• 1

    posted a message on [Suggestions]: Battlegrounds of Eternity and Black Realm
    I've just noticed that my and uranux's ideas are in the front page of Diablofans O.o

    Thanks @Zero(pS) and all of you Dfans staff for this!

    And mostly.. thanks to all the community for appreciating my and uranux's hard work
    Posted in: Diablo III General Discussion
  • 19

    posted a message on [Suggestions]: Battlegrounds of Eternity and Black Realm
    Battle.net US Forum Thread: http://us.battle.net/d3/en/forum/topic/14729583066 (thanks to ruksak for helping me in promoting my ideas)

    http://us.battle.net/d3/en/forum/topic/14730473069 (this is my old one but it didn't get many replies, so pls, comment the one up here

    Battle.net EU Forum Thread: http://eu.battle.net/d3/en/forum/topic/12286639114

    Reddit: http://www.reddit.com/r/Diablo/comments/2i8fev/suggestions_battlegrounds_of_eternity_black_realm/

    --------------------------------------------

    Hi guys!
    I'm back again to suggest a couple of ideas I had in mind, for additional Challenge Mode "PvEvP-games".

    First off I want to say that my fist idea (Battlegrounds of Eternity) was inspired by my friend Uranux's idea (you can check it here).
    Unfortunately he didn't get replies on his thread but please, if you have some spare time just give it a read because, trust me, his idea is really valid!

    With that said let's start!

    TLDR version at the end of the post!


    Battlegrounds of Eternity


    I thought it would be really really nice to revisit old places, redo old quests and kill again old bosses.

    But how to make it happen without ruining the lore?

    In the battlefields of eternity, in act 5, you can find "time prisons" where battles of the past got time-stopped.
    When you "pop" the "time bubble", the monsters will "awake" and attack you.
    I thought that in the mess that it is the Pandemonium Fortress (and its surroundings), there might also be "time-bubbles" that bring you back in time.

    I don't know if it could fit the lore, but anyway I think that the Battlegrounds of Eternity could be a nice addition to the game.

    So, what are BoE?
    The Battlegrounds of Eternity are maps where you have to complete quests in order to progress and then kill the final boss.
    Pretty easy, but the nice things are that you will redo old quests, kill old enemies (such as Baal, Mephisto etc.) and that you will compete against other players.

    Let's start with some images so you'll have a better idea of my suggestion:



    As you can see, you can choose which battleground to play, and each one will have different quests and monsters/bosses to kill.

    You can also choose how many players you'd like to fight against



    But first let's have a look at the "details and options" pane.

    Time-defeat disabled
    This refers to the "Race against time" option which I will talk about later.

    Rewards based on quests completed and progress-difference between teams
    This means that the more quests you complete (in a battleground there are bonus quests that you can skip) and the more difference there is between your team progress and the enemy team progress, the more rewards will get the winner team.
    "Which rewards?" you might ask... well I don't know. Depends what Blizzard has in mind with PvP/PvEvP (if they'll ever implement it): they could be "PvP points" for ladder ranking or a "PvP currency" that allows you to buy PvP cosmetic rewards, sigils, banners etc.

    Let's now jump inside a game:


    Who of you does remember Dac Farren? :)

    As you can see the maps between the two teams are exactely the same (this is also true for monsters, placement of the monsters and everything else) and you can always check your progression and your enemies' progression as well as their position on the map.

    To progress you have to complete quests (bonus quests are there for more final rewards) and when you have completed them all on a "floor" you can continue to the next "floor".
    When you are at the final "floor" and you completed the final quests, the boss will spawn.
    The first team to kill the boss will win.

    In the case of The Siege of Harrogath you will have 3 total floors to complete and then you'll have to kill Shenk the Overseer to win.

    A note about BoE is that you cannot resurrect.
    Once you're dead, you're dead for the rest of the battle:
    there will be a "ghost mode" so you can follow and see what your allies are doing and in case all your team is dead you'll have the opportunity to watch the enemies.
    Yes, there might be no winners in case the members of both teams die.

    Let's take a step back and explain what "Race Against Time" (RAT) is.



    Now "Time defeat" is enabled.
    Basically when you enable RAT you will also fight against time.
    This means that both teams have a set amount of time to finish the battleground.
    If they can't make it they will both lose.

    Of course, as you can see from the image, the rewards will be higher depending on the remaining time.

    Here you can see the RAT version of a battleground:



    If this idea will ever get implemented, it would be nice to have many battlegrounds to play.
    At first there might be only few of them but as time pass the devs could implement more of them:



    There might be the Chaos Sanctuary where you have to open the five sigils to free (and kill) Diablo and where you have to kill the Sigil guardians such as Lord De Seis (and these guardians could be Avatar monsters. If you're wondering what an Avatar monster is just check Uranux's idea here), there might be the Old Tristram "event" where you have to help Lachdanan kill his king, there might be the Tal Rasha Tomb where you have to free Tyrael and kill Duriel etc.

    Black Realm

    Here's my second idea.

    Did you wonder where the fragments of the Black Soulstone have gone?
    They're spread all over Sanctuary and while many evil souls have been released, some of them are still inside these fragments and are trying to get free.
    This influences the Nephalems' sleep making their dreams become nightmares.

    While in these nightmares the physical body of the Nephalems will remain safe but their minds might become corrupted.
    In order to maintain sanity and to purify the fragment, the Nephalems must destroy the "Nightmare Summoning Portals" and at last the Black Realm boss.
    Unfortunately many Nephalems are "connected" to these fragments and only the fastest one (team) have the possibility to escape the nightmare.

    How it works

    Both teams will play on a random generated map with exactely the same shape, placement of the monsters, monsters type, etc.
    Every map has 4 portals and each of them spawn on a different lane (more on this later) and they'll keep summoning monsters on a regular basis.
    These monsters will always follow the players, no matter how far they are.


    A Summoning Portal

    Every summoning lasts for 3 minutes (I'm calling these summonings "rounds") and then a new one will begin with new type of monsters, and all the "old" monsters will perish.
    Kinda what happens on the Realm of Trials where you get the Greater Rift Keys.

    What's the difference between an "endless wave dungeon" and this idea then?
    There are many differences and I'll try to be as clear as possible (images will help me achive this I hope).

    The main difference is that a certain amount of monsters killed by one team in next previous round will spawn at the start of the next round on the other team's map at the nearest Summoning Portal.
    These monsters will also have a 50% damage, health and movement speed increase boost and they will NOT count as kills.
    This means that the teams will not fight only to be the first to destroy the summoning portals but also to kill as fast as they can and as many minions as they can so they can slow the other team's progression.

    Now I won't list all the differences one by one, however I will keep explaining and you'll see all other differences on your own.

    Summoning Potential

    As I wrote above, a certain amount of monsters will spawn on the other team's side at the start of a new round.
    This amount is determined by the "Summoning Potential"

    Every Summoning Portal still active gives the team a 10% summoning potential.
    At the start of the game, each team will have a base 40% summoning potential.

    So, if at the end of a round, both teams didn't destroyed any portal, at the start of the next round each team will see spawn 40% of the enemy team's total kills obtained on the previous round.

    E.g.
    If no portals are destroyed and the blue team killed 100 monsters and the red team killed 80 on round 1, at the start of the round 2 the nearest (to the players) summoning portal will spawn 32 "red minions" for the blue team and 40 "blue minions" for the red team.

    This "summoning potential" is diminished by 10% for each portal destroyed but if one team has more portal destroyed than the other one, then the team who has the less amount of portal destroyed will receive a "summoning potential penalty" that increases the base "summoning potential" by 10% multiplied by the difference between the two team's portals that are still active.

    E.g.
    If the red team is the first to destroy a portal (so it's 1-0 in favor of the red team), then the red team summoning potential will be 30%, while the blue team will receive a penalty of 10% and will see its portals reach a 50% summoning potential.
    If the score changes to 2-0 for the red team, the red team will have a summoning potential of 20% while the blue team will have a it at 60%.
    If the score changes again to 2-1 for the red team, the red team will always have a summoning potential of 20% while the blue team will see its own go down to 40% (10% for each summoning portal still active and 10% for "score difference").
    One last example, if the score changes once again to 2-2, then the summoning potential for both teams will be set at 20%.

    Portals Guardians

    Each lane (more on this later) will have 3 Portal Guardians that make the Summoning Portal invulnerable until they are dead.
    This Guardians are very strong unique monsters and will slow a team's progression also because they don't count as kills.

    Team Minions

    Team Minions are the monsters that are summoned for the enemy team at the start of a new round and that will help your team to slow the enemy one.
    As I wrote earlier, these minions have their damage, health and movement speed increased by 50% and they do NOT count as kills.

    A Blue Minion has spawned to fight the Red Team

    Elites

    Every now and then, the nearest Summoning Portal will spawn a pack of Elite Champions (blue elite).
    These packs do not count as kills but they will increase the potency of your team's minions.
    This means that for every pack of elite killed, the Team Minions receive a 2% damage, health and movement speed increase boost!

    This potency is reset whenever a new round starts.

    Note: remember that all numbers you see here are just examples!!

    Normal Black Realm

    Now that the majority of my idea has been explained I can continue with other details.



    As you can see there are more elements I have to explain, but once again let's slow down and explain everything in detail.

    Straightforward-style maps
    This means that the random generated maps are "mirrored maps" and every element on the map is placed in a "linear" manner.

    Portal Guardians have no minions
    This is self-explanatory

    Portal Guardians deaths do not increase monsters summonning rate
    Differently from Chaotic Black Realm, everytime you kill a Portal Guardian it doesn't increase the spawning rate of monsters from Summoning Portals.
    For example in a Chaotic Black Realm if a pack of monsters spawns every 10 seconds, when you kill a Guardian, this spawning rate will increase and the pack will be summoned every 9 seconds.

    Note: remember once again that numers are just an example


    An example of a Normal Black Realm map
    Note 1: remember that maps are not explored at the start of a game!
    Note 2: while some icons might be easy to recognize, some of them might be "confusing".
    Don't worry because I will explain them later.

    As you can see from the image, you can notice that there are 4 "lanes" and each lane has 3 Portal Guardians and a Summoning Portal.
    To destroy the Summoning Portal of a certain lane you have to kill all three Portal Guardians of that same lane:


    The last Portal Guardian of a lane has been defeated and now the Red Team can strike the Summoning Portal

    Once a team has destroyed all 4 Summoning Portals, the Black Realm Boss will spawn it must be killed in order to achieve victory:


    The Blue Team is a bit slow and the Red Team has already summoned the Black Realm Boss!

    Adding complexity: Nightmare Pillars




    What are these "Nightmare Pillars"?
    These are destructible "objects" that weaken the players.
    If Nightmare Pillars are enabled they will spawn (3 of each) in the Black Realm.

    There are two types of Nightmare Pillars: Disrupting and Constraining.


    A Disrupting Pillar

    The first type will slow players' movement speed (this includes "animation speed" for "travelling abilities" such as leap, vault etc.) while the second one will decrease the amount of damage the players do.
    Each Pillar have a malus of 15% which means that players will start with -45% movement speed and damage.


    This is the debuff of 3 Disrupting Pillars


    This is the debuff of 3 Constraining Pillars

    These Pillars work in a similar way of the one of Summoning Portals:
    the team who has more destroyed pillars will give the other team a penalty.

    E.g.
    If the red team has 1 Constraining Pillar destroyed while the blue team has 0, then the red team will have a 30% damage penalty while the blue team will have a 60% damage penalty.
    This means that if a team is winning with the score of 3-0 Constraining Pillars destroyed, that team will have 0% damage penalty while the other will have a 90% damage penalty!!!

    Note: here again.. numbers are just examples!

    With Pillars enabled you will have much more tactical games and they add a bit of RNG because you don't know where they spawn (even if in Normal Black Realm it's easier to find them) so the first team that find them might get a bit of advantage but since this is an option, why not?

    Pillars won't be easy to destroy, as at 50% health they become invulnerable and spawn a "Pillar Guardian" that is a unique monster with great powers and that does NOT count as a kill.
    Once this Guardian is killed the Pillar will become vulnerable once again and you can destroy it.

    Teams: 1vs1, 2vs2, 3vs3, 4vs4

    Of course there is the option to choose with and against how many players you can fight:



    Adding even more complexity: Chaotic Black Realm




    The main difference between a Normal and a Chaotic Black Realm is that the maps in the Chaotic one are not "mirrored" and all "elements" are placed at random.

    An example of a Chaotic Black Realm map with Nightmare Pillars enabled

    An example of a Chaotic Black Realm map with Nightmare Pillars disabled

    Portal Guardians will also have minions (they are not needed to be killed in order to make a Summoning Portal vulnerable.. but they hurt!).
    In addition, everytime you kill a Portal Guardian, the summoning rate of monsters will increase:



    Entrance Portal

    Whenever you destroy a Summoning Portal, an Entrance Portal will activate and they can be used to return at the start of the map so you can reach faster the next Summoning Portal:


    Remember that summoned monsters will always follow you, so beware to use an Entrance Portal at a middle of a round because when you will teleport at the entrance you might retrieve you to be inside a mess :)

    Another example of a Chaotic Black Realm map


    As you saw, I showed you an example of a Chaotic Black Realm map but you might have been confused because the map was not very "messy", so I will show you another example of a Chaotic Black Realm Map:



    With this you might get even more confused, but I can assure you that every element is where it must be and to prove this here's an easier image to understand:


    This is the map version for the Red Team. You can tell this by looking at the color of the icon of the "Black Realm Entrance"

    Teams Details


    The last thing I want to show you is the "Team Details" pane:


    Notice that the Summoning Portal penalty is refered to the malus you get to Summoning Potential whenever your team has less Summoning Portals destroyed than the other team

    And to have a better idea of how "everything" works here's a .gif image:


    I hope numbers are correct lol :D


    Player Deaths


    As for BoE, also in Black Realm whenever a player dies, he cannot resurrect.
    About Hardcore characters I think that it would be nice to make the death not permantent (for both BoE and Black Realm) so they can enjoy as much as they like these two challenge modes but this would go against the "hardcore phylosophy" so I thought that an alternative is to allow only the Normal Black Realm to not have a permanent death while the other two modes (BoE and Chaotic Black Realm) will make them RIP forever.
    Remember that even if a team loses its members won't die of course.


    Conclusion


    Alright guys!
    I've finished.
    I hope you enjoyed it as mush as I did to create all of this! :)

    P.S. If you're wondering what Wave of Death, Defence of the Outpost and Infernal Rift are and how you can open "the challenge mode window" have a look here :)

    P.P.S. Sorry for my not-so-perfect english :/

    If you have any criticism or would like to write a comment please don't refrain from posting!


    TLDR Version

    Battlegrounds of Eternity
    The Battlegrounds of Eternity are maps where you have to complete quests in order to progress and then kill the final boss.
    Pretty easy, but the nice things are that you will redo old quests, kill old enemies (such as Baal, Mephisto etc.) and that you will compete against other players.

    Black Realm
    Both teams will play on a random generated map with exactely the same shape, placement of the monsters, monsters type, etc.
    Every map has 4 portals and each of them spawn on a different lane (4 lanes total) and they'll keep summoning monsters on a regular basis.
    A certain ammount of these summoned monsters will spawn in the other team's summoning portals at the start of each round so they'll slow the enemy team's progression.

    A team must destroy these Summoning Portals before the other team does and in order to make them vulnerable to attacks, players have to first kill the Portal Guardians.

    There are options to make these maps more tactical and to add some RNG such as enabling "Nightmare Pillars" that weaken the players' powers or by choosing a Chaotic Black Realm that will generate "non-mirrored" maps.
    Posted in: Diablo III General Discussion
  • 26

    posted a message on [Suggestions]: Wave of Death, Defence of the Outpost and Infernal Rift
    Link to U.S. Forums Thread: http://us.battle.net/d3/en/forum/topic/10949674935#1

    Link to EU English Forums Thread: http://eu.battle.net/d3/en/forum/topic/8965947786 highly rated Link to Italian Forums Thread: http://eu.battle.net/d3/it/forum/topic/8965497773 Link to Reddit: http://www.reddit.com/r/Diablo/comments/1t4f9u/suggestions_wave_of_death_defence_of_the_outpost/ -------------------------------------------------------------------------------------- Edit: Player ShadowAegis in the U.S. forums suggested a really nice way to get great endgame ideas (such as DamienJohn and MrMonstrosity's ones) into the game.
    I really liked his idea so I will put what he wrote just under here: "I could go for those challenge modes and I will give you a personal opinion. My take is real simple I say that those ideas and others like them can be handled in the following ways.

    Let's say that with you and others brainstorming the devs could come up with around 20 such ideas.

    Then the devs could take a poll and similar to the design a legendaries. Then the 10 with the most votes would be added in. Then out of those ten players could vote once more on which ones would be ladder only. Then the five with the most votes wins a place on the ladder only challenge modes.

    I think that having challenges modes that are ladder only as well as having some non ladder would be great for this game. What does the rest of you think." http://us.battle.net/d3/en/forum/topic/10949674935#8 --------------------------------------------------------------------------------------
    Hi everyone!
    I'm here again to suggest some ideas I had.
    I know that one of them is a very popular requested feature (and suggested many times) and the others "might" sound similar but I think that I found some interesting ways to make them feel unique.

    This is the first time I suggest an idea and throw it out to the "public" before hearing the feedback of the italian community (except the last suggestion) so I really don't know how this will end but in case you will like it, please click on the thumb just under my avatar on the left of this post, thank you :)

    Prepare yourselves because this is a MASSIVE post with LOADS of images.

    As always I apologise for my english.

    TLDR Version at the end of the post.


    Wave of Death



    This is one of the most popular features that this community would like to have in the game.
    It's an "arena" where you have to fight waves of monsters.
    But my suggestion gets a bit deeper and extends the difficulty based upon the player skills/gear/luck (yeah a bit of luck is always required :P)..

    Let's have a look on the first image:



    As you can see the difficulty is disabled because monsters will increase their strength as long as you survive in the arena.

    So how do you extend the difficulty of this mode?

    It's easy. Simply click on the "change" in the "Options" pane and:



    In the "details" pane you can see the differences between the "type of monsters you're going to fight against".

    If the player chooses "Normal" monsters he will face:

    - normal monsters waves (this means that "normal" waves are composed by normal monsters)
    - 1 elite pack every 5 waves
    - 1 boss every 20 waves
    - no random spawns

    Note: random spawns are random generated monsters that have a chance to be spawned in addition to the wave: random spawns might be normal monsters, elite minions, elite packs or bosses

    What happens if the player chooses one of the other "monsters type"?







    Note: remember from now on that the numbers/values on the pictures are just examples

    I think that the "Extreme" monsters are gonna be hard for everyone, even for the hardcorer of hardcore players.

    Of course you don't do this just for the glory but for the competition because Wave of Death (much like the other two modes) will have a classification for the best players in the world based upon waves cleared, monster type selection and number of party members.



    Defence of the Outpost



    The name might remember you Defence of the Ancients but the game is not a MOBA and only the name is similar :)

    WHAT IS DEFENCE OF THE OUTPOST?

    Defence of the Outpost or DotO is similar to a "monsters wave" game but it's very different in philosophy.
    You have to destroy the Demonic Shards that are the cause of the demonic invasion on the region.
    Unfortunately there are many villagers and soldiers that ask for help so you have also to protect them.
    So your mission is to protect the soldiers while at the same time put an end to the demonic invasion by destroying the Demonic Shards.

    HOW DOES DEFENCE OF THE OUTPOST WORK?

    When the player enters the game he will be inside the outpost. To start the "real game" he has to accept the first quest:





    Note: the first quest will always be a "defend the villagers" quest because villagers play a very important role in DotO:
    for every villager saved you gain one resource and resources are necessary to upgrade the outpost and to train new soldiers and improve their equipment.
    These upgrades require quite some time to finish but the more villagers you have the faster you will finish them.




    As I said earlier this game is like a "monster waves" game so you will have endless waves of enemies and every wave will have an increased quantity of monsters.
    So the more you take to destroy the Demonic Shards the more difficult the game is going to be.
    Every wave is composed by a set number of attacks (as you can see from the image) and if you kill all monsters of an attack before the time expires, the new attack will start istantly.
    If on the other side you cannot kill all monsters before the time expires well... you will have to fight more monsters and this might lead to dramatic soldiers losses.

    You can also notice in the image that there is a debuff called "Demonic Influence".
    This debuff decreases your effectiveness in combat and you can free yourself from it only when you destroy the Demonic Shard.

    Note: in this case you will win the game if you destroy the shard because there is only one to destroy but there is an option that allows you to increase the Demonic Shards you have to destroy (more on this later).
    Every shard reduces your effectiveness in combat by 20% (example).


    What happens next?



    As you can see when the last attack has been cleared the countdown for the next wave begins (remember that the countdown starts in any case even if there are monsters left to kill).
    This is the perfect time to go outside the outpost and try to find and destroy the Demonic Shard or accept new side-quests or upgrade the soldiers and the outpost.

    SIDE-QUESTS AND UPGRADES

    The player decides to go inside the chapel:



    Cylai (the NPC with the yellow exclamation mark) will be the "side-quest giver":
    these quests are repeatable and will allow the player to "obtain" new villagers, soldiers or powerful temporary buffs.
    On side-quests you have to do different things around the map (outside the outpost) like "free the imprisoned villagers", "help the soldiers and recruit them for your cause", "kill mob X to gain a powerful buff" and so on.

    The player can choose which quest to accept but he can only have one active at any one time.
    In addition if the player has an active side-quest he cannot upgrade.

    Note: basically you have two choices: accept a side-quest or upgrade/train your soldiers/outpost/villagers.
    Of course the player can decide to go for a quest or for an upgrade while under siege but this will expose the outpost (in the case he's around the map to complete a quest) or the villagers (in the case of an upgrade) to massive danger.


    If the player decides to upgrade he can talk to Sylmo (the NPC in front of the barbarian in the image):



    Here you can see how many resources are available, how many villagers there are in the outpost, how much the upgrade time reduction is (3% time reduction per villager) and at what ranks are the soldiers' equipment and the outpost (maximum rank is 4 for both).
    I think I don't need to explain much more as the image is quite clear so let's have a look on the various situations:





    As you can see, the player decided to upgrade the soldiers' equipment but the time-choice for the upgrade was not good as the outpost is under attack.
    This will make the defence much harder since not only he has to protect the soldiers but also the villagers because if you have no villagers left the upgrade won't finish until you save other villagers.

    Note: this means that you cannot accept new side-quests (because you are upgrading) and you have to cancel the upgrade and start it over again once you have at least one villager. Also resources spent for the upgrade are lost forever.

    Once the upgrade is complete all soldiers will have different visuals:

    Equipment Rank 1:



    Equipment Rank 2:



    Equipment Rank 3:



    Equipment Rank 4:



    As you can see the number of soldiers has increased to 5.
    This is because the player trained the villagers:





    Note: The training villagers are the "templar-like" NPCs on the left. They won't attack enemies as they're still villagers.. so you have to protect them until they finish the training.

    Now let's have a look on the last upgrade you can make:





    How will your outpost look like when the upgrade is finished?

    Outpost Rank 1:



    Note: as you can see once you have upgraded the outpost to be at least "rank 1" you will receive a "global" buff that will diminish the effects of Demonic Influence.
    I think you also noticed that the banner has two additional little flags on both sides. This is a suggestion to have "clan banners" ;) - the little flags represents the clan flag.


    Outpost Rank 2:



    Outpost Rank 3:



    Outpost Rank 4:



    Once the player is prepared and confidend to leave the outpost he can finally go and destroy the Demonic Shard.
    When he finds it he has first to kill the boss that makes the Shard invulnerable and then he can destroy the shard itself and claim victory.

    Victory can be sweet and inside the outpost chapel you will find a new room filled with treasure... much like this one:



    Note: this is just an example of how the treasure room should look like. The treasure will be based upon difficulty, outpost starting conditions, waves cleared and total game time

    MODE SELECTION

    Now let's take a step back and have a look at what are the different options for DotO:


    Note: as you can see for DotO you can choose the difficulty because it will only determine the power of the monsters.
    The "normal - 1 entrance" on the "options" pane is refered to the conditions of the outpost (more on this just under here)


    Let's click on "change" and:


    In the "details" pane you can see the conditions of the outpost once the game starts plus it let's you know how rewarding the side-quests are.







    I'm sure you noticed the "1 entrance to defend" option at the bottom of the details pane.

    What does that mean?
    It means that the player can choose how many entrances the outpost will have.
    This will make the game a lot harder not only for the fact that the player has to defend the outpost from multiple-side attacks but also that he has to destroy a number of Demonic Shards equal to the number of entrances (and remember that every Demonic Shard will increase the effects of Demonic Influence)!



    The map layout will be something like this:

    2 entrances:



    3 entrances:



    4 entrances:



    Note: have a look on the minimap as well



    Infernal Rift



    Infernal Rift is the last suggestion I have (finally ;D).

    WHAT IS INFERNAL RIFT?

    The player has to reach a "room" where he can find the Infernal Rift and then seal it.
    To accomplish this he has to complete quests and gain control of strategic areas that gives him buffs of his choice.
    Once the rift is sealed he can take his just rewards.

    HEROIC MODE





    Once inside the game the player has to gain control of strategic areas and to do this he has to kill the watch towers:



    and place his banner in its place:



    Before gaining control of an area the banner has to maximize its influence.
    This will take some time and in this time the player has to defend the banner from monsters' attacks (if the banner is destroyed he has to replace it and re-do the "operation").
    Once he gained control of the area:



    he can choose which buff to gain:







    The buff affects the player only while he's inside the area of control. Different areas can have different buffs if the player decides so.

    Gaining control of areas is very important because once the player has all areas under his control he will be able to enter in the Infernal Rift room and complete his "mission".

    Unfortunately gaining control of areas is not very easy because banners can be attacked by monsters once in a while and also because there might be some "closed paths" that will force the player to do some quests if he wants to proceed:



    Take the quest, complete it...



    ... and go back to gain control of other areas.

    Once all areas are under the player's control the Infernal Rift room will open and a boss will spawn.
    The player has to kill the boss and destroy the Infernal Rift to be victorious.

    Note: once you can target the Infernal Rift (it's invulnerable until you kill the boss) and you attack it, it will keep spawning monsters (both normal and elite) until you completly destroy it.

    NEPHALEM MODE

    It works much like the "heroic mode" but you will have no quests, maps will be "mirror-style maps", rewards will be PvP-oriented (if they will ever exist) and it will be a speed-run mode.





    You objective is always the same: seal the Infernal Rift.
    To do this you have to gain control of all areas on your side of the map.
    This will open your door and lock other player's doors that grant access to the "central room" (the Infernal Rift is inside this room).

    Here's an example of a 1vs1 match:



    Note: once the "central room" is opened, the random monsters' attacks to your banners will stop.

    Note 2: mirror-style maps might be something like this: http://www.teamliquid.net/staff/monk/TLMC2/korpolusmall2.jpg (thanks SC2 :D)
    "white dots" are the spawning locations of each player in a ALL VS ALL match.


    If you succeed in sealing the Infernal Rift you will take all the rewards for your own.

    But if you die... well... you won't be able to resurrect, other players' doors will unlock and you will lose your chance to win.



    Q&A



    In DotO what's the point in wasting time between a wave and another to upgrade the outpost/soldiers or accept side-quests? Isn't it better to just go straight for the Demonic Shards?

    For certain cases probably you are right. Maybe in the case where you have just one entrance you'd better go directly for the Demonic Shard.
    But did you think that you can choose a harder difficulty and/or more than one entrance?
    In the case of more than one entrance, if you go for one Demonic Shard are you sure you will be able to find it, kill all the demons to reach it, kill the boss, destroy the Demonic Shard and go back in time before your outpost is overwhelmed by monsters?

    Did you think about allowing the "upgraded outpost buff" to be active only while inside the outpost itself and not "global"?

    Yes, I thought about it and I think it will make DotO even more challenging.
    The only thing is that Demonic Influence "numbers" have to be balanced.

    Will there be only one map for DotO?

    Well I'd like to have at least 3/4 different maps :)

    Your numbers/values are all screwed!

    As I wrote earlier numbers/values are just examples :)
    This also includes the time between waves in DotO.

    What happens if a player of the other team gain control of all areas at the same as me in the Infernal Rift?

    Well... I don't thin it can happen. There is always a 0,0001 sec of difference between two actions ;D


    Don't you think that the Extreme difficulty in Wave of Death is a bit too... extreme? C'mon... 1 boss every 5 waves plus frequent random spawns and normal minions are elite minions?!

    I say: why not?
    I mean.. players asked for challenges! Then give them challenges!
    You are not forced to play on that difficulty... you can still enjoy Wave of Death in a lower difficulty :) But Wave of Death is just another suggestion of the usual endless wave game. Why bother to suggest it again? I think that giving Blizzard different variations of this type of game might allow them to find something new and interesting to implement. Also.. if you suggest it once again they might really implement it ;) DamienJohn suggested the challenge mode just a few days ago. In his post he also suggested the "Infernal Tower" feature that is similar to your Wave of Death. Did you just steal his ideas for your own glory? Absolutely no. I read his thread and I liked it a lot.
    Wave of Death, Infernal Tower or whatever you name it it's always the same suggestion that the community has been asking for quite some time now: an endless wave game with increasingly difficulty monsters. Similar ideas but with some differences (I wrote this just above here). The only thing I stole from him was the name of the new game mode "Challenge mode" because I think it's very fitting for a mode that can include both PvP and PvEvP. Defence of the Outpost and Infernal Rift ideas weren't suggested by anyone else.Or did I really miss that awesome post where someone suggested similar ideas? O_O
    --------------------------------------------------------------------------------------

    That's all guys!
    I hope you enjoyed it (the few ones who were able to read till here at least ;) )!

    Let me know what you think.




    TLDR Version



    Introducing Challenge Mode.
    Challenge mode will have 3 different "sub-modes": Wave of Death, Defence of the Outpost and Infernal Rift.

    Wave of Death
    It is one of the most popular features that this community would like to have in the game.
    It's an "arena" where you have to fight waves of increasing difficulty monsters.
    The player can also choose some "particular" options to make the game harder.

    Defence of the Outpost
    Defence of the Outpost or DotO is similar to a "monsters wave" game but it's very different in philosophy.
    You have to destroy the Demonic Shards that are the cause of the demonic invasion on the region.
    Unfortunately there are many villagers and soldiers that ask for help so you have also to protect them.
    So your mission is to protect the soldiers while at the same time put an end to the demonic invasion by destroying the Demonic Shards.
    You can also upgrade your outpost and soldiers and you can do side-quests to help you claim victory.
    The player can also choose the starting conditions of the outpost (quantity of soldiers, starting resources etc.)

    Infernal Rift
    Solo/cooperative: The player has to reach a "room" where he can find the Infernal Rift and then seal it.
    To accomplish this he has to complete quests and gain control of strategic areas that gives him buffs of his choice.

    Competitive: the player has to reach a "central room" where he can find the Infernal Rift and then seal it before opponent players.
    To accomplish this he has to gain control of strategic areas that gives him buffs of his choice.
    It's a speedrun game but if the player dies he cannot resurrect and other players will have the possibility to claim both treasure and victory.
    The game will be played on mirror-like maps. Much like this one: http://www.teamliquid.net/staff/monk/TLMC2/korpolusmall2.jpg
    Posted in: Diablo III General Discussion
  • 2

    posted a message on [Suggestion]: Magic Experience and Magic Levels
    Battle.net US Forum Thread: http://us.battle.net...pic/10310891264

    Battle.net EU Forum Thread: http://eu.battle.net...opic/8427543970

    --------------------------------------------

    Hi everyone!
    I'm here again with another suggestion.
    As always, I apologize for my english.

    Like if you like! :)

    TL;DR Version at the bottom of the post

    PREMISE

    Today we all know how "useless" is the affix "Magic Find":
    for a paragon level 100 character it is completly useless so an item with this affix will have its value drastically reduced.

    In Reaper of Souls things won't change much because even if Paragon Levels won't give you a passive bonus to MF (Magic Find) anymore, the player can decide to spend his Paragon Points into this stat bringing him back to the current situation.
    I know there is the Mystic who can allow the player to reroll an unwanted affix but this doesn't justify the fact that at a certain point MF becomes useless.

    In Diablo 2 Magic Find was a choice:
    you could play with an MF equip at the expense of defense and/or attack.
    Sure there was the possibility to swap your gear on the last second (like it happened at the beginning of Diablo 3) but this "playstyle" was a player's choice.

    Note: I don't have much experience of Diablo 2 online so I don't know if there were players who actually did that.
    Personally I did go around always with an MF equip (when I wanted to farm items)


    Anyway I can understand why Blizzard decided to implement the "MF mechanic" that there is today even if this greatly decreases player's choices and customization.

    So how to solve this "problem"?

    Many of you might remember Blizzard's solutions to this: http://eu.battle.net...n/blog/10071978

    Some others might remember MRMonstrosity suggestion: http://eu.battle.net...n/blog/10509961


    the new "Magic Find"?

    My solution is instead "different" and it is "separated" from both the Nephalem Valor and the Magic Find affix.

    MAGIC EXPERIENCE AND MAGIC LEVELS

    So how does my idea work?

    It's very simple.
    The Magic Find affix will be removed (from both items and in RoS from the Paragon "window" "Utility/Adventure") and it will be granted only by Nephalem Valor, Fortune Shrines and Magic Levels.

    What are Magic Levels?

    Magic Levels are "special" levels gained during any game by earning Magic Experience which is gained by killing monsters or completing quests.
    It just works like "normal" experience.





    These "special" levels will be resetted on every new game and each of them will grant the player a 30% bonus to MF.
    The maximum Magic Level is 10 (this will allow you to reach the 300% cap that there is today):


    Note: remember that values are there just as an example

    As I wrote earlier Magic Experience is gained by killing monsters.
    So this include both Elite monsters:



    and normal monsters:


    Note: you can easily notice that the Nephalem Valor remains a "separated" game mechanic

    However, this does not solve the problem of the player's "choice" because without a Magic Find affix there isn't a choice at all.
    That's why I thought to implement the new affix "Increases Bonus Magic Experience by X%".

    The ideal scenario would be the one where the player can reach the maximum Magic Level 10 in an hour / an hour and a half.
    With the new affix you could decrease this "time" and gain Magic Level 10 in less minutes (with a 100% bonus you could reach Magic Level 10 in 30/45 minutes).

    In addition there could be some legendary items that could increase the Magic Level cap of 10.

    An example is this:



    PROS AND CONS

    PROS
    1. The player has a choice: gain Magic Experience faster or not
    2. Brings back the value of an affix (even if changed - see image up here) even on higher levels
    3. Solved the "gear-swap" problem
    4. Possibility to go beyond the cap thanks to certain items (see image up here)
    5. Longer "game-runs" are rewarded

    CONS
    1. Another "experience-bar" to level
    2. Bonus to Magic Find doesn't start at "maximum" when you start a new game
    3. Longer "game-runs" are rewarded (I placed this point here as well because depends on points of view)
    4. Once the player reaches the maximum Magic Level the new affix is going to be useless
    5. Players might equip MF gear to level up faster and then swap to "normal" gear so this might "force" players to have two types of gear

    To solve these two last "CONS" I thought about the possibility to allow the "+X Maximum Magic Level" affix (see image) to roll as a "normal" affix and not only as a "special" one just for legendary items.
    In this way if the player changed gear (gear-swap) he would lose Magic Levels and consequently Magic Experience so if he wanted to gain those lost Magic Levels he would have to start leveling up again.
    This solution also helps to maintain the value of an item with the "+X% Bonus Magic Exeperience" affix: the "combo" you can see on the last shown image is a very good example.

    Of course with this option the "time" to reach the maximum Magic Level should be shortened and so should be the bonus to MF that they grant you.

    Q&A
    • Will élite monsters give you more experience than normal ones? If yes then you could gear-swap on the last second.
    Yes, élite monsters will grant you more experience but it wouldn't make much sense to gear-swap.
    If this is what you think then you should gear-swap on every monster to maximize Magic Experience gain but I think that you would lose more time by gear-swapping than by keeping your MF gear and kill monsters.

    • Will "normal" experience bonuses influence Magic Experience?
    No. You will gain Magic Experience faster just with items that have the "+X% Bonus Magic Experience" affix

    • Reaper of Souls: if player "A" is for example at paragon level 80 while player "B" is at paragon level 10, "A" has no "Magic Find advantage" over "B" because like you said there won't be any "Magic Find" stat in the "utility/adventure" pane. Or am I missing something?
    You're definitely missing something :)
    In the "utility/adventure" pane there will be a "+X% Bonus Magic Experience" stat.

    • Why so much time to reach Magic Level 10?
    I thought that in this way the player would give importance to Magic Experience and its affix.
    If the player wants to reach a good bonus to MF in a short period of time he should lose something. He cannot have everything!
    There should always be a choice!

    • Why do you always gain experience with monsters/quests? Why not changing it so you can gain experience by opening a chest or destroying a "destructible object" etc.?
    Yeah! Why not? :)

    • What do you think about an eventual implementation of a "death-penalty"? Something like losing part of your Magic Experience or one of your Magic Levels or a temporary debuff that decreases the amount of Magic Experience gained.
    Blizzard doesn't seem to like heavy penalties like the loss of part of your experience (this happened in Diablo 2) so I prefered to not write about it.
    This doesn't mean I am against it in fact I think that it might give players more reasons to not die in SoftCore.

    • But MF is almost a useless stat. Even with 300% MF I drop absolute garbage and I can barely notice the difference between a character with 0% and one with 300%. So why did you put so much effort for a stat that is not worth taking?
    I don't know if this can be the case. Also in RoS loot is gonna be much more meaningful.
    Anyway I think that MF is a good stat, maybe it's not at the same level as it was in Diablo 2 but it is still useful.
    Needless to say that if this change is going to be implemented, Magic Find must reacquired the power that it had in Diablo 2.
    Blizzard has to balance this very well.

    • What happens to Monster Power? Are we still getting the bonus to Magic Find?
    I think that MPs should just increases the rate at which you gain Magic Experience.

    • And what about increasing the Maximum Magic Level cap with the increase of Monster Power?
    Another interesting idea :)

    • I don't see how this system as a whole has to do with the removal of gear swapping. I mean, just removing the MF affix from items will do the job. Why do we need another nephalem valor system? One that will increase the need to farm for longer sessions... I don't really see how this idea adds much to the game as it currently stands.
    Sure removing the Magic Find affix is much easier, but remember that you already have it passively (with Paragon Levels).
    If everyone has the same "stat" then it's useless to have it in game, even with NV.
    What I mean with this is that they could just increase the drop rate of legendaries to be like if you already have 300% MF.
    Where's the choice in this?
    I really want MF to become once again a very meaningful stat.

    • This idea would give a huge benefit to players that can play 3 hours or more in one go, which I don't like at all. I think NV is plenty of incentive to play longer runs, and this system would increase that multiplicatively. What do you think?
    This is one of the cons I wrote in fact.
    I don't mind to make the maximum level cap to be reached after 30 minutes, but then its inherit bonuses (MF) have to be cut by a lot.



    TLDR VERSION

    The Magic Find affix will be removed (from both items and in RoS from the Paragon pane "Utility/Adventure") and it will be granted only by Nephalem Valor, Fortune Shrines and Magic Levels.

    Magic Levels are "special" levels gained during any game by earning Magic Experience which is gained by killing monsters or completing quests.

    These "special" levels will be resetted on every new game and each of them will grant the player a 30% bonus to MF.
    The maximum Magic Level is 10.

    Implemented a new affix: "Increases Bonus Magic Experience by X%".

    The ideal scenario would be the one where the player can reach the maximum Magic Level 10 in an hour / an hour and a half.
    With the new affix you could decrease this "time" and gain Magic Level 10 in less minutes.
    In addition there could be some legendary items that could increase the Magic Level cap.

    --------------------------------------------

    That's all guys!
    I hope you enjoyed my suggestion!

    Now you can comment/criticize (except my english! :ph34r:)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Numbers might be OP but I like the concept behind your idea so +1
    Posted in: Diablo III General Discussion
  • 5

    posted a message on Nephalem Trials
    So I was on the american forum when I saw this:



    As you can see there is a response from Grimiku.
    The thread is this: http://us.battle.net...opic/9728912961

    Luckly I was fast enough to read his post but not fast enough to get a screenshot of it, because it's now deleted.

    I can assure everything I'm gonna say is what I've seen with my own eyes.

    Basically Grimiku explained what Nephalem Trials are.
    For the "lore side" they are places "guarded" by Ancestal Nephalems while for the "gameplay side" they are portals that the player can find around whole Sanctuary.
    When the player gets in he has to do a trial and the rewards are based on the difficulty of the trial itself and on the "player's efficiency".

    Does it reminds you something?

    Well.. it reminds me of this: http://www.diablofan...-hells-portals/

    Burning hells portals... oh yeah :D
    Posted in: Diablo III General Discussion
  • 12

    posted a message on [Suggestion]: The Mystic [Pt. 2] - Powers
    Battle.net US Forum Thread: http://us.battle.net...opic/9280238065

    Battle.net EU Forum Thread: http://eu.battle.net...opic/7646754631

    Reddit: http://www.reddit.co...tic_pt2_powers/

    --------------------------------------------

    Edit: It seems that my idea is similar to Gosu's one and probably it inspired mine, so please take a read on his idea as well (it's highly rated and I encorauge you to read it because it's a very interesting read): http://us.battle.net/d3/en/forum/topic/7980249170#1

    --------------------------------------------

    Hi again everyone!

    Before I start I want to sincerely thank you all for all the positive feedback and critics you gave me and for supporting my ideas!
    I also want to thank overneathe and all the Diablofans.com staff!

    Thanks guys!

    So...

    ...here's the second and last part of my idea for the mystic artisan (if you missed part 1 you can click here ).

    Remember to like if you like also on the Blizzard official forums (links above)!

    As always, I want to apologize for my English.

    TLDR version at the end of the post.

    POWERS - PREMISE

    You can skip this part if you want because it doesn't explain anything about my suggestion but it just let you know how I got to this idea.

    Some time ago, in the italian forum, we were discussing about how game-changing legendaries could impact the game and why Blizzard decided to only focus on game-changing legendaries instead of focusing also on passive abilities.
    Aside from passive abilities (they should be game-changing and fun, much like how Paralysis or Arcane Dynamo work and not simple "+% damage" or "+X resource" - this is IMHO of course) matter I thought that affixes that improves active abilities like "Increases Shock Pulse Damage by X%" could be very interesting.
    The sad thing is that if I want to increase the damage of my blizzard for my wizard (sorry for the rime eheh) I can't do it because there is only an affix that improves it and it is "Increases Duration of Blizzard by X Seconds".

    These "type of affixes" could have a great potential but all that potential is wasted simply because I cannot decide how to improve my skills... so here's my idea.

    POWERS - BASE CONCEPT

    Class affixes are "fixed" and the player cannot decide what type of "upgrades" his skills can have (e.g. as I wrote above, the only "upgrade" for the blizzard spell is just an affix: "Increases Duration of Blizzard by X Seconds").

    To increase character customization in terms of build diversity I thought of a solution:

    change all the affixes like "Increases Duration of Blizzard by X Seconds", "Increases Frenzy Damage by X%" etc. into "+X Magic Power" and "+X Mighty Power" respectively.

    The mystic can change that "power" into "anything the player desires".

    For example if the player drops an item with the affix "+3 Magic Power" he can go to the mystic to "convert" that affix into another affix that improves any of his wizard skills:
    if he decides to "improve" blizzard he can choose the way to "upgrade" it: more damage, more duration or less Arcane Power cost (this is just a hypothetical example - Diablo could maintain the same "upgrades" that there are now on the live game so the blizzard spell will maintain have the only affix it has that is "increase duration" affix).
    The number "3" indicates the "potency" of the "upgrade": for example if the player decides to reduce the arcane power cost of the spell he could get a reduction of 5 or 6. If that "potency" was less than "3" the arcane power reduction would have been 3 or 4 with "potency 2" and 1 or 2 with "potency 1".

    POWERS - SUBDIVISION

    As I've already explained, the powers will replace skill affixes.

    Let's see their subdivision then:

    Specific Powers
    • Wizard: Magic Power
    • Replaces affixes like: "Increases Critical Hit Chance of Energy Twister by X%", "Increases Magic Missile Damage by X%" etc.
    • Monk: Spiritual Power
    • Replaces affixes like: "Increases Critical Hit Chance of Wave of Light by X%", "Reduces resource cost of Lashing Tail Kick by X Spirit" etc.
    • Barbarian: Mighty Power
    • Replaces affixes like: "Increases Critical Hit Chance of Revenge by X%", "Reduces resource cost of Weapon Throw by X Fury" etc.
    • Demon Hunter: Dark Power
    • Replaces affixes like: "Reduces resource cost of Cluster Arrow by X Hatred", "Increases Critical Hit Chance of Multishot by X%" etc.
    • Witch Doctor: Tribal Power
    • Replaces affixes like: "Reduces cooldown of Wall of Zombies by Xseconds", "Increases Corpse Spiders Damage by X%" etc.
    General Power
    • Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor: Nephalem Power
    Example: if the player drops an item with "+X Dark Power" he can replace that power with an affix that can improve a Demon hunter's skill, if he drops an item with "+X Tribal Power" he can replace the power with an affix that improves a With Doctor's skill and so on. If the player drops an item with "+X Nephalem Power" instead he can replace that power with an affix that improves any class' skill.

    POWERS - ENCHANTMENT

    As I wrote above, if the player wants to use the powers of an item he has to ask the help of the mystic who will enchant that item with a skill-affix chose by the player.

    Let's have a look on the first image:



    The player will now place the item into the slot:





    As you can see from the tooltip the wand has the affix "+3 Magic Power".

    This will allow the player to enchant the wand with affixes that improves the wizard's spells.

    Let's see other images to explain how that "+3" works:







    Notice how the different affixes requires different "quantities" of Magic Power and how the different affixes have also different ranges of damage.
    In the last image you can see that there can be rare and legendary enchantments.

    Enchanted items can be traded to a condition (more on this later) but I would like the recipes couldn't, at least legendary ones.
    This is because I'd like the game to less be "AH-dependant" and more focused on the real gameplay.
    However I can accept that every recipe can be traded but as I've just written I'd like not.

    So let's have a look on the last two enchantments (Monk's ones):





    In this last image don't look at numbers (they're just an example) but look at that "Limit: Unique".

    What does that mean?
    It means that even if the player can enchant an infinite number of items with that affix he can only equip one item with that affix!
    This is to avoid an abuse of legendary enchantments (this limit may be found also on non-legendary enchantments and that limit may be superior to 1 - for example there might be an item with "Limit: 2" which means that the player can equip two items with that affix.)

    Note n°1: in these images I divided the affixes in the following way (only demonstrative):

    - intensified: it means that this affix will increase the damage of the skill
    - virtuous: it means that this affix will decrease the resource cost of the skill
    - rapid: it means that this affix will decrease the cooldown of the skill
    - focused: it means that this affix will inecrease the critical strike chance of the skill

    "Minor, "normal" (without anything), Superior" is refered to the "power" of the affix based on the "quantity of potency" needed to enchant that affix on the item.

    Note n°2: I thought that the maximum "potency" a player could find on an item was "3" and that he could use the Power only once per item without considering the quantity of potency used by the enchantment.
    However I think that it would be nice to also have the possibility to enchant different affixes that requires different quantity of potency:
    for example the player could enchant "Minor Intesified Ray of Frost" (requires 1 potency) and "Virtuous Blizzard" (requires 2 potency) on an item with "+3 Magic Power" because the sum of both potencies is 3.
    However this doesn't allow the player to enchant a "same-family" affix multiple times: for example the player cannot enchant "Minor Intensified Ray of Frost" three times or "Minor Intensified Ray of Frost" and "Intensified Ray of Frost" on a same item but if he wants he can enchant "Minor Intensified Ray of Frost", "Minor Virtuous Ray of Frost" and "Minor Focused Ray of Frost" on a same item.



    The player has decided to enchant the wand with "Superior Intensified Ray of Frost" and:



    POWERS - SET ENCHANTMENT

    Have you ever wondered why the fourth set bonus of Inna's Grandeur reduces the spirit cost of Sweeping Wind and not another ability?
    What if I don't use Sweeping Wind and I've got the full set?
    Have I a set bonus "wasted"?

    Personally I wondered this many times.

    Why did they put such limit to the player's customization? Why didn't they give a way to let the player decide which bonus to have?

    Well.. my idea solves this problem:







    Set-bonus-enchantment recipes are different from the others:

    they have only one level (minor and superior are gone) of potency and a fixed value: in this last image you can see that Intensified Lashing Tail Kick has only one "potency level" and that the damage is a fixed numer (20%) and not a range of values.

    This is to avoid having different values on different pieces of the set.

    Note

    Option n°1: enchanted set-bonuses on the different pieces of the set can be different from each other but they will activate only if those enchants are the same: for example the player needs 4 pieces of Inna's set with all 4 of them with the affix "Increases Lashing Tail Kick damage by X%" to activate the bonus. If only one of those pieces has another affix the bonus won't activate.

    Option n°2: enchanted set-bonuses on the different pieces of the set can activate even if the various affixes are different from each other: the player can enchant "Intensified Lashing Tail Kick" on the Inna's chest, on the other three pieces he can enchant whatever he wants and the fourth bonus set will activate anyway (in this case, the enchanted-bonus values must be lower than the ones of Option n°1).
    With this option the problem of "having different values on different pieces of the set" won't exist anymore so the enchantments could maintain their "potency level" (minor, normal, superior) and their value range.


    Set enchantment could be spread to all other sets as well:
    for example the Tal Rasha fourth bonus set could have Magic Power, Zunimassa could have Tribal Power etc.

    Let's see the final effect:



    POWERS - DISENCHANTMENT

    With the disenchantment the player can remove enchants on items and on set bonuses.

    This operation allows the player to:

    1 - sell and trade previously-enchanted items (an item must be disenchanted to be sellable/tradable)

    2 - reroll the enchanted affixes if their values don't satisfy the player

    What do we obtain with this operation?

    We will have a great gold sink because if the player decides to sell or trade his enchanted items he has first to disenchant them by paying the mystic.
    In addition the player can reroll the affix values until he is satisfied and this operation helps to remove gold and materials from the game (maybe the "reroll operation" cost could increase every time the player decides to do it).

    Another thing that we obtain is the fact that the player will not be "boosted" by other players. Why?
    Because if a player decides to have a certain type on enchantment on an item but he doesn't have the recipe he cannot buy that recipe in the Auction House and he must farm for it.
    This will happen only in the case of non-tradable enchantment recipes (I wrote about this earlier).

    Here's the UI for the disenchantment:



    POWERS - NEPHALEM POWER

    The Nephalem Power is the affix that gives the player the most freedom in choosing what enchants he wants to do on an item.

    I think that a good solution for the "+X Nephalem Power" affix is to make it able to roll only on legendary items but I must admit that giving that possibility to rare items as well would be cool too.

    POWERS - ADDITIONAL SUBDIVISIONS

    I believe that many of you think that with this suggestion it's going to be too easy to have what the player desires so I thought of additional power subdivisions:

    Class Specific Powers
    • Abilities
      • Wizard
        • Primary Magic Power: it can enchant only wizard's primary skills
        • Secondary Magic Power: it can enchant only wizard's secondary skills
        • Defensive Magic Power: it can enchant only wizard's defensive skills
        • Forced Magic Power: it can enchant only wizard's force skills
        • Conjured Magic Power: it can enchant only wizard's conjuration skills
        • Mastered Magic Power: it can enchant only wizard's mastery skills
        • Magic Power: it can enchant all wizard's skills
      • Monk
        • Primary Spiritual Power: it can enchant only monk's primary skills
        • Secondary Spiritual Power: it can enchant only monk's secondary skills
        • Defensive Spiritual Power: it can enchant only monk's defensive skills
        • Technical Spiritual Power: it can enchant only monk's techniques skills
        • ... and so on ...
    • Runes
      • Wizard
        • Runic Primary Magic Power: it can enchant only wizard's primary skill runes
        • Runic Secondary Magic Power: it can enchant only wizard's secondary skill runes
        • Runic Defensive Magic Power: it can enchant only wizard's defensive skill runes
        • Runic Forced Magic Power: it can enchant only wizard's force skill runes
        • Runic Conjured Magic Power: it can enchant only wizard's conjuration skill runes
        • Runic Mastered Magic Power: it can enchant only wizard's mastery skill runes
        • Runic Magic Power: it can enchant all wizard's runes
      • Monk
        • Runic Primary Spiritual Power: it can enchant only monk's primary skill runes
        • Runic Secondary Spiritual Power: it can enchant only monk's secondary skill runes
        • Runic Defensive Spiritual Power: it can enchant only monk's defensive skill runes
        • Runic Technical Spiritual Power: it can enchant only monk's techniques skill runes
        • ... and so on ...
    Generic Powers
    • Abilities
      • Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor
        • Soothed Nephalem Power: it can enchant every class' skills
    • Runes
      • Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor
        • Runic Nephalem Power: it can enchant every class' runes
    • Abilities and Runes
      • Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor
        • Nephalem Power: it can enchant every class' skills and runes
    Maybe this subdivision is a bit too much (just cut the "runic-power affixes" subdivision to dramatically reduce the number of "power-affixes" in the game - this can be easily done since at the moment there aren't any affixes that influence runes) but i think that this additional subdivision adds much much more variety and difficulty to get what a player wants.

    Q&A

    Let's pretend that the devs won't add any new "skill-upgrade-affix" and that they will maintain only the current ones like you wrote earlier. In this case your idea will just make the life easier for a player to get the "perfect" item.
    For example currently in the game if the player wants to increase Cleave damage he has to look for items that have that affix and that affix is rolled among many others of the same "type" like "increases Frenzy damage", "reduces fury cost of Rend" etc. instead with your suggestion the player would have just to look for items with "+X Mighty Power" or "+X Nephalem Power" and this will make just the life easier and it won't help customization. What do you think?


    Well.. it's true.
    But at least the player would have the chance to change a skill-affix into another one without the need to change any piece of gear.
    I don't know if I'm wrong but don't you think that this will help customization by giving the player more freedom for "build-experimentation"?

    Doesn't this idea make the game even harder to balance? Mostly if they will decide to introduce new "skill-affixes".

    This is also true.
    While this suggestion is focused to give the devs also (and not only) a base inspiration for the introduction of new "skill-affixes", I'm not against the non-implementation of them but first of all I think that the game must be balanced and then my idea could help the implementation of new skill-affixes.

    What about using a similar idea for Crowd Control effects such as "fear on hit", "blind on hit" etc?
    For example the devs could replace those affixes with an unique affix "Control Power" that will allow the player to enchant the item with whatever he wants ("similar" effects like stun/freeze should be revised of course because they do almost the same thing)


    This could be a great idea but I don't want to expose myself too much :D
    I'd like to see what the community has to say about this.

    If I have the possibility to replace a specific value of a legendary item it would make a dropped legendary with that value capped useless.
    In fact at the moment if I find a Visage of Giyua with the following magic properties: "Reduces cooldown of Summon Zombie Dogs by 9 seconds. (Witch Doctor Only)" (and maybe also 6% chance to critical hit) I would be rich.
    With your idea I could find that legendary with just "tribal power" and I could just reroll the value over and over again until I'm satisfied with it.
    These type of without-risk operations give too much power to the player at the expense of only a bunch of gold (gold sink) and this would destroy the "market" that "works" around the items randomization.


    Nice statement. This is actually true.
    A solution could be this:
    a rolled valued of an affix on the first enchantment is maintained and "saved" into the item, so even if the player disenchants and then re-enchants the same affix the value will remain the same of the previous enchant.

    Example:
    if the player enchants "superior intensified ray of frost" and the value rolls at "27%", that value will remain "27%" even if he decides to disenchant the item and re-enchant "superior intensified ray of frost" because let's say that that value is "bound" to the item and to the account.
    This will allow to maintain a high level of customization while also maintain the randomization that characterizes Diablo 3.

    Once the player decides to disenchant the item there could a message (like the one that you get when you want to salvage a legendary item) that warns the player that if he decides to re-enchant the same enchant that was previously enchanted he will get the same value as before.

    Lastly if the player decides to sell or trade that item and the buyer decides to enchant "superior intensified ray of frost" too the item will roll a value that might differ from "27%" because it lost the "bound" to the previous owner which didn't allow it to roll a different value.

    I think you should remove the 'disenchant' option as there needs to be a 'top tier gear sink' which is currently lacking in D3.
    I think that if you decide to keep the item and enchant it, it become BOA and can only be salvaged/vendored after that.
    Imagine if you find a BIS legendary item and then it also has +3 Nephalem Power - it would be worth soooo much. but as soon as the first person chooses to enchant it it becomes BOA and is taken out of the economy.
    What do you think?

    It's a nice idea to make the items Bind on Account (I'm not against BoA items) but I know that many people doesn't like them and that's why I prefered to not go into that direction.

    That's all guys!
    I hope my english didn't make you want to crash your monitor ahah :)

    TLDR version just down here.

    TLDR VERSION

    Replace all affixes like "increase Frenzy damage", "increase Fist of Thunder damage", "reduce the arcane power cost of Disintegrate", "reduce the cooldown of wall of zombies" etc. with:

    - Magic Power (for wizards)
    - Mighty Power (for barbarians)
    - Spiritual Power (for monks)
    - Dark Power (for demon hunters)
    - Tribal Power (for witch doctors)
    - Nephalem Power (for everyone)

    Those powers can be replaced with new affixes that improves the skills but if the player wants to do it he needs the help of the mystic that can enchant those affixes into an item by removing the "powers".
    Every power can have a different amount of "potency" and that potency determines the "power" of the enchanted affix. Potency can be 3 at max.
    If the player wants to sell/trade the enchanted item he has to disenchant it first and this operation will also allow the player to "re-enchant" the item with the same or a different affix.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on [Suggestion]: The Mystic [Pt. 1] - Seals
    OMG! First page on Diablofans... I'm gonna cry ç_ç

    Thanks everyone!!!
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Edriel's Suggestion Topics, Blue Posts, What's Your Favorite Diablo III Easter Egg?
    OMG!

    I can't believe my suggestions are on the first page of Diablofans! O_O

    Thanks so much everyone and thanks overneathe!

    I don't know what to say.. really..
    Posted in: News & Announcements
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