I've read your other post in the past and really enjoyed it. Fully read this one and here's my take on it:
Rarity of Legendaries and Legendaries in General:
-> I think its a great idea to have the sparkle effect for a rarer legendary.
-> However, the Legendaries as they stand right now aren't all that legendary. As this game is all about free sockets, weapon damage, main stat, CC, CD, and IAS because the Developers in their wisdom decided to make everything based off weapon damage, it makes a legendary item get regaled to trash status if it doesn't have these stats on them. Doesn't matter if it deals 1200 as a 2hander for DPS, but if it doesn't have a socket and either CD / IAS / Life Steal on it, it is usually not worth it. Which is why you don't see anyone running around with a Maximus. Coolish effect, but is regaled as trash because of lack of stats.
-> So to truly make legendaries, legendary, they need to do something special that offsets not having the critical hit damage/chance or the IAS or the free socket, etc...
-> As far as special runes for skills goes, I think it could work. I think it would be even more interesting IF you could have both runes active at the same time. Like for your Wind Chill Rune. I think that if you could have that active plus say Hurricane (move as your movement speed) it would make these legendary based skill runes even more potent as you could effectively have two runes active for the same skill. You could build a build around two active runes for the same skill, yah? Or even a legendary that allows you to use two runes of your choice for a given skill (ie Blood Funnel and Hurricane at the same time). This would make legendaries, legendary and offset the loss of either CD, IAS or even CC.
Rewards for the Item Hunt for Legendaries
-> Sounds like a great idea.
-> I would prefer it to be more incremental however for the bonuses, so that EVEN if you only find one of the items in the set, you get something for it. Particularly if the item in question is useless to you and may not even sell on the AH.
Magic Find
-> I think that the magic find per stack is too low. Having it too low per stack means that if a player ever wants to reach the 500% maximum they'd have to play the game either on excessive MP levels and/or play for several hours on end. IF the game's item hunt was ABOVE STELLAR then I could see myself playing for 2-3 hours at a time, but without the item hunt this would be torture.
-> Instead I think it should be:
MP1 = 10% MP2 = 20% MP3 = 30% MP4 = 40% MP5 = 50% MP6 = 60% MP7 = 70% MP8 = 80%
MP9 = 90% MP10 = 100%
-> Why so high? Well I have attempted MP 10 on my Barbarian (about 190k buffed DPS) and it took me about 12 minutes to take down a single pack. Since everything has so much more HP and damage on the higher MP levels, it should reward you with requiring FAR fewer stacks to reach the cap. As it takes over 10 times the time to kill a single pack it should reward you for your effort.
Crafting
-> I think that salvaging items should net more rewards. Considering that a higher quality item will produce the same number of materials as a poorer quality item, doesn't make much sense. (ie A grandfather produces the same mats as a pair of Depth Diggers). I think that to improve salvaging that they should make higher tiered items salvage into more materials.
-> I think that the current crafting system should be FIXED before they go on to add new recipes and the like. The majority of recipes available pre-patches do not provide very good items for the materials invested in them. The newer recipes gives a decent risk vs reward system. The old recipes are high risk low return. I think they should buff up all the older recipes so that a player could be self-found for all their lower levels by crafting their own equipment. As someone who has played Vanilla WoW (haven't touched it for years) I was used to being self-found and crafting my own gear. When I got to Diablo 3 and heard you could craft your own gear I was so happy until I say what the system was like. Salvaging produces far too few materials, the gold cost is excessive for a low-level starting out, and the item produced is too heavily random that it is frustrating. Think of this: A barbarian trying to craft a pair of shoulders and instead of getting STR or VIT, they keep getting INT or DEX, with low rolls on that that makes them not worthy of being sold.
-> I think that crafted legendaries should get a major buff in power to make them comparable to other legendaries OR give them something special.
-> As cool as it would be to get a rare crafting material from a purple guy that is bind on account; is a terrible idea. Do you know that for some uniques, it is next to impossible to get them to spawn? Like take Bashiok. I've run through the entire Oasis over 100 times and never had him spawn (I still have the Rakinishu blade that I want to use on him). This would be a good idea IF and only IF one of the rare uniques that would spawn in an area is guaranteed to spawn in that area for every game. Otherwise this would make things onerously annoying. Having more of the purple uniques spawn in general would make getting the achievement less onerous as well.
-> I agree that making all gemstones be able to drop would be muchly appreciated. I've been playing since launch and have never had more than 5 million gold at a time, and haven't been able to get any good items to drop to sell, so having top tiered gems is impossible for me (I'm not referring to the Marquise... I think that should remain as a gold sink). Making only one type of gem drop in the first three difficulties is a great idea... plus I never really stock up on the lower ones anyways. Like when I see a flawless square something drop these days I don't bother picking it up as it doesn't sell well AND it takes 10,000s of gold to make it into something useful. And as for those that say that I should then play more to get more gold, my response is that I have better things to do with my time these days than play a game that doesn't reward we well for my time. EVEN Dark Souls in all its frustrating moments rewards me better for my time than Diablo 3 does.
I hope that blizzard takes some of your things into consideration, but if they are going to remove MF totally and place all the burden on NV, I would like to see the amount per stack increased heavily... as we currently get 15% MF per stack, and if I now have to kill 15 packs to get the same effect on MP1 I'm not going to play Diablo 3 anymore. You also neglected to mention how much MF you get on MP0? Do you get 0% MF for the stacks?
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Rarity of Legendaries and Legendaries in General:
-> I think its a great idea to have the sparkle effect for a rarer legendary.
-> However, the Legendaries as they stand right now aren't all that legendary. As this game is all about free sockets, weapon damage, main stat, CC, CD, and IAS because the Developers in their wisdom decided to make everything based off weapon damage, it makes a legendary item get regaled to trash status if it doesn't have these stats on them. Doesn't matter if it deals 1200 as a 2hander for DPS, but if it doesn't have a socket and either CD / IAS / Life Steal on it, it is usually not worth it. Which is why you don't see anyone running around with a Maximus. Coolish effect, but is regaled as trash because of lack of stats.
-> So to truly make legendaries, legendary, they need to do something special that offsets not having the critical hit damage/chance or the IAS or the free socket, etc...
-> As far as special runes for skills goes, I think it could work. I think it would be even more interesting IF you could have both runes active at the same time. Like for your Wind Chill Rune. I think that if you could have that active plus say Hurricane (move as your movement speed) it would make these legendary based skill runes even more potent as you could effectively have two runes active for the same skill. You could build a build around two active runes for the same skill, yah? Or even a legendary that allows you to use two runes of your choice for a given skill (ie Blood Funnel and Hurricane at the same time). This would make legendaries, legendary and offset the loss of either CD, IAS or even CC.
Rewards for the Item Hunt for Legendaries
-> Sounds like a great idea.
-> I would prefer it to be more incremental however for the bonuses, so that EVEN if you only find one of the items in the set, you get something for it. Particularly if the item in question is useless to you and may not even sell on the AH.
Magic Find
-> I think that the magic find per stack is too low. Having it too low per stack means that if a player ever wants to reach the 500% maximum they'd have to play the game either on excessive MP levels and/or play for several hours on end. IF the game's item hunt was ABOVE STELLAR then I could see myself playing for 2-3 hours at a time, but without the item hunt this would be torture.
-> Instead I think it should be:
MP1 = 10% MP2 = 20% MP3 = 30% MP4 = 40% MP5 = 50% MP6 = 60% MP7 = 70% MP8 = 80%
MP9 = 90% MP10 = 100%
-> Why so high? Well I have attempted MP 10 on my Barbarian (about 190k buffed DPS) and it took me about 12 minutes to take down a single pack. Since everything has so much more HP and damage on the higher MP levels, it should reward you with requiring FAR fewer stacks to reach the cap. As it takes over 10 times the time to kill a single pack it should reward you for your effort.
Crafting
-> I think that salvaging items should net more rewards. Considering that a higher quality item will produce the same number of materials as a poorer quality item, doesn't make much sense. (ie A grandfather produces the same mats as a pair of Depth Diggers). I think that to improve salvaging that they should make higher tiered items salvage into more materials.
-> I think that the current crafting system should be FIXED before they go on to add new recipes and the like. The majority of recipes available pre-patches do not provide very good items for the materials invested in them. The newer recipes gives a decent risk vs reward system. The old recipes are high risk low return. I think they should buff up all the older recipes so that a player could be self-found for all their lower levels by crafting their own equipment. As someone who has played Vanilla WoW (haven't touched it for years) I was used to being self-found and crafting my own gear. When I got to Diablo 3 and heard you could craft your own gear I was so happy until I say what the system was like. Salvaging produces far too few materials, the gold cost is excessive for a low-level starting out, and the item produced is too heavily random that it is frustrating. Think of this: A barbarian trying to craft a pair of shoulders and instead of getting STR or VIT, they keep getting INT or DEX, with low rolls on that that makes them not worthy of being sold.
-> I think that crafted legendaries should get a major buff in power to make them comparable to other legendaries OR give them something special.
-> As cool as it would be to get a rare crafting material from a purple guy that is bind on account; is a terrible idea. Do you know that for some uniques, it is next to impossible to get them to spawn? Like take Bashiok. I've run through the entire Oasis over 100 times and never had him spawn (I still have the Rakinishu blade that I want to use on him). This would be a good idea IF and only IF one of the rare uniques that would spawn in an area is guaranteed to spawn in that area for every game. Otherwise this would make things onerously annoying. Having more of the purple uniques spawn in general would make getting the achievement less onerous as well.
-> I agree that making all gemstones be able to drop would be muchly appreciated. I've been playing since launch and have never had more than 5 million gold at a time, and haven't been able to get any good items to drop to sell, so having top tiered gems is impossible for me (I'm not referring to the Marquise... I think that should remain as a gold sink). Making only one type of gem drop in the first three difficulties is a great idea... plus I never really stock up on the lower ones anyways. Like when I see a flawless square something drop these days I don't bother picking it up as it doesn't sell well AND it takes 10,000s of gold to make it into something useful. And as for those that say that I should then play more to get more gold, my response is that I have better things to do with my time these days than play a game that doesn't reward we well for my time. EVEN Dark Souls in all its frustrating moments rewards me better for my time than Diablo 3 does.
I hope that blizzard takes some of your things into consideration, but if they are going to remove MF totally and place all the burden on NV, I would like to see the amount per stack increased heavily... as we currently get 15% MF per stack, and if I now have to kill 15 packs to get the same effect on MP1 I'm not going to play Diablo 3 anymore. You also neglected to mention how much MF you get on MP0? Do you get 0% MF for the stacks?