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    posted a message on 1.0.7 looks good, but it's missing something important!
    Quote from eldimmy

    I think they will probably "fix" it in a major patch/expansion, because they're messing with people's gear and will result in a devaluation of it. Wyatt said on reddit that they don't fixed monks OWE because of this too. They can't just hotfix this you know.
    In short it will not make in 1.0.7

    Anyways nice ideas, but you can't even sum up to someone who asks about it, makes me think you just copy and paste it from someone else, no offense.

    I did copy and paste it, but not from someone else. Check my info and the battle.net account that posted it. I posted this.

    Quote from Zakumene

    Quote from Gohei27

    Quote from Syronicus

    So to sum up the wall of text, you say that the next update is missing a fix to the RNG issues? Can you give me a more specific reason as to what you say the update will be missing?

    I was very specific however I failed at summing it up the first time, don't think I can help you.

    You posted a quote from someone else and didn't add any of your own input to it. Yea - you failed at summing it up.

    My takeaway: you clearly don't understand what RANDOM means. Anything Blizzard does to make drops 'better' will obliterate the market. You either settle for what you find or trade up for something that someone else did. Go play torch light if you don't want a game with a market.

    You should check first before assuming. I wouldn't sum it up because I took the time to write it and if you or anyone else isn't bothered to read it then "I can't help you."

    D2 didn't have an in flux of rares using the same system. You assume that the market will become flooded and void. The end result is still legendaries are the best in slot. You can't avoid this or change it. Changing the top tier of gear now would be worse than what they did with ias. That said the top tier the market will remain the same, the mid tier which isn't worth much, might become less. You might see a few trifecta gloves on the market, but I wouldn't count it considering the odds you need to get a good trifecta require at least five prefixes or four with a suffix. The odds of still finding an item like this after a revamp to the system should still be very rare.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on 1.0.7 looks good, but it's missing something important!
    Quote from Syronicus

    So to sum up the wall of text, you say that the next update is missing a fix to the RNG issues? Can you give me a more specific reason as to what you say the update will be missing?

    I was very specific however I failed at summing it up the first time, don't think I can help you.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on 1.0.7 looks good, but it's missing something important!
    http://us.battle.net...opic/7593581822

    The itemization, finding items was considered the "end game" and how the game rewards you for time spent playing it and is still the same glaring issue. The itemization is so bad that it actually causes several other problems one being "some" people think that the AH/RMAH ruins Diablo when actually this problem stems from the itemization. D2 had a "pay to win' element as well, eBay, while not built into the game it did exist and there was no out cry from the community about it. Same can be said for the AH, trade channels did exist in game and serves the same basic function. Not a lot of people used the trade channels because it wasn't needed. So some might not realize this but the trade channels required you to not play the game like the AH, you would have to read a constantly spammed channel to look for sellers or buyers, and usually everyone either "lowballed" or over charged. It was a lot of grief, finding serious traders wasn't easy and the channel was mainly used to rip people off.

    Blizzard sits behind the term, "RNG" but anyone who has played this game excessively knows that certain drops have a much lower chance to drop. The odds are stacked against us, the itemization is A LOT more like the lottery than it is random. There are several major changes to the itemization in D3 that differs from D2, two of them I consider to be the root of the cause.

    ILvl: while also in D2, this would determine whether a certain item could drop or not, there was another factor involved called "TC" or treasure class. In order for certain affixes or legendaries to drop the monster had to have a certain lvl and treasure class. For example Pindleskin at one point could drop anything in the game, later Blizzard went back and lowered his treasure class since he was too easy to farm. Now ilvl is another ball bouncing around in the lottery machine.

    Affixes: not the actual affixes themselves although I plan on getting into them, but how they used to work.Before you could get 3 prefixes and 3 suffixes on an item. This has been changed that an item can get 6 prefixes, this is why you never find any good rares. There are 120+ affixes total, (some don't apply to every item) in most cases you need either four or five prefixes in order to be good. On top of that, each affix then has tiers from its min to max value. So in order to get a really good item you need to win the lottery.

    With the update to legendaries, gear has gone towards a more "LoD" approach than "Classic" and while people seem to prefer that, you guys did a really bad job with it, I'm sorry to say that. Some of the updates are detrimental to the itemization of the game, or in your case the end game. Manticore is one of the worst offenders, but Lacuni's are by far the worst along with Skorn, Meepo, Witching Hour, Inna's pants, and the offhands.

    Stacking ONE legendary of each type with one amazing unique ability followed by most of the affixes needed is a huge imbalance. You now have set the bar for most rares to low end of these legendaries. Ideally you should have one unique affix, one prefix and one suffix, allowing for three more random mods. This would of forced you to spread the love across all the legendaries making most of them useful instead of one clear winner. You also wouldn't of set the bar so low for rares.

    We're going to have to live with these legendary changes, the current issue with itemization affects rares more than anything. You have addressed the ilvl part of the itemization and I feel it was an improvement. You need to take a look at how item's are generated and revamp the prefix/suffix list. This change shouldn't affect any important gear, you would possibly make a collector item out of a few blues, but I doubt it.



    Below is a list seperated into prefix and suffix. You can see that the prefix list seems bigger than the suffix list and that the majority of good affixes are prefixes. The list is decieving, there are actually more suffxes than prefixes but I have the class skills listed as one when actually it's 58 suffixes. Another thing to realize is that every piece of gear doesn't have to compete with every affix.

    Prefix

    % to Blind
    % to Chill
    % to Knockback
    % to Slow
    APoC
    Bleed
    Crit Chance
    Crit Damage
    CC Reduction
    Dmg vs Elites
    Dmg%
    Def Range
    Dex/Int
    Dex/Vit
    GF
    Hatred Regen
    Health Globes
    Health Regen
    Ignore Durability
    IAS
    Int/Vit
    Life per Fury
    Lifesteal
    Life%
    MF
    Mana Regen
    MaxAP
    MaxDisc
    MaxFury
    MaxMana
    MS
    Pickup Radius
    Resist All
    Single Resists
    Socket
    Spirit Heals
    Spirit Regen
    Str/Dex
    Str/Int
    Str/Vit

    Suffix

    % to Fear
    % to Freeze
    % to Immobilize
    % to StunArcane Dmg
    Armor
    Block
    Class Skills x58
    Cold Dmg
    Def Melee
    Dex
    Fire Dmg
    Holy Dmg
    Int
    Lvl Req
    LoH
    LoK
    Lightning Dmg
    Max Dmg
    Min Dmg
    Min/Max Dmg
    Poison Dmg
    Str
    Thorns
    Vit

    Weapons are the easiest and important so I'm going to start there for an example so I can show you the "RNG."

    Crit Dmg (prefix)
    Dmg (suffix)
    Dmg% (prefix)
    LS/LoH (prefix/suffix)
    Socket (prefix)
    APoC/Ias/Stats or Stats/Vit (wand only prefix/prefix/suffix/prefix)

    So 3/3 at the minimum, most likely 4/2 or the very best is 5/1. "So what?" you might think. So... while your weapon needs 4 or 5 prefixes you have roll against a majority of suffixes.

    Helm: 5/1 (crit, life%, res all, socket, stat/vit, pure stat)
    Shoulders: 4/2 (life%, pickup rad/single res, res all, stat/vit, pure stat, pure vit)
    Chest: 4/2 (life%, res all, socket, stat/vit, pure stat, pure vit)
    Amulet: 4/2 (crit chance, crit dmg, ias, stat/vit, pure stat, min/max dmg or loh) 5/1 resists/socket.
    Gloves: 5/1 (crit chance, crit dmg, ias, stat/vit, res all, pure stat)
    Belt: 4/2 (life%, pickup rad/single res, res all, stat/vit, pure stat, pure vit)
    Bracers: 4/2 (crit chance, pickup rad/single res, res all, stat/vit, pure stat, pure vit)
    Ring: 4/2 (crit chance, crit dmg, ias, stat/vit, pure stat, min/max dmg or loh) 5/1 resists/socket.
    Pants: 4/2 (pickup rad/single res, res all, socket, stat/vit, pure stat, pure vit)
    Boots: 4/2 (ms, pickup rad/single res, res all, stat/vit, pure stat, pure vit)

    This is what the majority want. You can see that your items need to be more prefix than suffix. If you do manage to get all the right affixes you then need to roll high on each affix. Use the term, "RNG" loosely please.

    Another thing that needs to be mentioned is class specific items should only be capable of rolling the proper stat for that class. Not to mention that the block chance on shields should be affected by the shield type and the damage range on mojos and sources should be affected by the offhand type, like quivers. Mojos, shields, and sources need to roll 7 affixes to be good and this needs to be addressed.



    Now I'd like to talk about the affixes themselves. First of all I'd like to talk about the affixes I think should be removed from the game and wouldn't impact current items.

    Dex/Int, Str/Dex, Str/Int, LoK, Max Dmg, and Min Dmg.

    The first three have no use in D3, in D2 maybe, but this isn't D2. LoK isn't needed and between LS, LoH, and health globes It's fluff that dilutes the chance of good loot. Max and Min dmg is a good affix however you have two versions of it, while this is the least offender of all of them it is a duplicate affix and poor one at that.

    The next group of affixes need work in order to be good. I believe they all have the possibility of being good and shouldn't require a ton of work to do so either.

    % to CC, Bleed, CC reduction, Class resources and skills, Health globe/potion bonus, Ignore durability, Lvl req, and Thorns.

    Some of these have been mentioned already which is good, because you acknowledge that they need work.

    % to CC suffers from its low chance to proc because of spell coefficients. The % needs to be buffed to 10% with a 100% coefficient spell. You should also remove the 100% chance to snare with cold damage weapons and adds cold damage so that the % to chill and slow are the only ways of snaring from an affix.You should add these affects to the fear immunity you gain briefly after getting feared. You should also add jailor, frozen, and vortex to that fear immunity buff. Don't forget to buff the cold damage to be on par with other elements.

    CC reduction. See what I just did there? Dueling will already make this affix good, along with buffing the % to cc procs.

    Bleed chance should be buffed that it procs 100% of the time with a 100% coefficient spell. It needs to be % based and the duration needs to be shortened to 1-2 seconds. Buff this so that it's always useful in higher MP and useful vs high hp monsters and elites in lower MP.

    Some of the class resources are good, some are ok, the life per resources are bad. They can't compete with health regen and it's no contest considering LS or LoH. I would change life per fury to fury regen, Life per spirit to max spirit, and hatred regen to disc on crit.

    Class skills need two changes. The first being that you can get them on more than one piece of gear so we can stack the damage, or crit or a certain skill or reduce a certain skill to no cost. The second being only class specific items can spawn these affixes.

    Healthglobe/potion bonus needs work. You change it to a on hit proc that you can spawn a health globe. Remove potion from the affix. Then you buff passives like pound of flesh, vengence, power hungry, add one for monk, similar to gruesome feast. With a chance on hit to proc a health globe, you make it viable for higher MP. With a buff to those passives to gain dps, you could make this affix viable and promote "build diversity". Also buff potions so they give back more health.

    Ignore durability is lackluster. Change it so that having the affix on any piece of your gear affects all your gear. I realize repair is one of the gold sinks in the game, however it so marginal that it doesn't matter at all if we can prevent it entirely. You need to add real gold sinks into the game we want to spend on gold on anyway.

    Lvl req is a medicore affix, You should start at 10 levels instead of 1, and go to 30. So basically from the start of hell to possibly the start of nightmare.

    Thorns needs to be % based. You should really buff this to the point where its OP in lower MP and really good at higher MP. This will also bring back tank builds and hybrids and promote "Build diversity"

    The last group of affixes aren't bad at all but still need work, they are GF and MF. While these affixes could be ignored and left alone. MF and GF, mainly MF have caused quite a bit of problems in game. It's a difficult issue for sure, it's always been a staple in D2 and with the direction D3 has gone I'd argue it no longer has a place in the game. The best thing I can think of is that GF/MF on gear only affects monster kills and NV/Paragon GF/MF works on everything. Everything being chests, barrels, etc.

    Thought I'd share it here.
    Posted in: Diablo III General Discussion
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