It seems that there is a VERY easy way to fix this Magic Find situation.
Release new items with high magic find, and slightly nerfed other stats.
You'll be forced to be much more careful, but the reward will justify the risk. You can use your DPS/Survival gear to progress quickly (or PVP), and then your MF gear to farm.
Eh, not so great, IMO. People will still feel they have to switch to be "efficient" and they will still complain about it, because it would be a hassle to switch 4-5 pieces of gear out. Except now they'd complain MORE because they'd be more likely to die.
Personally, I don't like the idea of MF on gear. It motivates people to do annoying things (gear swap) for an increase, or to, in some cases, take worse gear for higher MF and drag down others in multiplayer game.
Magic find shouldnt be on items, there should be some points about magic find that :
When you do more event, per event you can earn 1 point magic find or something,
When you kill some elite packs, per elites should increase your magic find 1 point or something,
The same way how much achievement you have every achievement point can give you MF point
How many white mob you killed,
How many item you created with blacksmith or created gems with jewelcrafting,
Every goblin can give you one point of magic find etc.
You can add a lot of things like this...
With these things magic find should stuck on the character and I think people will be happy with this, it will be challenge and nobody will cry. If you wanna get good items you have to complete challenges at all.
I do like this idea. Although I'm torn between having MF on gear or not. The advantage of having it on gear is it (should) make people balance MF and survivability. The downside is it (as it stands) drives swapping before kill/chest.
just make it so that you cannot change gear in combat. Makes sense, as you wouldnt be swapping into a new set of armor whilst fighting an enemy.. lol. It would be like saying "Diablo, can you just not attack me for a sec whilst i change my armor?"
The problem with not allowing changing gear in combat is that this would mean you couldn't change weapons either to go sword and board if needed....also i thought they said that there was no such thing as 'in combat' in d3... Which came up with the whole skill switching issue.
Personally I like mf on items as it makes you need to think about gearing more so than just going for highest dps or survivability stats. I don't particularly think swapping should be allowed just before you kill something... It is just a way of gaming the system and isn't fun.
just make it so that you cannot change gear in combat. Makes sense, as you wouldnt be swapping into a new set of armor whilst fighting an enemy.. lol. It would be like saying "Diablo, can you just not attack me for a sec whilst i change my armor?"
They've already stated that the game dosn't track a player being 'in combat' and that trying to determine that with the current systems is not an easy thing to do. Edit: To slow >.<
I'm not a huge fan of keeping a gearset around just to swap to so I have a better chance at getting rare items. Having MF as a stat can be interesting to balance with dps and survivability, that interaction is a good thing, and this has been stated many times, but I feel that MF has almost to much of an impact already. Gear swaping exists because it is such an attractive option from an efficentcy point of view.
I'm almost tempted to say do away with MF and make it present in some sort of buff (possibly the NV stacks as stated) in order to kill the whole delema but I know that's not the easiest thing to do to cut out a system players are so invested in... I'm not sure what solution I like best but I think in order to really let players keep the option of swaping but also keep it as a stat on gear, a global nerf to the MF% found on gear would make sense.
On one hand it completely guts the stat but on the other it means using gear without it is less punishing because you're not missing out as much. Players who still want to swap and get the small increse still can, but the ones who don't won't feel forced to do it.
I've said it before, and I'll say it again. Why they were taken out i don't know.
They could contain stats that aren't usually sought after as much like:
Run speed, Thorns, Life per kill, Frost/Fire/Poison/Arcane damage, and of course Magic find and Gold find attached to them.
Maybe I'm missing something, but this would be a win win solution.
More items = more trading for ah. More money for players = better % player success rate. Better % success rate = more players.
Eg.
Ransacking Grand Charm of Flames
105-225 Fire Damage
20% Increased Magic Find
18% Increased Gold Find
856 Life per kill
there needs to be a reason to keep on mf gear all the time instead of potentially having more dmg/utility/whatever. the whole swapping gear before a kill is silly.
if they limit mf so it isn't useful for swapping that's fine with me. they intend to buff mf somehow as well so i'd rather wait and see what they're going to do with it.
I've said it before, and I'll say it again. Why they were taken out i don't know.
They could contain stats that aren't usually sought after as much like:
Run speed, Thorns, Life per kill, Frost/Fire/Poison/Arcane damage, and of course Magic find and Gold find attached to them.
Maybe I'm missing something, but this would be a win win solution.
More items = more trading for ah. More money for players = better % player success rate. Better % success rate = more players.
Eg.
Ransacking Grand Charm of Flames
105-225 Fire Damage
20% Increased Magic Find
18% Increased Gold Find
856 Life per kill
^do want
T
Are you kidding? Charms were freaking horrible. Turned your entire inventory into equipment slots for benefits that individually were puny. Why not give you a "charm" slot and put the equivalent of a full inventory of bonuses on that one charm and save all that goddamn space? I always hated charms.
Sorry, runewords, horadric cube, charms, and shield/wep auto swap are saved for the expansion so they don't have to come up with any fresh ideas.
I pray to god there are no runewords in the expansion. They completely ruined LOD. And the horadric cube was just a very, very, very, very poor man's crafting.
just make it so that you cannot change gear in combat. Makes sense, as you wouldnt be swapping into a new set of armor whilst fighting an enemy.. lol. It would be like saying "Diablo, can you just not attack me for a sec whilst i change my armor?"
I think the reason why they didn't suggest that was they never bothered to create an "in combat" state. That's why the TP and leave game timers exist. Somewhere there was a blue post about it, and they decided that the effort wasn't worth it, because "in combat" states are usually really wonky. Having one would solve a lot of issues in the game though.
Aye lets nerf another stat on gear that ppls spent their cash to get. Just like with IAS, exept if first was somewhat gamebreaking then 2d isn't at all. Brilliant idea...
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Release new items with high magic find, and slightly nerfed other stats.
You'll be forced to be much more careful, but the reward will justify the risk. You can use your DPS/Survival gear to progress quickly (or PVP), and then your MF gear to farm.
Personally, I don't like the idea of MF on gear. It motivates people to do annoying things (gear swap) for an increase, or to, in some cases, take worse gear for higher MF and drag down others in multiplayer game.
I do like this idea. Although I'm torn between having MF on gear or not. The advantage of having it on gear is it (should) make people balance MF and survivability. The downside is it (as it stands) drives swapping before kill/chest.
Personally I like mf on items as it makes you need to think about gearing more so than just going for highest dps or survivability stats. I don't particularly think swapping should be allowed just before you kill something... It is just a way of gaming the system and isn't fun.
I'm not a huge fan of keeping a gearset around just to swap to so I have a better chance at getting rare items. Having MF as a stat can be interesting to balance with dps and survivability, that interaction is a good thing, and this has been stated many times, but I feel that MF has almost to much of an impact already. Gear swaping exists because it is such an attractive option from an efficentcy point of view.
I'm almost tempted to say do away with MF and make it present in some sort of buff (possibly the NV stacks as stated) in order to kill the whole delema but I know that's not the easiest thing to do to cut out a system players are so invested in... I'm not sure what solution I like best but I think in order to really let players keep the option of swaping but also keep it as a stat on gear, a global nerf to the MF% found on gear would make sense.
On one hand it completely guts the stat but on the other it means using gear without it is less punishing because you're not missing out as much. Players who still want to swap and get the small increse still can, but the ones who don't won't feel forced to do it.
I've said it before, and I'll say it again. Why they were taken out i don't know.
They could contain stats that aren't usually sought after as much like:
Run speed, Thorns, Life per kill, Frost/Fire/Poison/Arcane damage, and of course Magic find and Gold find attached to them.
Maybe I'm missing something, but this would be a win win solution.
More items = more trading for ah. More money for players = better % player success rate. Better % success rate = more players.
Eg.
Ransacking Grand Charm of Flames
105-225 Fire Damage
20% Increased Magic Find
18% Increased Gold Find
856 Life per kill
^do want
T
if they limit mf so it isn't useful for swapping that's fine with me. they intend to buff mf somehow as well so i'd rather wait and see what they're going to do with it.
Are you kidding? Charms were freaking horrible. Turned your entire inventory into equipment slots for benefits that individually were puny. Why not give you a "charm" slot and put the equivalent of a full inventory of bonuses on that one charm and save all that goddamn space? I always hated charms.
I pray to god there are no runewords in the expansion. They completely ruined LOD. And the horadric cube was just a very, very, very, very poor man's crafting.
I think the reason why they didn't suggest that was they never bothered to create an "in combat" state. That's why the TP and leave game timers exist. Somewhere there was a blue post about it, and they decided that the effort wasn't worth it, because "in combat" states are usually really wonky. Having one would solve a lot of issues in the game though.