• 1

    posted a message on PTR: Show us your Ancient Items!
    I'd like to see them add a 30% value increase to legendary affixes too. I'm not sure if that would break the game though. Going off of St. Archew's, getting up to 32% of your max life as a shield sounds really fun as a shield.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on PTR: Show us your Ancient Items!
    So do ancient legendaries only get a 30% increase to their core stats (Str, Dex, Int, Vit?) I've been waiting to see items with 12% CHC and 130% crit damage.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on end game brain storm.
    I think a real problem with bosses are not that they are too easy, but that every difficulty gives access to all gear in the game with the potential to get max rolled stats. I have a theory that if tiers (don't mean actual tiers, but just how good the items are) of items unlocked on higher torment difficulties, that the game would scale better and allow for a better and more satisfying progression through the game.

    As is, you still have a chance to get the same exact gear in T1 that you do in T5. So why would I farm in T5? Better drop rates does not justify this.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Blizzard will lose their most experienced players and support base.
    Quote from sicness
    No offense, but it's pretty obvious why your post got deleted. You offer no insight as to how they can overcome their issues and are basically just complaining.
    ^ This. No offense OP, but saying there is a problem with the game helps no one. Start creating threads on how the game can be pushed in the right direction with complete and concrete ideas. I'd love to read what the community thinks and I'll probably join in myself. :)
    Posted in: Diablo III General Discussion
  • 6

    posted a message on Wanted to share 19 new legendary ideas.
    "I'm sure might be unbalanced or underwhelming and I'm sure some of my number crunching was messed up along the way. None-the-less I did this for fun and thought I'd show it to the community. I'd love some feed back, specifically some areas where the items could be fixed or on what you thought was outright broken, or what you loved." :)

    Arkaine's Valor
    Legendary Chest Armor
    660-759
    Armor

    Ø Primary
    +626-750 Armor
    +626-750 Vitality

    Ø Secondary
    Reduces duration of crowd control effects by 8.0-15.0%
    4.0-6.0% of your resistances are applied to your physical resistance.

    Ø One of 3 Magic Properties (Varies)
    +626-750 Strength
    +626-750 Dexterity
    +626-750 Intelligence

    Ø +1 Random Magic Property

    “This armor is everything you want in a defensive piece of gear and it’s safe. It gives you armor, vitality, your main stat, CC reduction, and resistances. It sounds powerful, but because it eats up a chest slot, you’ll have trouble working it in with a 6-piece set also in mind. The synergy with a Monk’s Harmony passive is great and can help him reach that little extra bit of defense he might need at higher difficulties. (To math right quick: A Monk with 1,000 in all resistances would net +360 to his physical resistance if he/she equipped this armor with a perfect legendary affix. In turn, equipping Harmony would in turn add 144 to all his/her resistances.)”
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    Arreat’s Face
    Legendary Helmet
    660-759
    Armor

    Ø Primary
    +3237-4839 Life on Hit

    Ø Secondary
    Reduces duration of crowd control effects by 8.0-15.0%
    You gain bonus strength equal to 25.0-35.0% of your lowest resistance.

    Ø One of 3 Magic Properties (Varies)
    +626-750 Strength
    +626-750 Dexterity
    +626-750 Intelligence

    Ø +2 Random Magic Properties

    “The idea behind this item was to capture the spirit of the original from Diablo 2 however that comes with limitations because a lot of properties did not carry over in functionality. Life on hit replaces the life steal and the reduced Crowd Control effects replaced the hit recovery. The affix serves as a combination of enhanced defense, a bonus to barbarian skills and functions as a great balance mechanism. To achieve higher defense with this item, you need to raise ALL your resistances as the lowest will be the one to grant your bonus from the item and that grants you bonus strength, which in turn grants you bonus armor and damage to your skills. I feel this is a great end game item that doesn’t necessarily make or break builds but is a solid item for barbarians and crusaders who don’t need the slot for set piece helms.”
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    Artificers
    Legendary Gloves
    513-590
    Armor

    Ø Primary
    Increases Spike Trap damage by 25.0-30.0% (Demon Hunter Only)

    Ø Secondary
    Spike Traps have an 80.0-100.0% proc rate.

    Ø +4 Random Magic Properties

    “Spike traps are cool, just like bow ties, but they were nerfed really hard. They are the least used skill across the board in normal mode and hardcore for Demon Hunters. Hopefully this will bring a new element to their gameplay and players will get that extra power they need to make Spike Traps stand out. I figure, they got nerfed because the 100% proc rate was too high to just be standard, but if you have to get a legendary and that legendary only has a chance at a guaranteed proc rate… that should be fair.”
    -----------------------------------------------------------------------
    Berserker’s Shroud
    Legendary Chest Armor
    660-759
    Armor

    Ø Primary
    +5.0-6.0% Critical Hit Chance

    Ø Secondary
    You gain 3.0% attack speed for every enemy affected by your Threatening Shout for 4-6 seconds.

    Ø One of 3 Magic Properties (Varies)
    +626-750 Strength
    +626-750 Dexterity
    +626-750 Intelligence

    Ø +3 Random Magic Properties

    “I really wanted to give threatening shout some love. It’s thematically a great skill and conceptually should fit into a lot of builds but falls short when you look at other options in your kit and the synergy those abilities have with each other. I wanted this item to contribute to several build paths depending on your property priorities. If you focus attack speed in general, you could run a cleave barbarian to get the extra attack speed and start mowing down enemies with your sweeping attacks. Run the frenzy path with high cooldown reduction and you have an “into the fray”, single target, slaughter machine.”
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    Call to Arms
    Legendary Sword
    1901.2-2274.3
    Damage per Second
    (1149-1367) - (1567-1882) Damage
    1.40 Attack Speed

    Ø Primary
    + (981–1199)–(1175–1490) Damage

    Ø Secondary
    Dropping Below 25% health makes you use the Barbarian’s Threatening Shout. This ability can only be used once every 15 seconds.

    Ø +4 Random Magic Properties

    “This is a tribute to Diablo 2. I always thought it was cool to pay homage to classes without playing them; Enigma anyone? This sword can be used by anyone but even with access to the barbarian’s ability, the barbarian will still be better at using it due to cooldown and runes. Throw this on a Tank Crusader and you can make a defensive monster. Throw this on Monk and it just might be the difference between life and death when elites surround him on every side. Combine this with Berserker’s Shroud and you give Crusader and Monk a unique way to bounce back damage when their life is teetering on the edge. Throw both Berserker’s Shroud and Call to Arms on a Barbarian and well… it’s not pretty. ”
    --------------------------------------------------------------------
    Cataclysm
    Set Fist Weapon
    1901.2 – 2274.3
    Damage per Second
    (1149–1367) – (1567–1882) Damage
    1.40 Attack Speed

    Ø Primary
    + (981–1199)–(1175–1490) Damage

    Ø Secondary
    5.0-10.0% Chance to Knock Up on Hit

    Ø +4 Random Magic Properties

    Deadly Force
    Cataclysm
    The Pugilist
    (2) Set:
    +10% Cooldown Reduction
    Deadly Reach gains the effect of the Scattered Blows rune.

    “Scattered blows rune is the obvious choice for many that pickup deadly reach. The ability itself has its merit but it needs a boost. By giving it the rune that most people choose anyways, they can choose one of the other 4 runes and give those some love.”
    --------------------------------------------------------------------
    Frozen Fist
    Set Fist Weapon
    1901.2 – 2274.3
    Damage per Second
    (1149–1367) – (1567–1882) Damage
    1.40 Attack Speed

    Ø Primary
    + (981–1199)–(1175–1490) Cold Damage

    Ø Secondary
    1.0-5.0% Chance to Freeze on Hit

    Ø +4 Random Magic Properties

    Arctic Wake
    Frozen Fist
    The Pugilist
    (2) Set:
    +10% Cooldown Reduction
    Seven-sided Strike gains the effect of the pandemonium rune.

    “The Pandemonium rune isn’t used, and Seven-sided strike is on the low end of use. This set item is designed to give some power both to the rune and the ability itself, but I honestly think that would be too powerful to run both on a single item. Paired with another weapon however (a very unique one at that), you get two solid fist weapons that will bring some much needed power to our Monk friend.”
    --------------------------------------------------------------------
    Ginryu’s Legacy
    Legendary Diabo
    3120.0-3488.0
    Damage per Second
    (2171–2433) – (3255–3633) Damage
    1.15 Attack Speed

    Ø Primary
    + (1177–1439)–(1410–1788) Fire Damage
    Increases the spirit cost and channel cost of tempest rush by 15.0-30.0%

    Ø Secondary
    When you stop channeling tempest rush, you unleash a devastating sweeping combo that deals 1260% weapon damage to all enemies in an area around you over 3 seconds.

    Ø +3 Random Magic Properties

    “I wanted to create a Diabo that did something exceptional and targeted a rune with less play. I decided that tempest rush needed more love outside of the tempest + epiphany combo. I expanded on the Flurry rune for this idea, taking the same mechanic but expanding it even further with greater pay out at the cost of resources. Combined with a spirit spent (because of the increased cost of tempest rush) to health recovered style of play, you could have an area effect, heavy health regeneration Monk.”
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    Harlequin Crest
    Legendary Helmet
    660-759
    Armor

    Ø Primary
    +626-750 Vitality


    Ø Secondary
    2% chance that any imperial gems will instead drop as a legendary item.

    Ø One of 3 Magic Properties (Varies)
    +626-750 Strength
    +626-750 Dexterity
    +626-750 Intelligence

    Ø +3 Random Magic Properties

    “This item is a crowd favorite and I felt like it could work in the game ONLY if more legendary items were added. Every added legendary makes the chances to find the legendary you need to make your build harder to obtain. Introducing such a an item would not be game breaking under these circumstances. Until that happens though, the item would be a little excessive.”
    -----------------------------------------------------------------------
    Hierarchy
    Legendary Bracer
    366-421
    Armor

    Ø Secondary
    Blinding Flash also burns targets with holy fire, damaging enemies affected by the blind with 500% weapon damage as holy over 5 seconds. The damage is increased to 1000% against slowed enemies.

    Ø +5 Random Magic Properties

    “The mystifying light rune just isn’t used. It has an abysmal use rate and I speculate that that’s because blind is used offensively and it lets you stay in the fight without fear of being damaged. Every other rune synergizes with this while a slow does not. You aren’t kiting them and most likely are standing still while you fight enemy groups that can’t fight back. This item is designed to give more incentive to use that rune without punishing the others.”
    -----------------------------------------------------------------------
    Immortal Band
    Legendary Bracer
    366-421
    Armor

    Ø Secondary
    Threatening Shout gains the effect of the Grim Harvest rune.

    Ø +4 Random Magic Properties

    “I’m focusing on threatening shout once more to build synergy for classes and thus make the build path more attractive. Combined with Call to Arms, for the first time, other players can gain the effects of a rune from another class. ”
    -----------------------------------------------------------------------
    Infinity
    Legendary Polearm
    3111.9–3463.9
    Damage per Second
    (2639–2901) – (3019–3397) Damage
    1.10 Attack Speed

    Ø Primary
    + (1177–1439)–(1410–1788) Damage

    Ø Secondary
    You gain a very small aura that affects you and your allies, increasing lightning resistance by 30% and increasing all lightning ability damage by 20.0-25.0%.

    Ø +3 Random Magic Properties

    Ø +1 Slot

    “A tribute to rune word Infinity. Originally, this item was infamous for putting on your mercenary but because monsters do not have resistances, changes were made.”
    -----------------------------------------------------------------------
    Ivaldi’s Son
    Legendary Spear
    1821.0–2140.8
    Damage per Second
    (1334–1552) – (1701–2016) Damage
    1.20 Attack Speed

    Ø Primary
    + (981–1199)–(1175–1490) Lightning Damage
    + 35.0%-55.0% Critical Damage

    Ø Secondary
    Ancient Spear now generates 3-4 fury.

    Ø +3 Random Magic Properties

    “Spears are terrible in Diablo 3. Sure you can work with what you got but they will not be as good as other options. This item is designed to work like the Kridershot for the Demon Hunter. With this in hand, your Throw Barbarian will become a terrifying raged combatant that can pick off enemies from a range and build rage, just to dive in at the right time to let loose some heavy spenders. It also won’t break Boulder Throw as spamming it will leave you little to no rage at all times; definitely designed for every other rune though.”
    -------------------------------------------------------------------------------------
    Karma
    Legendary Mighty Belt
    586-674
    Armor

    Ø Primary
    +626-750 Strength

    Ø Secondary
    Ranged and melee attackers take 2667-3498 damage per hit.
    Revenge adds 300% of your thorns to damage.

    Ø +3 Random Magic Properties

    “I really like the idea of thorn builds in this game but because of how the game scales, it can be a tough customer to work with. You can’t take hits in this game- not at top levels of play. This item is designed to give a little more synergy and payout for people who want to make thorn Barbarians without ruining the theme of the build; everything that touches you pays for it and with this in your arsenal, enemies will pay double for it.”
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    Pugilist, the
    Set Fist Weapon
    1901.2 – 2274.3
    Damage per Second
    (1149–1367) – (1567–1882) Damage
    1.40 Attack Speed

    Ø Primary
    + (981–1199)–(1175–1490) Damage
    + 8.0%-10.0% Critical Hit Chance

    Ø +4 Random Magic Properties

    Grand Brawler
    The Pugilist
    Cataclysm
    Frozen Fist
    Shan Xuan
    (2) Set:
    +10% Cooldown Reduction

    “I had the idea of what if sets could have various effects, not based on how many, but what set pieces were in the set? Without going to crazy, I came up with this item. The idea is that you need this item to complete the set, but depending on what you equip with it depends on the second part of the set bonus.”
    --------------------------------------------------------------------
    Shan Xuan
    Set Fist Weapon
    1901.2 – 2274.3
    Damage per Second
    (1149–1367) – (1567–1882) Damage
    1.40 Attack Speed

    Ø Primary
    + (981–1199)–(1175–1490) Lightning Damage

    Ø Secondary
    5.0-10.0% Attack Speed

    Ø +4 Random Magic Properties

    Storm Burst
    Shan Xuan
    The Pugilist
    (2) Set:
    +10% Cooldown Reduction
    Fist of Thunder gains the effects of the Thunderclap rune.

    “Fist of Thunder suffers from the same problem as Deadly Reach. It’s good, but other options are more viable for end game. When it is used, Thunderclap is used quite a bit. This should give the users more options and diversity without robbing them of power.”
    --------------------------------------------------------------------
    Trauma
    Legendary Gloves
    513-590
    Armor

    Ø Primary
    Increases Crippling Wave damage by 25.0-30.0% (Monk Only)

    Ø Secondary
    All secondary effects of Crippling Wave’s third strike are doubled when applied to a single target. This does not extend the durations of these effects.

    Ø +4 Random Magic Properties

    “Crippling wave, specifically concussion, needed to be a more attractive choice. With this item, all secondary effects from crippling wave’s third strike will be doubled when used against a single target: Concussive lowers the target’s damage by 40%, Rising Tide generates 5.0 additional spirit, Tsunami’s third strike has its range increased by 34 yards, breaking wave’s third attack buffs your damage by 20%, and mangle does nothing extra (damage is a primary effect.)In addition from the rune choice, the base ability would lower movement speed by 60% and attack speed by 40%. That is incredibly crippling!”
    -----------------------------------------------------------------------
    War Travelers
    Legendary Boots
    513-590
    Armor

    Ø Secondary
    20.0-30.0% of your bonus movement speed is equally applied as bonus damage.

    Ø +5 Random Magic Properties

    “I had a lot of trouble writing an affix that was coherent and to the point. I hope what I have makes sense. The not TL;DR version is that you gain a % damage boost equal to affix % of your movement speed. If you had the base movement speed cap, 25%, you would gain a permanent 7.5% boost with a perfect role on the legendary affix. Let’s say you add the Barbarian’s sprint to the mix and you get a 16.5% boost to damage while sprinting. Touch a fleeting shrine while sprinting and your damage jumps to a 24% boost to damage! You get where I’m going with this. Great for speed builds and great for people that want to get more out of their stacked movement speed. That aside I’m not sure how diminishing returns work on movement speed, if at all, so my numbers may be skewed.”
    -----------------------------------------------------------------------
    Yojimbo’s Culling
    Legendary Mighty Weapon
    3111.9–3463.9
    Damage per Second
    (2639–2901) – (3019–3397) Damage
    1.10 Attack Speed

    Ø Primary
    + (1177–1439)–(1410–1788) Damage

    Ø Secondary
    16.0% chance to inflict Bleed for 300–400% weapon damage over 5 seconds.
    Rend gains the effect of every rune.

    Ø +3 Random Magic Properties

    “Rend needed some love and what better way to do than make it shine on a flashy, gigantic, oni (demon) style katana. This item serves as a tool to make a bleed Barbarian make things bleed more: Slightly bigger area of attack, heals 2.5% of your maximum life over 5 seconds per bleeding target, +250% damage over 5 seconds, 10% increased damage to rended targets, and a bleed spread. A lot of little things to emphasize the big picture; you make things bleed and you do it damn well. I feel this will also be balanced because rend does not work as a spam tool like a lot of other class spenders and instead must be reapplied every so often to maximize damage. Also the name is a tribute to one of my favorite samurai movies!”

    -----------------
    Edit - I tried to color code the affixes, numbers, and descriptors as they do in the game but the colors keep messing up and I'm waaaaaay too lazy to go back and try to fix it. :P

    Edit 2 - I went back and tried to fix some of the coloring and made small changes to some of the gear on good input. :)

    Edit 3 - Made changes to the harlequin crest.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Wanted to share 19 new legendary ideas.
    Quote from Shiroiro

    Cool.. buy why you even bother xD
    I work on some game projects when I have time but recently I've gotten into Diablo because of the new season. My mind kind of works like a train that jumps tracks and if I don't write down ideas, I'll keep coming back to the same tracks until I've mapped them. Also I'm a big nerd and I like nerding out with people that'll share my enthusiasm. :P
    Posted in: Diablo III General Discussion
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