1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.
3. Make only clan members and friends who were your friend when you got the item (from a drop) people you can trade with (makes it so random people can't trade).
This makes trading closed to your social circle, encouraging you to have more friends and stay with an active clan. It transforms it from a total single player to a nice coop experience that is immune (or maybe not, open to constructive criticism) to hacking or botting or whatever.
Nephalem Rifts
Make rift keystones of varying rarity (normal, magic, rare, legendary) where:
a. The rarer it is, the higher the density, and a density percent mod will appear on the keystone tooltip
b. Legendaries aren't necessarily higher density, they have really cool, predetermined layouts, mobs, and perhaps semi-guaranteed treasure (i.e. Stomach of the Flame Giant Keystone: gives a horadric cache with a bunch of fire items/legendaries)
c. Craft keystone at the jeweler (give him a use, they're kind of gems) where:
i. Legendaries will need whites as a base (just like leg crafting now in ros), and other rare and unique crafting materials per cool map design (à la pony level staff)
ii. You can combine 2 (or 3) whites for a blue, 2-3 blues for a yellow
iii. You can re-roll the density on the keystone for mat costs (gold, blood shards, anything really)
d. Let legendaries (or maybe rares too) give you 1-4 (or however many is a good number) allies (sometimes, kind of rare) that can be things like golems, knights, angels, etc.
Overall, this would shale up the rifts EVEN MORE. The ally idea is a lot of content/ assets for the devs to add, but the rarity thing is not very hard at all, especially if you remove the legendary idea.
Paragon
1. Make the earlier levels slower (1-80), make the mid levels faster (81-300).
2. Make another skill tab that lets you improve you currently equipped active and passive skills.
3. Add these things to whichever tab deemed fit:
a. Each different type of elemental skill damage
b. Thorns
c. Life Regen
d. LoH
e. Projectile Speed/Range
f. Splash Damage
g. increased duration of your cc effects
h. etc. <comment cool stats
These are some changes that would make a difference. Maybe not awesome ideas, but the skill upgrading would be cool. Although there could be a problem with the constant respec issue.
1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.
1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.
What am I missing here?
Well I guess it was just so that you can't go crazy with trading. It could cost like 2 blood shards to trade, just so it has some sort of limit. Perhaps that's not necessary.
The gold however should be BoA since it's hard and would be a complicated tooltip for the gold to only be tradeable to friends that were friends when the gold dropped. But the trading of gold would cause a lot of gold botting, so probably just keeping it as a solo limit should be fine, imo.
Great ideas! I love each of them, please post them on the Bnet forums.
Trading: Adding a trading currency into the game would be brilliant. I still think the whole 2 hour thing should exist, meaning you can freely trade with party members during that time. But when the timer runs out, then you'll need to trade with bloodshards.
Nephalem Rifts: The very concept of rift rarity seem incredibly enticing. Higher rarities should not only open up more item drop potential, but also add new and interesting forms of rifts (i.e. monsters and layouts) that are only accessible in certain rarities. It will keep rifts fresh and exciting, while giving Blizzard extra rarity options to add in with future updates.
Paragon Levels: I totally agree. The options you can spend points on are far too few, and you can even max everything, except for your core stats of course. Sure its only possible at level 800, but it's still attainable, which removes some of its charm. They really need to add some exciting stats like elemental damage, thorns, splash damage and even potion cooldowns. That way you'll have more options and it will take a lot more levels to even out your points.
I really like your idea for Keystone quality and Skill augmentation with points.
Those suggestions remind me of PoE and as much i'd like Diablo 3 to remain its own game, GGG has some great features about end game maps with different properties and skill customization.
I hope something similar to your ideas will see the light in the future.
- It feels like variety for the sake of variety. One type of rift that is suitably rare and provides a reward that makes diverting your normal game to complete is better than deciding whether or not a "low quality" rift will be worth it or not.
- Rifts that aren't random is a non-starter. One of the main goals of the rifts is to provide a completely random experience. Static stuff is better served as an event in the bounty system.
- Crafting or modifying rift keystones with existing rare mats (like pieces of the pony staff, for example), to lean a rift in a certain direction (maybe it's fiery or cold themed) could be neat.
I kinda like the idea, but we need to take into account that in a couple days the more hardcore streamers were already looking at 1k~ blood shards. So how do you balance that?
I mean, any feature of the game that is based off a currency that depends solely on play-time is going to have the side effect of being both pointless for those players, extremely restricting to any more casual player (to the point where he will only be trade once a week? or month?) and only mildly rewarding (imho at least) for anyone in between.
I feel the socket is such a wasted commodity in Diablo 3, and it looks like very little is being done to expand on this.
I counted some 4-5 dozen modifiers for sockets in Diablo 2, and one of those (jewels) was dynamic and random, some of them even Unique. Now that we have a new gem....that's 5.
Five.....what a short-sell of this great utility we know as the socket. I'm not sure why the obvious hesitation to expand on this aspect?
Five.....what a short-sell of this great utility we know as the socket. I'm not sure why the obvious hesitation to expand on this aspect?
The unique socketables (like eyes and such) from D2 would work really well in D3. If the add more socketables, they might be forced to make the stash bigger
+1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..
As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
Normal = 1 affix
Magic = 2 affixes
Rare = 3 affixes
Legendary = 4-6 affixes
These affixes could be enchant-able in the same way we can enchant items:
Select an affix.
Pay the cost.
Choose from 3 random affixes to replace it with.
The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
Examples:
Monsters have 1-99% Resistance to Fire and Frost damage.
Monsters have 1-99% Reflect to Lightning and Poison damage.
Monsters gain 1-99% Movement speed and are immune to Stun.
+1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..
As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
Normal = 1 affix
Magic = 2 affixes
Rare = 3 affixes
Legendary = 4-6 affixes
These affixes could be enchant-able in the same way we can enchant items:
Select an affix.
Pay the cost.
Choose from 3 random affixes to replace it with.
The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
Examples:
Monsters have 1-99% Resistance to Fire and Frost damage.
Monsters have 1-99% Reflect to Lightning and Poison damage.
Monsters gain 1-99% Movement speed and are immune to Stun.
Your Chest armor's stats are reduced by 1-99%.
Your Emeralds' effectiveness are reduced by 1-99%
etc.
I feel like that makes them much too identical to poe's map system. Although my suggestion also approaches it to poe's system, there is variation in that it is only density=rarity=reward.
The density has many passive boosts to difficulty beyond just overall taking more dmg. There can be more types of monsters together that synergize and such. We still want d3 ros to be different, just that maybe something to farm for and say "yes! a double density rift key!"
That's just my opinion, obviously it's just a personal thing.
So wait if you could only trade an item vs shards, and the shards were boa dropped from mobs, and you can only trade with random strangers... Problem solved?
Besides the trading with friends and party members.
So wait if you could only trade an item vs shards, and the shards were boa dropped from mobs, and you can only trade with random strangers... Problem solved?
No you don't give the other players shards, they are just a cost that dissapear when you trade (go to blizzard in the theoretical sense). Perhaps that's not even necessary.
+1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..
As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
Normal = 1 affix
Magic = 2 affixes
Rare = 3 affixes
Legendary = 4-6 affixes
These affixes could be enchant-able in the same way we can enchant items:
Select an affix.
Pay the cost.
Choose from 3 random affixes to replace it with.
The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
Examples:
Monsters have 1-99% Resistance to Fire and Frost damage.
Monsters have 1-99% Reflect to Lightning and Poison damage.
Monsters gain 1-99% Movement speed and are immune to Stun.
Your Chest armor's stats are reduced by 1-99%.
Your Emeralds' effectiveness are reduced by 1-99%
etc.
I feel like that makes them much too identical to poe's map system. Although my suggestion also approaches it to poe's system, there is variation in that it is only density=rarity=reward.
The density has many passive boosts to difficulty beyond just overall taking more dmg. There can be more types of monsters together that synergize and such. We still want d3 ros to be different, just that maybe something to farm for and say "yes! a double density rift key!"
That's just my opinion, obviously it's just a personal thing.
Ya, I understand what you're saying about PoE. I want Diablo to be its own game too. But I think Riftscould use something random that motivates us to use different skills and items. It just seems so perfect to have some Rifts capable of nullifying (or resisting) specific skills. I'd love the idea of coming up with a builds (Skills+Items) for EACH Rift I want to enter. I don't want to just jump from one to the next with my most optimal build.
Adding a cost to trading whose availability depends on player power is exactly the sort of positive feedback loop that caused the distribution of AH prices to skew so wildly. However, trade-throttling is vital... unfettered in-clan trading will only encourage crap like "join our clan, pay us $$, and we'll farm a pile of upgrades for you". Prevent all trading until someone's been in a clan for, say, a week, and then only let people receive one item per day thereafter maybe?
I also think that no trading system will work unless items become BoA on receipt. This would completely kill the meta-game aspects of trading... arbitrage, sniping, currency-hoarding. It would also keep items valuable by not creating an increasingly huge pool of tradeable items.
3. Make only clan members and friends who were your friend when you got the item (from a drop) people you can trade with (makes it so random people can't trade).
This I really like. Makes more clans interactive with each other, because how many times have you been in a guild/clan where nobody says anything?. Think this will help people communicate more. And trade with friends is pretty self explanatory. But this could also create the problem that you need to add allot of people that you don't know just to trade with them.
Not really since, it would only be people who were friends with you at the time when the item dropped (or was crafted or watever). And still, only 100 ppl and you're not sure who is actually good for it or not (the trading), so it makes things limited to a reasonable degree of ppl you know (or have played with before).
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1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.
3. Make only clan members and friends who were your friend when you got the item (from a drop) people you can trade with (makes it so random people can't trade).
This makes trading closed to your social circle, encouraging you to have more friends and stay with an active clan. It transforms it from a total single player to a nice coop experience that is immune (or maybe not, open to constructive criticism) to hacking or botting or whatever.
Nephalem Rifts
Make rift keystones of varying rarity (normal, magic, rare, legendary) where:
Overall, this would shale up the rifts EVEN MORE. The ally idea is a lot of content/ assets for the devs to add, but the rarity thing is not very hard at all, especially if you remove the legendary idea.
Paragon
1. Make the earlier levels slower (1-80), make the mid levels faster (81-300).
2. Make another skill tab that lets you improve you currently equipped active and passive skills.
3. Add these things to whichever tab deemed fit:
These are some changes that would make a difference. Maybe not awesome ideas, but the skill upgrading would be cool. Although there could be a problem with the constant respec issue.
Notes
I'll update it with edits, but that's all for now
What am I missing here?
The gold however should be BoA since it's hard and would be a complicated tooltip for the gold to only be tradeable to friends that were friends when the gold dropped. But the trading of gold would cause a lot of gold botting, so probably just keeping it as a solo limit should be fine, imo.
Trading: Adding a trading currency into the game would be brilliant. I still think the whole 2 hour thing should exist, meaning you can freely trade with party members during that time. But when the timer runs out, then you'll need to trade with bloodshards.
Nephalem Rifts: The very concept of rift rarity seem incredibly enticing. Higher rarities should not only open up more item drop potential, but also add new and interesting forms of rifts (i.e. monsters and layouts) that are only accessible in certain rarities. It will keep rifts fresh and exciting, while giving Blizzard extra rarity options to add in with future updates.
Paragon Levels: I totally agree. The options you can spend points on are far too few, and you can even max everything, except for your core stats of course. Sure its only possible at level 800, but it's still attainable, which removes some of its charm. They really need to add some exciting stats like elemental damage, thorns, splash damage and even potion cooldowns. That way you'll have more options and it will take a lot more levels to even out your points.
Those suggestions remind me of PoE and as much i'd like Diablo 3 to remain its own game, GGG has some great features about end game maps with different properties and skill customization.
I hope something similar to your ideas will see the light in the future.
On different quality keystones:
- It feels like variety for the sake of variety. One type of rift that is suitably rare and provides a reward that makes diverting your normal game to complete is better than deciding whether or not a "low quality" rift will be worth it or not.
- Rifts that aren't random is a non-starter. One of the main goals of the rifts is to provide a completely random experience. Static stuff is better served as an event in the bounty system.
- Crafting or modifying rift keystones with existing rare mats (like pieces of the pony staff, for example), to lean a rift in a certain direction (maybe it's fiery or cold themed) could be neat.
Right, I don't know how I misread that.
I mean, any feature of the game that is based off a currency that depends solely on play-time is going to have the side effect of being both pointless for those players, extremely restricting to any more casual player (to the point where he will only be trade once a week? or month?) and only mildly rewarding (imho at least) for anyone in between.
I counted some 4-5 dozen modifiers for sockets in Diablo 2, and one of those (jewels) was dynamic and random, some of them even Unique. Now that we have a new gem....that's 5.
Five.....what a short-sell of this great utility we know as the socket. I'm not sure why the obvious hesitation to expand on this aspect?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
Examples:
The density has many passive boosts to difficulty beyond just overall taking more dmg. There can be more types of monsters together that synergize and such. We still want d3 ros to be different, just that maybe something to farm for and say "yes! a double density rift key!"
That's just my opinion, obviously it's just a personal thing.
Besides the trading with friends and party members.
Nice suggestions btw
Ya, I understand what you're saying about PoE. I want Diablo to be its own game too. But I think Riftscould use something random that motivates us to use different skills and items. It just seems so perfect to have some Rifts capable of nullifying (or resisting) specific skills. I'd love the idea of coming up with a builds (Skills+Items) for EACH Rift I want to enter. I don't want to just jump from one to the next with my most optimal build.
I also think that no trading system will work unless items become BoA on receipt. This would completely kill the meta-game aspects of trading... arbitrage, sniping, currency-hoarding. It would also keep items valuable by not creating an increasingly huge pool of tradeable items.