The thread @Bnet can be found here. It is currently locked but will be opened at 7am PST, Friday November 7th.
Thought that I'd help spread the news, just in case some of our brainy members are holding on to a really good idea. I am quite intrigued by this move on Blizzard's part. This might lead to some exciting items for the future of Diablo 3.
Greetings, nephalem!
During the “Evolving Reaper of Souls” panel at BlizzCon this year, our developers will be analyzing how their loot and item design philosophies have changed over time and what new items are in development.
In addition, they'll be hosting a Legendary Workshop on the side where a few lucky BlizzCon attendees will join us on stage to design a brand new Legendary power. Together, they'll review ideas submitted in advance by you, our community, and brainstorm new ideas on the spot!
Want to submit your Legendary item idea for the Legendary Workshop? Awesome! Here’s how the process will work:
We’ll begin accepting submissions on Friday, November 7 at 7:00 a.m. PST (10:00 a.m. EST). Ideas submitted before this point will not be considered.
At that time, you can submit your idea one of three ways:
Right here in our dedicated thread.
On Twitter, using the #LegendaryWorkshop hashtag.
At the Community Corner, located between Halls B and C of the Anaheim Convention Center.
You will have until Saturday, November 8 at 11:00 a.m. PST (2:00 p.m. EST) to submit your ideas. Ideas submitted after this deadline will not be considered.
If you’re interested in being an on-stage participant, please visit the Community Corner for more information. Participants will be selected via random drawing.
It’s time to show the whole world what you’re capable of creating, nephalem! Get your creative juices fired up, start drafting those ideas, and get ready to share your ideas starting November 7. BlizzCon will be here before you know it!
Feel free to post any ideas you have here in this thread, or just hold on to them so that I don't nobody thinks to steal them from you.
One tip; Try to concentrate on items that build toward underutilized/disused skills. Think of the OP cookie cutter builds for each class, and create items that may steer people toward new builds that can compete with such.
As well, bear in mind endgame viability, and how desperately we need items that can help each class through high-tier Grifts.
Did you seriously just write a post in bdark lue letters on a site that uses a black background? Do you just not want us to read it?
I attached a link, you could've clicked that.
I copy 'n' pasted it. Because this forum software is so shit, it came out all goofy. Changed the font. Now maybe if you guys are done complaining about text color.....
1; A legendary neck for crusaders, that applies an extra 75% of the damage done by Fist Of The Heavens as a DoT over 2 seconds, infinitely stack-able.
I think this would help bring FoTh up a bit more, and it doesn't interfere with the other item that already effects it; Darklight.
2; I'd like to see the item Jace's Hammer (or however it's spelled) re done slightly. ATM it has a unique increase to the damage of Blessed Hammer by 10-15% (it might be 15-20, but I'm pretty sure I'm right). It also increases the size of the hammers. This is pretty undesired as you can find that damage increase in elemental damage on other weapons, or a 2 hander, and the size increase just makes it slightly easier to hit enemies. I'd rather see the new text something like this;
"Enemies can now be hit multiple times by the same hammer". It's still a 1 hander, but this could really up it's damage.
Haven't played Monk enough, so can't really come up with a Legendary for him/her.
A few ideas I intend to propose for my beloved Monk class;
Class specific (Monk); Gloves;Sweeping Winds now has a chance on critical hit (XX%-XX%) to draw enemies to target location. No internal cooldown.
SW damage on high tiers is entirely negligible. This would give SW a manner of increasing non-sheet DPS by acting in place of Cyclone Strike, lumping mobs/Elites together for faster kills.
Chest;Inner Sanctuary now follows you.
Inner Sanctuary has many awesome applications. Problems being, it has such a small radius of effect, you are often drawn off your Sanctuary, and enemies often teleport/move harmlessly away from it.
I in particular like the last one, hit the nail on why I find that ability 'unattractive'.
Inner Sanctuary is one of those skills that, as a Monk, I look at and look at, try to jam it into a build, but always inevitably take it right back out. One would think it would be great with cyclone strike to keep enemies in the small 10 yard radius Sanctuary, but there's just so many things that force YOU out of the area of effect.
So many wonderful effects with Inner Sanctuary, but it just fails due to many factors. I feel having it attach to an item and function like an aura, with it's (relatively) short cooldown, this Chest would be highly sought. Aughlid's Chest is currently one of the BiS considerations for many Monks, but I would make room for the one I proposed in favor of Aughlids. It would actually blow Aughlids away.
I in particular like the last one, hit the nail on why I find that ability 'unattractive'.
Inner Sanctuary is one of those skills that, as a Monk, I look at and look at, try to jam it into a build, but always inevitably take it right back out. One would think it would be great with cyclone strike to keep enemies in the small 10 yard radius Sanctuary, but there's just so many things that force YOU out of the area of effect.
So many wonderful effects with Inner Sanctuary, but it just fails due to many factors. I feel having it attach to an item and function like an aura, with it's (relatively) short cooldown, this Chest would be highly sought. Aughlid's Chest is currently one of the BiS considerations for many Monks, but I would make room for the one I proposed in favor of Aughlids. It would actually blow Aughlids away.
Considered it, but it's still not making Inner Sanctuary function well enough to use it. That would be a 20 yard radius. Knockback, nightmare, "Fast" elites like Ghosts etc that scramble about.....would still render IS a bit underwhelming. With Epiphany, we often jet about in such a way, having to stay on spot is undesirable for a Monk IMO.
The Wizards Time Warp works for that class and has a similar dynamic to IS. However, the Monk is toe-to-toe melee fighter. His skills need to stay with him, not be left behind.
It procs when you're hit, but the same idea as you mentioned. It only procs the base effect, and has a long internal cooldown.
I went with Chest because there simply aren't any *orange Legendary chests that compete with sets, outside of maybe Cindercoat. Simply put, there are very few ways to make Inner Sanctuary feel right for the Monk unless it "follows" the Monk.
Wizard Orb: Frozen orb explodes on contact, dealing double the base damage.
Wand/Orb: All spell damage you deal is converted to [element] damage. (a 'fix' for Firebird)? Alternatively, [50%?] of your spell damage is converted to [element].
Amulet/gloves (inspired by Triumvirate) - the use would be an indirect buff to Tal Rasha, that would also get an increased 2p % elemental damage and a CDR scaling ICD of ~10s: Spell damage you deal is converted to [x%]Arcane [y%]Fire [z%]Lightning ([w%]Cold).
Quiver: Delivering a killing blow instantly refunds the skill's resource cost. (not that great for grifts, could even make hatred spenders free for x sec)or Delivering a killing blow increases your hatred regeneration by [x] for [y] seconds.- (really trying to come up with something to rival M6 by actually using your hatred spenders)
I am tired of fire elemental, need more cold and lightning for wiz.
Death's Fathom (wand)
4 primaries
2 secondaries
Increase the damage of frozen orb by 15-25%, when frozen orb reaches his distance limit, it stops and increases in size dealing 200% weapon damage per second for 2 seconds over 20 yards.
Eschuta's Temper (wand)
4 primaries
2 secondaries
Increase the attack speed of all lightning spells by 25-30%, and increase their damage by 15%
Maelstrom (orb)
5 primaries
1 secondaries
Energy twister now targets enemies and stays on them for its duration, enemies hit also bleed from debris for 200% damage per second for the duration of the twister.
Ice Lord's Garments (armor set)
4 pieces
-helm
-chest
-pants
-boots
2 piece bonus: + 500 int
3 piece bonus: cold damage increased by 20%
4 piece bonus: blizzard can stack up to 2 times in the same location.
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Thought that I'd help spread the news, just in case some of our brainy members are holding on to a really good idea. I am quite intrigued by this move on Blizzard's part. This might lead to some exciting items for the future of Diablo 3.
Greetings, nephalem!
During the “Evolving Reaper of Souls” panel at BlizzCon this year, our developers will be analyzing how their loot and item design philosophies have changed over time and what new items are in development.
In addition, they'll be hosting a Legendary Workshop on the side where a few lucky BlizzCon attendees will join us on stage to design a brand new Legendary power. Together, they'll review ideas submitted in advance by you, our community, and brainstorm new ideas on the spot!
Want to submit your Legendary item idea for the Legendary Workshop? Awesome! Here’s how the process will work:
It’s time to show the whole world what you’re capable of creating, nephalem! Get your creative juices fired up, start drafting those ideas, and get ready to share your ideas starting November 7. BlizzCon will be here before you know it!
Feel free to post any ideas you have here in this thread, or just hold on to them so that
I don'tnobody thinks to steal them from you.BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
As well, bear in mind endgame viability, and how desperately we need items that can help each class through high-tier Grifts.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I copy 'n' pasted it. Because this forum software is so shit, it came out all goofy. Changed the font. Now maybe if you guys are done complaining about text color.....
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Shoulders: +10-15% fire damage. Zombie dogs gain the effect of the Burning Dog rune.
Mojo: Jar of Spiders releases twice as many spiders.
Ceremonial Knife: +15-20% Poison damage. Acid Rain gains the effect of Lob Blob Bomb rune.
Voodoo Mask: Fire Bats fly twice as far.
Gloves: Zombie Charger costs no mana.
Chest Armor: The Manitou rune of Spirit Barrage never expires.
Mojo: Fetish Sycophant has a 50% chance to call a Hex Fetish Shaman instead.
Gloves: +15% Attack Speed. You may wield a second one-handed flail when wielding a one-handed flail.
I think this would help bring FoTh up a bit more, and it doesn't interfere with the other item that already effects it; Darklight.
2; I'd like to see the item Jace's Hammer (or however it's spelled) re done slightly. ATM it has a unique increase to the damage of Blessed Hammer by 10-15% (it might be 15-20, but I'm pretty sure I'm right). It also increases the size of the hammers. This is pretty undesired as you can find that damage increase in elemental damage on other weapons, or a 2 hander, and the size increase just makes it slightly easier to hit enemies. I'd rather see the new text something like this;
"Enemies can now be hit multiple times by the same hammer". It's still a 1 hander, but this could really up it's damage.
Class specific (Monk);
Gloves; Sweeping Winds now has a chance on critical hit (XX%-XX%) to draw enemies to target location. No internal cooldown.
SW damage on high tiers is entirely negligible. This would give SW a manner of increasing non-sheet DPS by acting in place of Cyclone Strike, lumping mobs/Elites together for faster kills.
Chest; Inner Sanctuary now follows you.
Inner Sanctuary has many awesome applications. Problems being, it has such a small radius of effect, you are often drawn off your Sanctuary, and enemies often teleport/move harmlessly away from it.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
So many wonderful effects with Inner Sanctuary, but it just fails due to many factors. I feel having it attach to an item and function like an aura, with it's (relatively) short cooldown, this Chest would be highly sought. Aughlid's Chest is currently one of the BiS considerations for many Monks, but I would make room for the one I proposed in favor of Aughlids. It would actually blow Aughlids away.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
Carnevil, fetish stay passive at ure side but shoot a poison dart when you do.
Considered it, but it's still not making Inner Sanctuary function well enough to use it. That would be a 20 yard radius. Knockback, nightmare, "Fast" elites like Ghosts etc that scramble about.....would still render IS a bit underwhelming. With Epiphany, we often jet about in such a way, having to stay on spot is undesirable for a Monk IMO.
The Wizards Time Warp works for that class and has a similar dynamic to IS. However, the Monk is toe-to-toe melee fighter. His skills need to stay with him, not be left behind.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
It procs when you're hit, but the same idea as you mentioned. It only procs the base effect, and has a long internal cooldown.
I went with Chest because there simply aren't any *orange Legendary chests that compete with sets, outside of maybe Cindercoat. Simply put, there are very few ways to make Inner Sanctuary feel right for the Monk unless it "follows" the Monk.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Wand/Orb: All spell damage you deal is converted to [element] damage. (a 'fix' for Firebird)? Alternatively, [50%?] of your spell damage is converted to [element].
Amulet/gloves (inspired by Triumvirate) - the use would be an indirect buff to Tal Rasha, that would also get an increased 2p % elemental damage and a CDR scaling ICD of ~10s: Spell damage you deal is converted to [x%]Arcane [y%]Fire [z%]Lightning ([w%]Cold).
Quiver: Delivering a killing blow instantly refunds the skill's resource cost. (not that great for grifts, could even make hatred spenders free for x sec)or Delivering a killing blow increases your hatred regeneration by [x] for [y] seconds.- (really trying to come up with something to rival M6 by actually using your hatred spenders)
+15-20% lightning elemental skills, 10% reduction of resources lightning related. all classes wearable. ( most likely a melee piece I guess).
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
416-500 Dex
+5%-7% Increased Attack Speed.
+10%-15% Damage to Elites
1 Random Property
----------------------------------------------------
416-500 Dex
Reduces Cooldown By 5%-8%
Reduces Damage From Elites 10-15%
1 Random Property
2-Piece Set Bonus~
* Chance To Double Attack Speed While Dual-Wielding
* +10% Critical Hit Chance
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Restore an item to it's original properties, and remove (or reset) it's enchanting cost.
"As the power of the Nephalem became clear, even Inarius himself had second thoughts..."
Death's Fathom (wand)
4 primaries
2 secondaries
Increase the damage of frozen orb by 15-25%, when frozen orb reaches his distance limit, it stops and increases in size dealing 200% weapon damage per second for 2 seconds over 20 yards.
Eschuta's Temper (wand)
4 primaries
2 secondaries
Increase the attack speed of all lightning spells by 25-30%, and increase their damage by 15%
Maelstrom (orb)
5 primaries
1 secondaries
Energy twister now targets enemies and stays on them for its duration, enemies hit also bleed from debris for 200% damage per second for the duration of the twister.
Ice Lord's Garments (armor set)
4 pieces
-helm
-chest
-pants
-boots
2 piece bonus: + 500 int
3 piece bonus: cold damage increased by 20%
4 piece bonus: blizzard can stack up to 2 times in the same location.