I'm not sure if this was said in a recent posting, but do higher visual tier items have better stat quality than lower ones. For example will a visual tier 10 item have better stats than a visual tier 7 item? I guess it also depends on which tiers drop in which difficulty.
I see your idea and it might work. I just don't want the talisman to be a extra stat pool. If it is to return, I'd rather see Blizzard change it to something cooler. Make the charms change the playstyle. Give players the possibility to use new skills based on charms. Have charms activate dorment skills of some kind. Maybe let the Talisman be a portal opener like in D2. And then let the charms be consumed.
There are so many other great ways to use the talisman, then just an extra stat pool imo.
I understand the point about the stat pool. It just seems difficult to provide an innovative way to make your character stronger through this system without using some type of stat enhancement since skill, traits, runes, and whatever else are already accounted for.
The old talisman was pretty plain. It pretty much was a bag for charms. Why not have the talisman separated into four sectors (maybe divide them into color sectors of blue, red, green, and yellow) and have charms that fit into each color sector. Make it to where once you place a charm into the talisman, it is locked unless you find a replacement charm to overwrite it (or maybe have one of the artisans have the ability to remove charms as a gold sink so you can use newly found charms). Once each of the color sectors are completed, maybe have some type of stat bonus that is randomly generated based on the current affixes and suffixes of the charms in that sector (say your green sector has a life mod in one slot, then the sector completion bonus would have a randomized life bonus. Or the completion bonus could be static and predictable with each sector having a known completion bonus, such as doubling current sector bonuses upon completion or +50 value to charm stats in the sector upon completion. This may sound a bit complicated, but I think it may be a step in the right direction with customization, economic stability with the possibility of a gold sink for artisans, and end game item hunting.
As last we heard, each player rolls separately. Meaning if four players were in a game and killed a boss, one player could get three rare items, and the other 3 could get nothing.
Keep in mind, in case you have continuous bad luck, crafting will be a viable means of acquiring gear also.
Alright thanks. Exactly the type of response I was looking for.
Lets say a boss is killed in Diablo III. When the boss drops loot, is the amount of loot completely randomized for each player or is loot divided. By divided I mean if there are two players in the game then your loot is cut in half and shared with the other person (Cut into fourths when four people are in the game). I know that the amount of loot increases with player size, but I was just wondering if each player would get like eight items from a boss or if it's randomly divided amongst the group.
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