Quote from FinalFencer
I would actually like to switch the topic at this point if we can. We now know that there are people that do feel there is no "end game." Let's say that someone that could potentially could influence the direction of D3 sees this. I'd want them to see some ideas on what direction they could take this to fix the problem. I have an idea or two, but I'm sure plenty of people could give better input than myself as they've probably played way longer than I have. ...
edit: Sorry for the triple post.
I like the idea of multiple tiers of gear, but I'd want a pretty solid difficulty revamp if that's the direction they're going to go. I'd also like for there to be more source-specific legendaries. Like how some legendaries are restricted to caches -- have other legendaries restricted to other modes, or to bosses, or to chests, etc.
I came up with a mode that I'd like to see in Diablo 3. I'm going to copy and paste my reddit post.
One of the most common complaints I see about the Greater Rift system is how random it is. It's supposed to be competitive and, yet, no rift is the same... so, I was thinking... what kind of activity is easily measured and still competitive? BOSS RUSH!!!
What Is It?
Boss rush mode is a fairly common mode in action games where the player faces off against (most) every boss in the game, one after another, to see how many of them they can beat and how fast they can do so.
How Would It Work In Diablo?
Picture a large, specially designed room. Probably somewhat circular, though with little nubs along the edge. Plenty of room to move around in and pick strategic positions. Upon entering this room, you could click an object (or button) to start the Boss Rush mode. After a short countdown, the first boss appears and you kill it. Upon death, the next boss spawns. And so on until you finally kill Malthael. At this point, the bosses would start cycling through again, more powerful than the last time.
Okay, But Can't We Spice It Up a Bit?
Absolutely! You remember those little nubs around the edge of the room that I mentioned earlier? Well, let's put orbs there that will allow players to spawn the bosses early. That way, those of us that can kill each of the first wave's bosses in seconds can just spawn all the bosses right away and clear the first wave, bringing down our overall time.
Also, there could be specially placed buff shrines (non-random) that will recharge after a certain amount of bosses are killed, allowing for more potential strategies.
Let's Go Over Some Specifics
How would we start this mode? Well, people are starting to get bored of Greater Rifts already, so we could either add another drop to the final Greater Rift Guardian (meaning, you get it when you either choose not to upgrade your rift key or when you fail the timer). Alternatively, the Keystone of Trials could be used as the key.
Difficulty? Simply set the difficulty based on the game's difficulty level. Torment 6 players automatically start with Torment 6 bosses. Naturally, the only really interesting leaderboard for this would be the Torment 6 leaderboard, but other difficulties would still be present for those that can't handle Torment 6. Boss difficulty would obviously increase with new set of bosses.
Rewards
There would be three obvious sets of rewards for this mode...
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Leaderboards: Fastest wave clears, most waves cleared. This way you could either choose to go for speed or for longevity.
Loot: Players would obviously expect some kind of loot reward, so why not add some more legendaries to be dropped specifically from this game mode? Utility items like Ramalandi's Gift could also be included. Perhaps the player would be guaranteed one item that would add a specific affix to a piece of gear for a specific slot. Say, you get an item that adds an All Resist roll to a ring, or an item that adds Cooldown Reduction to your helm. There are any number of potentially appealing items that could be made specifically to drop in this game mode.
Achievements: 'Nuff said.
Much like everything else in Diablo 3, yes, repeated use of this game mode is bound to get boring after so long. But now that we've got this system in place, what's to stop Blizzard from updating it on a regular basis?
Tired of Boss Rush mode? We'll add a new challenge! New bosses! Bosses from Diablo 2! Famous Nephelem of legend to test yourself against! There could be the Set Item challenge, where you fight bosses based upon the set items in the game. Finally, you get to fight Bul-Kathos, Natalya, Roland, and everyone else! Danger mode, where you have to actively avoid non-random (or random, though I'm trying to avoid that with this idea) environmental affects that limit your ability to navigate the room while fighting bosses. Really, there's no end to the new challenges they could come up with.
Tell Me What YOU Think
I think that this could be a great addition to the game... how about you? Comments, concerns, critiques? Go for it!
One last thing:
This just occurred to me, but Diablo 3 could really use something like the Brawler's Guild from WoW. For those that don't know, Brawler's Guild is an Arena where you fight progressively more difficult and unique bosses.
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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.
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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.”
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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. ”
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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.”
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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.”
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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.”
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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.”
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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. ”
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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.”
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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.”
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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.”
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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.”
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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!”
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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.”
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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!”
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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.
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.
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