Just seems like people are trying to make gearing up easier. I personally don't have the best gear and enjoy the hunt. I think that this should only be activated if the character you are playing has completed Inferno.
I definitely don't like all of the proposed affixes, but in general it's a pretty fun idea.
I would also suggest that these would have to be random based on time and not # of elites (1 every 45 minutes, not 1 every 20 elites) because that would almost certainly push people back to Act 1, again.
Since it's summer time, I'm spending nearly all of my time playing this game and in my spare times I post on diablo3.com forums and diablofans forums to tell my ideas to somewhat "save" this game. All of my posts were to change existing game mechanics(buff or nerf) or bug reports. But what these guys did here is more than that. I want to thank to every single person who shared their ideas in this project. Overall game balance is more important but this game needs to be more enjoyable and a little more rewarding to the ones who spent the effort at the same time. I have to say I couldn't read all those threads one by one(which makes me amazed that how many people shared ideas in those threads). In this thread, there are some problems for me;
1. Give an extra negative affix to the packs affected by a positive affix: Depends on what will be the negative affix.
Armored: Monsters receive 10% less damage but drop a guaranteed ilvl 63 armor piece with the +armor trait: I think this will ruin all game mechanics and AH balance. %10 less damage is not a that good challenge to reward a guaranteed 63 rare armor with +armor. Every people I know will get that guaranteed armor affixed 63 rare by beating that elite pack. Not that hard. What makes this game fun is reaching the best items available being impossibly hard. Makes you farm more and more. I accept all other ideas that I didn't comment here but this will make the game easy which is not what I want after that damn inferno nerf(except izual and pestilence tentacle damage nerf). Also there will be some financial issues with affixes like this which I think Blizzard won't accept.
Heavy Hitter: Monsters do 10% more damage but drop a guaranteed ilvl 63 weapon with the +percent damage modifier
Elemental: Monsters damage is converted to a type of elemental damage instead of physical and/or take 50% less damage from elemental sources. Drops a ilvl 63 piece of armor with guaranteed all resistance trait.: Explained above.
Professor/Engineer: Higher chance to drop blacksmith plans/jeweler designs: Not that bad, but Engineer and Professor terms doesn't mean anything in an rpg based game.
Forgiving: Fully repair your gear upon defeat: Not that rewarding to make an affix for that.
Salvager: Drops crafting materials in accordance to the current difficulty level (Including Brimmstones if found on Inferno): Crafting materials should only be earned by salvaging items. This is the only way I think. There should be a cost to craft because you get guaranteed affixes.Crafting costs lowered is a better option I think. Crafting should be seperated from farming.
Corruption: 1.8% chance of randomly infusing player with 1 offensive affix of the elite they just defeated: I didn't like this idea.This will make the game easier as it is easy enough after Inferno nerf. I'm ok to drop benefits, some very very low unique/set drop chance benefits, random very hard but very rewarding bonus dungeon appearing chances but I'm not ok to insane boosts which will make this game very easy even if it's for a while. This is like some rare weapons only appearing in some stages in Quake 3.
Blessing: 1.4% chance of randomly infusing player with 1 defensive affix of the elite they just defeated: Quake 3.
Intimidation: 1.2% chance of randomly infusing player with 1 CC of the elite they just defeated: ...
I liked all other affix ideas. All other affixes mentioned should be the ones to make this game more enjoyable.
I am not one to poo poo on ideas, but some of these (specifically the ones where mechanics would have to be added to the game) will more than likely not see the light of day. Blizard might be seeing your responses and take a look at your base of ideas, which are quite good by the way.
One thing that concerns me, if you are generally new to Inferno this could be slightly problematic. Think about the new person encountering a 5 affix elite. That would be extremely brutal. I would make the possible spawns only in Act 2-4. At that point, at least the character has been exposed to most of what inferno has to offer and gives folks looking for end game activities something to shoot for. That should help some progress through those Acts and others a challenge to overcome that have it all in farm mode.
I like the original idea, think it would work well having buffs between elites. though i think after the original ideas the rest of them went down hill pretty fast.
still think they should modify the way the negative ones work now too, waller in particular, at least give walls hit points or prevent them from trapping you with it.
Demon Hunter - Fadeddeath
Monk - Lumos
Witch Doctor - Nox
Wizard - Nethershade
I would also suggest that these would have to be random based on time and not # of elites (1 every 45 minutes, not 1 every 20 elites) because that would almost certainly push people back to Act 1, again.
The Dude who mentioned that prolly took it over, so i wouldnt go as far calling this a "Community Idea"
1. Give an extra negative affix to the packs affected by a positive affix: Depends on what will be the negative affix.
Armored: Monsters receive 10% less damage but drop a guaranteed ilvl 63 armor piece with the +armor trait: I think this will ruin all game mechanics and AH balance. %10 less damage is not a that good challenge to reward a guaranteed 63 rare armor with +armor. Every people I know will get that guaranteed armor affixed 63 rare by beating that elite pack. Not that hard. What makes this game fun is reaching the best items available being impossibly hard. Makes you farm more and more. I accept all other ideas that I didn't comment here but this will make the game easy which is not what I want after that damn inferno nerf(except izual and pestilence tentacle damage nerf). Also there will be some financial issues with affixes like this which I think Blizzard won't accept.
Heavy Hitter: Monsters do 10% more damage but drop a guaranteed ilvl 63 weapon with the +percent damage modifier
Elemental: Monsters damage is converted to a type of elemental damage instead of physical and/or take 50% less damage from elemental sources. Drops a ilvl 63 piece of armor with guaranteed all resistance trait.: Explained above.
Professor/Engineer: Higher chance to drop blacksmith plans/jeweler designs: Not that bad, but Engineer and Professor terms doesn't mean anything in an rpg based game.
Forgiving: Fully repair your gear upon defeat: Not that rewarding to make an affix for that.
Salvager: Drops crafting materials in accordance to the current difficulty level (Including Brimmstones if found on Inferno): Crafting materials should only be earned by salvaging items. This is the only way I think. There should be a cost to craft because you get guaranteed affixes. Crafting costs lowered is a better option I think. Crafting should be seperated from farming.
Corruption: 1.8% chance of randomly infusing player with 1 offensive affix of the elite they just defeated: I didn't like this idea. This will make the game easier as it is easy enough after Inferno nerf. I'm ok to drop benefits, some very very low unique/set drop chance benefits, random very hard but very rewarding bonus dungeon appearing chances but I'm not ok to insane boosts which will make this game very easy even if it's for a while. This is like some rare weapons only appearing in some stages in Quake 3.
Blessing: 1.4% chance of randomly infusing player with 1 defensive affix of the elite they just defeated: Quake 3.
Intimidation: 1.2% chance of randomly infusing player with 1 CC of the elite they just defeated: ...
I liked all other affix ideas. All other affixes mentioned should be the ones to make this game more enjoyable.
One thing that concerns me, if you are generally new to Inferno this could be slightly problematic. Think about the new person encountering a 5 affix elite. That would be extremely brutal. I would make the possible spawns only in Act 2-4. At that point, at least the character has been exposed to most of what inferno has to offer and gives folks looking for end game activities something to shoot for. That should help some progress through those Acts and others a challenge to overcome that have it all in farm mode.
Doesn't stickying allow that to happen more quickly...
still think they should modify the way the negative ones work now too, waller in particular, at least give walls hit points or prevent them from trapping you with it.