game is hard, and that's how it is supposed to be. If you want what you think you're entitled to after X amount of hours, go play WoW.
    Hard to tell if you're also disagreeing with my post or not. Either way, I agree with you that the great items need to be very rare for the economy to survive. With the ideas in this thread though, I think the greatest items would be even rarer than they are now, and therefore more expensive. That being said, many more items that currently aren't useful ("wrong" attribute items) would also find use and be collected for testing out different builds.

    On another note, this thread is starting to turn into an argument about the Auction House. >.< I don't think these ideas will disrupt it (the AH) too much. The average price of gear may go down, but people will want to buy multiples of the same slot to try different builds. I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Indimix

    Blizzard will never implement something like this, even if it makes sense and it is actually useful/fun to play.

    Why?, because they already have the ultimate system (profit wise):

    They generate an absurd amount of randomness which makes almost every item useless, want a better item? -> AH.
    Unfortunately, you're probably right. Although, if people aren't playing their game, they won't see profits. I also think a system like this would possibly promote even more gear purchasing then the current system, as different gear would be more important for different builds.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Efrye

    Quote from WarlockHolmez
    We can use the attributes to boost skills without adding complexity to items.

    Oh, I want complexity on items. By making itemization simpler, you get what we have now. All items look the same basically (stat-wise).
    I'm not sure what you mean. I don't want to simplify itemization. I want to make it more versatile, but my approach attempts to keep affixes from getting out of hand. We already can't search for all the affixes we want on items, even with 6 choices. I want to make items more complex without making them more complex.. lol.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Boss_Hogg

    WarlockHolmez, you should copy this post over to the D3 forums where Blues could (possibly) read it. There's a wealth of good ideas here. Just be careful: those forums are like the wild west...
    Hah, I know. That's why i posted here first. I want to refine it to try and get everyone to have an open-mind about it. They tend to love bashing the game and one another more than being productive over there.. Good posts rarely last long..

    Thanks for the response!
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from VirindiInq

    "Horizontal upgrading," Nicely put! We need more decisions to make with gear other than damage, defense, and hit points!

    D2 made items much more exciting. The boosts to specific skills made them more unique, though a little too direct and boring maybe. We can use the attributes to boost skills without adding complexity to items.

    Skill choices contribute to character personality.
    Attributes thematically contribute to character personality.
    Make them work together!
    Posted in: Diablo III General Discussion
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    posted a message on Idea to make all legendary useful
    Nice idea. I personally feel that all items could have more interesting affixes. Legendaries should just be consistantly powerful and have more unique visuals than everything else (imo).

    Anyway we could get more decision making with items to influence playstyle would be great.
    Posted in: Diablo III General Discussion
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    posted a message on the ultimate legendary drop rate fix
    Giving it a Sharpshooter-like effect wouldn't necessarily make it "fixed" drops. The more you play, the more you would find. If you wait til 100% with Sharpshooter to attack for crits, you still won't get nearly as many as if you attacked constantly.

    It could just help casuals to be not AS far behind, but definitely still be behind. I like the thought, if it's a very minor bonus to finding them if you haven't found one in a long time.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from Zero(pS)

    Make sure to post this on the official forums... who knows, maybe for an expansion...

    It's a really neat idea, but one that would definitely need a ton of testing... finding that sweetspot where you want to have enough stats to actually impact the gameplay (actually helping the skill instead of reducing its cost by say 1%); but not having it affect so much the skill that it completely breaks the planned combat mechanics..

    Balancing could also be a nightmare, linking gear stats directly to specific skill/runes/builds, and then having to nerf them would cause major complaints (imagine the Wiz/Barb drama times 1000).

    I absolutely like it, but I also understand from a game-design standpoint that even the best ideas need testing before being implemented.
    Cool, thanks for the response!
    I wanted to post it here first where there are less threads about complaining and more that are constructive. At least to gather more feedback and ideas.

    I agree that it would be a QA nightmare, but once again, just wanted to promote the concept of linking items and builds. It was a huge part od D2 that I believe is widely missed. My idea doesn't add complexity to items, it just makes their affixes more important.
    Posted in: Diablo III General Discussion
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    posted a message on Fun Item/Build Diversity. (updated with image)
    Quote from FaithRaven

    Right now I need to decide what I value more on my offhand: 150 vit or 8-10 APOC.

    Doesn't that decision just help determine how effective you will be? It has nothing to do with the methods you will use while fighting. That's what I'm trying to get at. Affixes should give more playstyle options, not just improve effectiveness. They might as well just give us +dmg/+hp/+res stats and nothing else, that's all it feels like to me. The only affixes I like are the "chance to effect" types and the reduced costs of skill, those promote style and personality! Anyone agree at all?
    Posted in: Diablo III General Discussion
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