• 1

    posted a message on [Discussion] What makes items interesting?
    [p]1) If magic find is bad, and it feels like a mandatory/decision reducing stat, why do gold find, extra xp, and other pointless secondary stats exist? Should secondaries all just be removed?[/p] [p]2) Almost every "good" weapon looks like this:2000 dps, 600 str, 600 vit, socket, pointless secondaries[/p] [p]MAIN STATS ARE NOT INTERESTING. Blizz, make something cool. Crushing blow was nice. Cooldown reduction and resource reduction are pretty cool too. But having two interesting stats and main stats as the ONLY options is not ok. I was reading the D2 manual this week for fun, and under items it said that there were too many properties for them to be listed. That's the way it should be. Now that I've complained, I need to provide a suggestion to help instead of just put angry things in caps.[/p] [p]A compilation of things that are my ideas, other people's ideas, or things that already exist that I know of that I think would add positively to the items:[/p] -decrease main stats numbers, so that when comparing other, less effective stats, the efficiency is more or less equal[/p] -remove crit damage, make critical strikes just do double damage. Keep it under control[/p] -make items have higher chances to freeze/slow/convert/fear/etc. have higher values so that they become more viable (dont forget that synergies with stun and freeze and such also make them increases in damage sometimes)[/p] -remove secondaries and keep the useful ones (the cc things mentioned above, pickup radius, individual resists, and control impairing effects reduction) as primaries[/p] -make individual resists have much higher values (i.e. 350-500), and make items unable to have all res and individual res, you have to choose[/p] -add stats such as the following (maybe good, maybe not. The idea is moar properties=moar choices)[/p] *chance to ignite[/p] *more damage dealt to ignited enemies[/p] *increased duration (anything that lasts a certain amount of time before stopping)[/p] *chance for projectiles to pierce/ricochet/seek/bounce back and explode[/p] *chance to cast (any skill in the game from any class, ooohhh yeaaa)[/p] *equip a certain aura[/p] *increased area of effect range[/p] *increased projectile speed[/p] *chance to gain 10% move spd/atk spd/damage/crit chance/armor/resource regen/life regen/etc. for 3 seconds on hit/when struck/when attacking/etc.[/p] *chance for resource spender to be free[/p] *deal 10% of your current life as damage on hit[/p] *etc. you get the point. not sayin any of theseare stellar,but hey at least a fewmore would be a welcomed change[/p] P.S. number balance not thought out for more than 2 seconds ;)[/p] What do you guys think? Please post your ideas/suggestions I'm really curious about this![/p]
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Making Crafting Cooler

    Combination recipes drop from monsters. Example:

    Rare Lightning Skill Damage Bracers

    • 1 normal bracer of a certain type
    • 1 weapon with a base damage type of lightning
    • Yellow, blue, and white crafting mats
    • Gold, Blood Shards
    Posted in: Diablo III General Discussion
  • 2

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Bleu42

    Can't get rid of legendaries you don't want. Correct, even if you found a complete perfect rolled item that you don't want to use, the only thing to do is salvage and sell for the same price as a badly rolled legendary.
    Maybe they could make a quick equation giving the legendary a higher price if the rolls are higher to the max.
    For example:
    • A poorly rolled Andariel's Visage can be sold to the vendor for 6k gold (about), and salvaged for 1 orange mat, 2 yellow mats, 4 blue mats, 8 white mats.
    • A well rolled Andariel's Visage can be sold to the vendor for 11k gold (about), and salvaged for 2 orange mats, 4 yellow mats, 6 blue mats, 10 white mats.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Doorsfan

    I do really like the ideas suggested by OP and the incentive/idea behind it.

    Because one thing that is echoing off the walls more and more, is that people are saying that there is a lack of actual happening with the items.

    The idea of D3 seems to be - afaik - get items. That's all. What then?

    They should look into making some aspects competetive. Because having power without measuring it to something dynamic (another player?!) is pretty darn pointless. Unless that which you fight against also scales dynamically or is tuned so that it stays difficult. Which in the case of D3, is not true at all.

    One of the major issues im seeing - is that other games or just mods to D2 already did a better job with just sheer concepts compared to what RoS has delivered so far. Because the very premis of D3 RoS in it self is flawed. Having a "item hunt" - when that item hunt leads to nothing, is pointless.
    What mods and games are you referring to specifically? I would like to know since I'm a game designer myself :)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on ROS Longevity: Small Changes=Big Difference
    Having watched a lot of streams and kept up with the news for ros, I would like to compile some small suggestions I've heard from the whole community here that could revitalize the end-game about: trading, pvpve, drop rates.

    Trading

    Here is a suggestion I made in another thread, but I would like to reiterate it here:
    Make ALL items and currencies trade-able with and only with people that were on your friends list/in your clan when the item dropped. Reasons why this is good:
    • It builds your personal community, encouraging you to have a lot of friends and interact with them
    • It encourages social interaction between your friends and your clan (respectively), since you have to communicate with them about the loot, mats, or gold you want to exchange with them
    • It makes it so random strangers is not a part of D3ROS trading, since the max friends you can have is 100 and thus your trade reach is limited
    • There would be an incentive to keep farming legendaries, even after you have found all the ones you want for your build, since you will be able to sell/exchange them, still benefitting you to find them
    PVPVE

    Athene made a video suggesting that this would be a core of the endgame and longevity of D3ROS and that it needed to be implemented. Blizz wants balance, and it just simply doesn't exist in PVP for D3V or D3ROS. Thus, the best middle-ground would be PVPVE, where:
    • You would fight monsters, or waves of monsters, solo or in a coop game and try to get the best time, the best kill streak, or even just beat a harder pack than the other team.
    • Both teams (maybe more than 2 teams? tournament?) would play in their own instances at the same time as each other.
    • There could even be a turn based PVPVE where one team (or solo) plays a level and adds a bunch of difficult modifiers to the level they will play, and then the other team, when they come online next, play that same level, matching the difficulty and seeing who got the best time or score or whatever. It's basically like HORSE in basketball, but in D3ROS.
    • There could be ranked and unranked games, ranking by clan, etc.
    This would be good because it would encourage competitive gameplay in an environment whose balancing is already being done for the PVE in-game. Competition, cooperation, and community interaction would all come from this PVPVE system.

    Drop Rates

    This one is a small change that will also help the longevity of the game. We know that blue said that the drop rates are boosted for the beta, but I still just wanted to say that finding a legendary should still take some amount of time, not 12 legendaries in one rift level (kripp's video).

    Conclusion

    These are a combination of my suggestions, the overall community requests, and some specific people's suggestions (such as Athene) compiled into a post about D3ROS' longevity. Please feel free to constructively criticize and hope that Blizz sees this!

    Edit: Grammar
    Posted in: Diablo III General Discussion
  • 3

    posted a message on D3 ROS Suggestions
    Trading

    1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
    2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.
    3. Make only clan members and friends who were your friend when you got the item (from a drop) people you can trade with (makes it so random people can't trade).

    This makes trading closed to your social circle, encouraging you to have more friends and stay with an active clan. It transforms it from a total single player to a nice coop experience that is immune (or maybe not, open to constructive criticism) to hacking or botting or whatever.

    Nephalem Rifts

    Make rift keystones of varying rarity (normal, magic, rare, legendary) where:
    a. The rarer it is, the higher the density, and a density percent mod will appear on the keystone tooltip
    b. Legendaries aren't necessarily higher density, they have really cool, predetermined layouts, mobs, and perhaps semi-guaranteed treasure (i.e. Stomach of the Flame Giant Keystone: gives a horadric cache with a bunch of fire items/legendaries)
    c. Craft keystone at the jeweler (give him a use, they're kind of gems) where:
    i. Legendaries will need whites as a base (just like leg crafting now in ros), and other rare and unique crafting materials per cool map design (à la pony level staff)
    ii. You can combine 2 (or 3) whites for a blue, 2-3 blues for a yellow
    iii. You can re-roll the density on the keystone for mat costs (gold, blood shards, anything really)
    d. Let legendaries (or maybe rares too) give you 1-4 (or however many is a good number) allies (sometimes, kind of rare) that can be things like golems, knights, angels, etc.

    Overall, this would shale up the rifts EVEN MORE. The ally idea is a lot of content/ assets for the devs to add, but the rarity thing is not very hard at all, especially if you remove the legendary idea.

    Paragon

    1. Make the earlier levels slower (1-80), make the mid levels faster (81-300).
    2. Make another skill tab that lets you improve you currently equipped active and passive skills.
    3. Add these things to whichever tab deemed fit:
    a. Each different type of elemental skill damage
    b. Thorns
    c. Life Regen
    d. LoH
    e. Projectile Speed/Range
    f. Splash Damage
    g. increased duration of your cc effects
    h. etc. <comment cool stats

    These are some changes that would make a difference. Maybe not awesome ideas, but the skill upgrading would be cool. Although there could be a problem with the constant respec issue.


    Notes

    I'll update it with edits, but that's all for now ;)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on What Made D2's Itemization so good?
    Quote from Sagathiest

    if you hand Lord Voldemort a shitty wand he's still Lord Voldemort. the ideal wand maximises his power but even with a shitty wand he's still one of the most powerful wizards alive....
    I'd simply like to point out that in the 7th he spent countless resources trying to obtain the elder wand so he could kill Harry ;)
    Posted in: Diablo III General Discussion
  • 2

    posted a message on An ARPG I made
    Lucid Beta

    The story is that you have been trapped into a nightmarish trans by a Dark Mentalist. You fight your way through randomized dungeon levels until you muster up the psychological power to face your inner demise once and for all.


    With over 20 skills, randomly generated items, monsters, and dungeons, 3 classes each with a different passive skill tree and extremely fast paced combat, the game's technically endless dungeon (even after the final boss fight) is never exactly the same.

    Here's a link to the game: http://gamejolt.com/...cid-beta/16686/


    Elite Monsters can be very dangerous


    This electric chest is deadly


    Explore six different area zones
    Posted in: Other Games
  • 1

    posted a message on Skill Ideas
    If you could create any skill or skill rune in Diablo 3, what would it be? Post your ideas! I'm making a diablo type dungeon game with a few of my own ideas and improvements to the genre. I was wondering if anyone had any cool ideas they could give for the game in terms of skills :)

    The game is called Lucid. You start off in a dungeon and never leave it. There is no town, there is no going back. The dungeon is your mind. A dark mentalist has caused you to enter an unwanted trans and your imagination takes you to a labyrinth like dungeon where you fight off monsters. Of course, your killing spree does not go unrewarded. Many items of varying rarity and power remain undiscovered by your mind, and you must use their potential to defeat the mentalist once and for all. A variety of skills can be found by any of the three character classes, but each of their passive skill tree differs a lot. Every time you play, a new dungeon layout is created, as you venture through six different zones...


    You mind is a prison, and they only exist because you let them...

    Revelations will occur to you and help you fight against these monstrosities...

    You choose who you are...
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.