Blizzard will never implement something like this, even if it makes sense and it is actually useful/fun to play.
Why?, because they already have the ultimate system (profit wise):
They generate an absurd amount of randomness which makes almost every item useless, want a better item? -> AH.
The item on the AH are items people have found... just fyi in case you didn't know. With the amount of people playing / farming and the amount of items dropping, you can have it only one of two ways; Good / useful items drop rarely and therefore are sought out, leading to a lot of farming but the feeling of accomplishment when you get those good items via gold / RM / item trades / farming. Or you can have good items drop frequently, which means no one will trade RM / gold / items for your items because they are so easy to get, and you really have nothing to farm for.
This game is hard, and that's how it is supposed to be. If you want what you think you're entitled to after X amount of hours, go play WoW.
Blizzard will never implement something like this, even if it makes sense and it is actually useful/fun to play. Why?, because they already have the ultimate system (profit wise): They generate an absurd amount of randomness which makes almost every item useless, want a better item? -> AH.
Awesome ! Thanks for bringing a negative opinion to an otherwise positive post. Is there ANY posts you make that aren't pessemistic?
How is my opinion "negative"?, I'd call it, realistic.
If you think otherwise, please enlighten me, other than that you are just making use of a fallacy.
Blizzard will never implement something like this, even if it makes sense and it is actually useful/fun to play.
Why?, because they already have the ultimate system (profit wise):
They generate an absurd amount of randomness which makes almost every item useless, want a better item? -> AH.
The item on the AH are items people have found... just fyi in case you didn't know. With the amount of people playing / farming and the amount of items dropping, you can have it only one of two ways; Good / useful items drop rarely and therefore are sought out, leading to a lot of farming but the feeling of accomplishment when you get those good items via gold / RM / item trades / farming. Or you can have good items drop frequently, which means no one will trade RM / gold / items for your items because they are so easy to get, and you really have nothing to farm for.
This game is hard, and that's how it is supposed to be. If you want what you think you're entitled to after X amount of hours, go play WoW.
First, you don't really know if the entire amount of items in the AH are items that people found, they could perfectly be injected by some program made by them. The last time I used the AH, there was no vendor player/btag as a field in the item, or in any other place, did they change that?, if not, your assumption is a good as mine.
Secondly, I never played WoW, I don't know how the itemization works there, but what I do know, is that after ~25 Mephisto runs, I could finally get a Titan's revenge Ceremonial javelin, which was amazing. Here, seems like you need to buy everything from the AH to max your MF/DPS/HP/etc and then go and do an item hunt.
This game is hard, and that's how it is supposed to be. If you want what you think you're entitled to after X amount of hours, go play WoW.
Hard to tell if you're also disagreeing with my post or not. Either way, I agree with you that the great items need to be very rare for the economy to survive. With the ideas in this thread though, I think the greatest items would be even rarer than they are now, and therefore more expensive. That being said, many more items that currently aren't useful ("wrong" attribute items) would also find use and be collected for testing out different builds.
On another note, this thread is starting to turn into an argument about the Auction House. >.< I don't think these ideas will disrupt it (the AH) too much. The average price of gear may go down, but people will want to buy multiples of the same slot to try different builds. I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
How about in addition to your ideas, make the current skill affixes more interesting. Rather than just having "reduced cost of (skill) by X" and "increased crit chance of (skill) by %", add fun effects like "gives (skill) a % chance to stun/slow/knockback/lifesteal/etc". I can see builds being tied to specific skill-affixtype combinations.
If not that, than at least increase the number skills that can have the current skill-affix types, and apply them more often.
I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
How about in addition to your ideas, make the current skill affixes more interesting. Rather than just having "reduced cost of (skill) by X" and "increased crit chance of (skill) by %", add fun effects like "gives (skill) a % chance to stun/slow/knockback/lifesteal/etc". I can see builds being tied to specific skill-affixtype combinations.
If not that, than at least increase the number skills that can have the current skill-affix types, and apply them more often.
It looks like a very awesome idea, but it also looks like a lot of work for blizz.
They still havent even balanced the class skills yet.
Ya, I'm sure it would be. But if we can come up with good enough ideas, maybe they'll try and work with them. Even any aspect of them might make the game more fun for a lot of people.
Another thing, since my post is all "text" it seems like it would be more confusing than it really is. If a nice graphical interface was created for it, it might be much less complex feeling than reading all that text. (IE. There's a section in Idea #2 where I talk about "effectiveness boosts" to the passives based on your attributes. That could easily be represented by a bar (like an XP bar) above the skills to show how much of a boost they are currently receiving. It would be easy to tell what you need to do to raise it and how. If done correctly).
Most concepts could be represented visually rather than in text to make everything easier to understand, if cleverly constructed anyways.
YES.
The item on the AH are items people have found... just fyi in case you didn't know. With the amount of people playing / farming and the amount of items dropping, you can have it only one of two ways; Good / useful items drop rarely and therefore are sought out, leading to a lot of farming but the feeling of accomplishment when you get those good items via gold / RM / item trades / farming. Or you can have good items drop frequently, which means no one will trade RM / gold / items for your items because they are so easy to get, and you really have nothing to farm for.
This game is hard, and that's how it is supposed to be. If you want what you think you're entitled to after X amount of hours, go play WoW.
How is my opinion "negative"?, I'd call it, realistic.
If you think otherwise, please enlighten me, other than that you are just making use of a fallacy.
First, you don't really know if the entire amount of items in the AH are items that people found, they could perfectly be injected by some program made by them. The last time I used the AH, there was no vendor player/btag as a field in the item, or in any other place, did they change that?, if not, your assumption is a good as mine.
Secondly, I never played WoW, I don't know how the itemization works there, but what I do know, is that after ~25 Mephisto runs, I could finally get a Titan's revenge Ceremonial javelin, which was amazing. Here, seems like you need to buy everything from the AH to max your MF/DPS/HP/etc and then go and do an item hunt.
On another note, this thread is starting to turn into an argument about the Auction House. >.< I don't think these ideas will disrupt it (the AH) too much. The average price of gear may go down, but people will want to buy multiples of the same slot to try different builds. I'd like to hear more ideas about ways affixes could become more unique and build-dependent.
If not that, than at least increase the number skills that can have the current skill-affix types, and apply them more often.
Cool! Added to suggestions.
They still havent even balanced the class skills yet.
Ya, I'm sure it would be. But if we can come up with good enough ideas, maybe they'll try and work with them. Even any aspect of them might make the game more fun for a lot of people.
Another thing, since my post is all "text" it seems like it would be more confusing than it really is. If a nice graphical interface was created for it, it might be much less complex feeling than reading all that text. (IE. There's a section in Idea #2 where I talk about "effectiveness boosts" to the passives based on your attributes. That could easily be represented by a bar (like an XP bar) above the skills to show how much of a boost they are currently receiving. It would be easy to tell what you need to do to raise it and how. If done correctly).
Most concepts could be represented visually rather than in text to make everything easier to understand, if cleverly constructed anyways.
Thanks!
http://us.battle.net/d3/en/forum/topic/6759366947#1
Added to the thread if you support!
hehehehe....
the idea for monks are bad.
i just wanted to remember how daibos are useless...
we can think like this:
- int for monk can give life per spirit spend
- str can give aspd ans some dmg for daibo... heh
http://us.battle.net/d3/en/forum/topic/6759366947