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    posted a message on How will set items work?
    Quote from BarlowEnter

    Well there's no reason for them to not play around with using set items as puzzle pieces. I think it's a safe zone to play with what could become of the set items in the future after the release. Powerful in a having a secretive, unique set items skill gift gifted to the set. Make it more like an event for treasure find.

    Sure. I just didn't particularly like the options in the vote over what I had in my head at the time.

    I also agree that set items should not be the most powerful in the end game, but I would imagine that there would be done by there being less rune sockets and such with set items, and not because complete set of ultra rare at end game should be not as powerful as other random items. Just less flexible and enhanceable because you are stuck with the set bonuses rather than being able to find lots of ultra rare runes to slot in.
    Posted in: News & Announcements
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    posted a message on How will set items work?
    Other:
    None of the above options that they are currently playing around with really.

    Some points for me.

    1. Set items should be extremely powerful for their level if you have all the set items.

    2. They should be special, with some kind of lore attached, and not just able to be crafted by your average joe or sold down the street at the market. This isn't to say that there may be one or two items that are set items that can ONLY be done through crafting in accordance some some kind of story arc or something.

    3. Not scalable with level as a rule, this would make item hunting more boring and irrelevant, and in a way really detracts from the fun of a game like this that puts so much emphasis on item collecting. As before this isn't to say a few pieces could not be scalable. On a side note, I don't really like the way every system does scalable items and my preference in regards to a set, if it was done, would be to for the items to scale to your level at the point when each piece is found. So you find a piece at level 10, it stays that level until you find the second piece at level 20, in which case both pieces become level 20, etc.

    My 'other'.

    I think the implementation should be around a dynamic quest functionality. Once a random piece is found, the remaining set needs to be integrated into the the game in some way. It's difficult, as you do not want non scalable set items to be so hard to hunt that they are worthless once finally found, but at the same time not so easy that every man and his dog has one within a few hours.

    My suggestion would be to have some kind of mechanism that is run from say the trader, where you can pay a bunch of cash (relative to the power of the item) to purchase a treasure map for a piece of the item. This then starts a _time limited_ quest at a new random dungeon location that pops up on the map. The dungeon, with it's time limit, should be a challenge to the player, who needs to get in there before the item goes missing again. Heck the dungeons could even be themed by the set item's lore. Why not since blizzard are making set items by hand, I don't see why adding a few notes as to the general theme of the random dungeon dungeon for them, I don't think they would need to go all out with actual designed quest elements and voice over, just a random dungeon with a theme to the level that suits the item.

    I imagine that as the set item level goes up, the availability of the 'map' for an item from the trader goes down, so that with top level item maps having an very rare availability but not nearly as rare as the item drop itself, and also they should be incredibly hard to accomplish

    Ahh, it's a work in progress, but I think it would be best done around quests, and would really make something thats boring and fairly useless in the current Diablo to be a really fun new part that can add a lot to the game.
    Posted in: News & Announcements
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