The first part of Ask the Devs is here!
Originally Posted by (Blue Tracker / Official Forums)
- Wyatt Cheng, Senior Technical Game Designer
- Travis Day, Game Designer
- Don Vu, Associate Game Designer
Q. Will all legendaries found on Inferno roll level 63 base stat values (armor and dps values) and level 63 "non-base" (affixes) stat values?
- Zoth#2543 (Americas [English]), Koric#1513 (Americas [English]), Hardhat#2565 (Europe [German]), sergeix #2204 (Europe [Spanish])
Travis: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster's level. Right now, Rares don't work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.
Q. "Love Leoric's Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric's Signet, let's go farm Inferno and get a level 63 version of the ring!"
Does this mean that every set and legendary item will have a chance of dropping in Inferno?
- Rowechelon#1918 (Americas [English])
Travis: Yes, Legendary and Set items will be valid drops from monsters at whatever point in the level range they are first introduced.
I have seen some people speculate over whether or not this means the experience bonus on Leoric's Signet will increase, and the answer to that specific question is "yes," but how each bonus on a Legendary or Set items scales will ultimately depend on the bonus itself. Some bonuses (such as the +EXP bonus on Leoric’s Signet) scale equally well from level 1 to level 60. On the other hand, some bonuses like procs that generate pets, or procs that deal damage effects, don’t always scale well as you get to the higher levels, but those will be changed wherever possible to scale with the level that they drop at.
Ultimately, we want to make sure the things that make Legendary and set items interesting continue to make them interesting at the end game, and in some cases they already do, so we just need to fix the other stats on the item.
Q. Will there any way for the players to have some control over the item stats. Such as implementing the mystic?
- Malkieri#1456 (Americas [English]), oraulo#2320 (Europe [German]), Goudru #1130 (Europe [French]), Djinn #2133 (Europe [French]), Blaine #2750 (Europe [Italian])
Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet.
To give you an idea of what direction we're heading toward, though, here are just a few ideas that we're considering right now:
- The ability to change a portion of a particular stat on an item to another stat of your choice
- The ability to augment an existing item with a stat bonus of your choice
- The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7
- We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems
As far as the Mystic goes, she's a cunning lady. I’m sure we haven't seen the last of her.
Q. Where is my add socket?
- TwoCoins#1776 (enUS), Graupel#2865 (Europe [English])
Wyatt: When the game was in development, we actually the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.
With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore. Additionally, there’s something to be said for feeling more invested in an item—taking steps to improve an item increases your emotional bond with that it, which is something we could definitely do better at.
So, to answer your question, it’s something that’s definitely on the table for the future, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III.
Q. Will there be new craft-able items added in the future? I'm thinking weapons and/or legendary items...
- Cee#2572 (Europe [English]), Kiwi #2165 (Europe [Polish])
Wyatt: It’s hard to say for sure, but I don’t see any reason why not. As we revisit items in general, we’ll be looking at how crafting fits into the big picture, and it’s certainly possible that we’ll add more recipes at that time.
Q. So you have a plan to reduce the number of dropping items but increasing their quality. This will result in a smaller amount of items that can be salvaged into crafting materials for the Blaksmith, With this in mind – do you plan balance the amount of crafting materials gained from salvaging against the material requirements of blacksmith’s formulas?
- Agetriu #2991(Europe [Polish])
Don: Yes, we plan to take all of our future changes into consideration when balancing the amount of reagents needed for crafting recipes. We haven't decided on a number to reduce the number of drops by yet, so we can't go into specifics on how or if existing and future crafting recipes are going to change.
Along those same lines, we’ll also be looking at the cost at which items sell back to vendors, since the reducing the drop rate of items can/will impact a player's revenue of gold.
To be continued in part 2. . .

Comments
#1 Foensh
Zealot
Posted 20 March 2013 - 11:01 PM
Feels like Blizzard is postponing the release of patch 1.0.8
#2 overneathe
The Fanboy
Posted 20 March 2013 - 11:22 PM
#3 Vulmio
Zealot
Posted 20 March 2013 - 11:37 PM
#4 Zeyk23
Sexton
Posted 20 March 2013 - 11:51 PM
#5 Zaden
Zakarumite
Posted 20 March 2013 - 11:52 PM
Some kind of quest line or something similar to the hellfire ring stuff where you have to get a plan and collect certain items and then take them to the blacksmith to get a socket added to your weapon. Give the ability to only do it once per difficulty per character or something like that. So there is an option to add a socket to that nice weapon you found that could be a lot better with a socket, but you have to decide carefully on what you want to use that socket on.
#6 overneathe
The Fanboy
Posted 21 March 2013 - 12:07 AM
Some kind of quest line or something similar to the hellfire ring stuff where you have to get a plan and collect certain items and then take them to the blacksmith to get a socket added to your weapon. Give the ability to only do it once per difficulty per character or something like that. So there is an option to add a socket to that nice weapon you found that could be a lot better with a socket, but you have to decide carefully on what you want to use that socket on.
And when you use it and find an upgrade the next day your curse yourself, or the other extreme where you never use it even though you've had a semi-good weapon for 600 hours of gameplay now. Bad design.
#7 Zeyk23
Sexton
Posted 21 March 2013 - 12:18 AM
The best solution is to leave sockets like they are today, and allow you to "socket" your gear using an affix rerolling mechanism like they've discussed.
#8 Vorvonox
Faithful
Posted 21 March 2013 - 01:05 AM
#9 overneathe
The Fanboy
Posted 21 March 2013 - 02:06 AM
Blizzard have been taking ideas for all their games from all competition, always. Just like there are dozens of clones to all their games in the past 15 years.
Which one do you refer to though?
#10 Kanio
Zealot
Posted 21 March 2013 - 02:24 AM
Kaiera DH p100 / 340k unbuffed dps
#11 Dhaern
Advanced Member
Posted 21 March 2013 - 03:08 AM
#12 theecheshirekat
Zealot
Posted 21 March 2013 - 03:16 AM
#13 Vulmio
Zealot
Posted 21 March 2013 - 04:19 AM
#14 Mastodon
Cantor
Posted 21 March 2013 - 04:22 AM
#15 Mastodon
Cantor
Posted 21 March 2013 - 04:24 AM
[quote name='Vorvonox' timestamp='1363827944' post='1145402']
It begins, blizzard taking ideas from path of exile[/quote]
Yeah because Path of Exile have 100% own ideas, not even looked at any other game ever made.
[/quote]
#16 EleSaturate
Zealot
Posted 21 March 2013 - 07:29 AM
This needs to happen.
"Fear is the mind killer. Fear is the small death that brings total obliteration."
#17 sergeix
Zakarumite
Posted 21 March 2013 - 08:40 AM
"[color=#A99877][font=Arial, sans-serif][background=rgb(18, 17, 15)]Hola, me gustaria saber si las armas van a continuar mostrando numeros en objetos de ilvl 63 como 120 DPS. No os parece un poco fuera de lugar en un juego en el que todo el daño esta basado en el DPS del arma?[/background][/font][/color]
[i][color=#A99877][font=Arial, sans-serif][size=4][background=rgb(18, 17, 15)]No seria mejor que el daño escalara con el ilvl del objeto por ejemplo: arma 1 mano ilvl63 minimo 750 DPS o arma de 2 manos ilvl63 minimo 1050 DP[/background][/size][/font][/color][/i][i][color=#A99877][font=Arial, sans-serif][size=4][background=rgb(18, 17, 15)]Hi, [/background][/size][/font][/color][/i]
[i][color=#A99877][font=Arial, sans-serif][size=4][background=rgb(18, 17, 15)]I would Like to know if the weapons DPS will continue showing numbers in ILV63 objects like 120 DPS on one handed weapons. It won´t be better if the Ilv63 objects would have a minimum DPS of i.e. 1HW=750 minimum DPS or 2HW=1050 minimum DPS.?[/background][/size][/font][/color][/i]
[b]Travis[/b][color=#33A7FF][font=Verdana, Geneva, Tahoma, sans-serif][size=3][background=rgb(19, 24, 30)]: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster's level. Right now, Rares don't work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.[/background][/size][/font][/color]
#18 Foensh
Zealot
Posted 21 March 2013 - 09:15 AM
Are you saying there's a release date for 1.0.8?
[/quote]
What I meant was that if they plan to answer the questions in several weeks instead of all at once, it might take our minds off the next patch release a little while longer. So there is less "quiet-time" from Blizzard (hope u understand my English)
#19 Bagstone
Hierophant
Posted 21 March 2013 - 09:16 AM
[color=#33A7FF][font=Verdana, Geneva, Tahoma, sans-serif][size=3][background=rgb(19, 24, 30)]We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems.[/background][/size][/font][/color]
This needs to happen.
[/quote]
Nope, this would not be a good thing at all. 3 sockets for chest and 1 socket for weapon are already mandatory. Introducing more sockets and more awesome gems will just make it more mandatory and just another "must have thing" on an item. If it's something like Ice Climbers or Tasker and Theos, were sockets are optional, it's fine, but any weapon/pants/chest without (max) socket is useless. We need more choice, and less *mandatory* additional stats.
Questions about wizard gear? Helpful tools? Common wizard builds? What gear for my follower? And what is a black weapon?
Answers to these and many other questions in the Wizard Gear Guide.
#20 Slayardarklaws
Zealot
Posted 21 March 2013 - 10:14 AM
It really feels like bs.
All this " it would be a choir thing, you'd have to add a socket to your item each time you find an upgrade".
Well I would believe it if I found upgrades in the first place. An event so rare with the actual state of itemisation, that I don't see how being able to add a socket would tarnish it. I'll gladly put up with it. Without it, there are too big a portion of items that are useless. Especialy weapons.
Between finding items that needs to be improved to be usable, and finding useless ones...
Second, they talk about it like " when a player finds an upgrade, he can equip it right away and go on with his farming. But if he had to add a socket..." well i'm sorry but it's wishfull thinking. Whenever I find an upgrade, most of the time, I must go back to town to proceed to adjustements, exchange pieces of stuff, change gems elsewhere, etc...
So all this " Players woudn't be able to equip it right away and would feel compelled to add a socket" is wishfull thinking. Itemisation is allready designed in a way that forces you to go back to town and tinker with your stuff each time you find an upgrade. Adding sockets wouldn't change anything to that fact. It wouldn't be less or more of pain than now, except, it would give more choice, make most items less depressing to find, and it would be fun.