I like the idea of having different drop rates for some ultimate items.
I thought it already existed. I found 10 (or more probably) Grandfather and 0 Maximus (they both have the same ilvl and same item type). But maybe it's just RNG.
I thought that it rolls for if it is a legendary item > what piece of item (eg weapon) > what type of weapon (eg 2 handhanded sword) > So say there are 9 items that fit the roll so far , then you have a 1/9 chance to get any of them. I don't know though as Blizzard have not stated exact drop rates anywhere though so I am not confident in my assumption at all haha.
I like the idea of having different drop rates for some ultimate items. There should always be items that are near impossible to find – it is the unachievable goal that fuels us sometimes to grind endlessly in the hopes for such an item to drop. Currently all gear can be bought on AH, all gear is available, nothing is out of reach..
I also think that the rarest items should be BOA so that you can only find them not buy them from AH.. To me the only way I am ever going to get excited for item drops again is if I find an item that I cannot buy..
Rewarding the Hunt
Achievements should not be tied to in game bonuses (other than cosmetics ie banners).
Probably better placed in the Journal/Quest Log you mentioned.
We need to have more Goals in D3 – like the ‘unique collection achievement’ or even things like a quest where we need to collect items(like keys) from different mini-bosses so that the blacksmith can create more portals – eg to a Super Long Jar of Souls Event.
Magic Find idea – Do not like this idea as it punishes those of us who have limited game/run times...
I like the brimstones and if they fix ‘black weapon damage’ on items then this could be really cool
Example – I want to create a desolator wand with ice elemental damage as maybe in future it will synergise with a spell like meteor-comet.
So now I need to use Icy Brimstones in conjunction with my desolator wand craft.
Maybe the more Icy Brimstones I use the higher the chance that the damage range of the item will increase..
I also like the idea of finding crafting materials from certain enemies. Again this is REWARDING THE HUNT!
For the Mystic – I do not mind the gold cost.. as the closer you get to perfection the higher the cost. It is targeted at the top teir of players who have found their way to the top of the layer cake.
HOWEVER - I think that the mystic should be handled with the same design philosophy in mind of ‘Rewarding the Hunt’ – not your gold bank. Maybe the crafting materials found from the unique monsters are what can be used for the mystic.
Liked the Girdle of Giants legendary affix!
Runes – I saw in one of the recent developer interviews that Travis thought that it may have been a mistake to have made skill runes and instead they should maybe have been legendary affixes!
I would prefer them to change the skill system to that as it would lock in our individual builds and make each of us unique again.
Again finding a Legendary item with a 1:500000 chance to drop that also has say the skill rune affix of ‘Improved Archon’… I would be like Yusss I will own! Or an item like the Grandfather sword that has the Wrath of the Berserker Insanity Skill rune embedded in it!
It would stop the cookie cutter situation we have now a little bit..
What I'd love to see now is the shift back to different drop rates inside each item type. I wouldn't mind the statistically impossible drops if it was offset by the fact that there were other, more common items available.
I think this is a good idea. If there was a grandfather sword with a 1:10000000 chance to drop and I found it.. man i would be excited, but only if it was like a BIS item, So maybe there can be ilvl 64 legendaries that have ridiculous chances to drop... so it does not matter that it is BIS.
Or maybe you have to find the other 8 double hander swords before the 9th ilvl64 grandfather even has a chance to drop - remember Nagelring >Manald Heal>Stone of Jordan drop order in D2 prior to like 1.07?
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