Looking at the other stuff, it looks like they are removing the stack dependency, so as long as SW is active, you get a flat 50% DR.
- P4_ItemPassive_Unique_Ring_044 Your damage taken is reduced by [{VALUE1}*100]%
for each stack ofwhile Sweeping Windyou haveis active.
0
*Edited to add*
Another thing that slipped my mind earlier is that it's also possible to deny items that drop post patch from being placed on the AH at all. They'd show up much like the BOA crafts do now in the AH window. This way, legacy gear is still tradable, but new gear remains constrained by the trade mechanics of the future.
0
The other thing that bothered me was the passive tree. I liked the concept for being able to really give choice in character development, but to me it was just too much. I don't mind taking a bit of time to plan out a character, doing a bit of research, but for me, the passive tree was just too much. I don't think this is a bad thing, since obviously other people really like that level of customization, and don't mind all the planning and number crunching involved. For people who enjoy that, POE wins big time. I'd like to see more character customization options in D3, but nothing quite as extravagant as that.
Long story, short -- POE just isn't for me. I've considered picking it up again a couple of times, but I just haven't followed through.
0
I've been thinking of 2 different ways to approach crafted legendaries, which don't have to be mutually exclusive: 1) Of the hundreds of affixes that the developers have been testing, they've likely come across some cool affixes that they just didn't feel were quite powerful enough. Some of the affixes in that list could be used on crafted legendaries, so that they have unique affixes, but they may not be super powerful. This way, crafted legs have something that makes them unique, without taking away from killing monsters too much. The goal here is to give some options (once the plans are found) for upgrading gear while players wait for the drops that they really want. Adding some progression in the deadzones. 2) Make crafted legs (or some of them) have equally awesome (or slightly better) unique affixes, but make them much harder to craft. Requiring extremely rare plans and materials. This equates them to the D2 runewords, except I'd hope they wouldn't be quite as overpowered as some of the runewords. The goal here would be to add some progression at the top end of the player base, without it necessarily being better, just different. Combining those two ideas, implementing legs from each of those catogories, would be awesome, since they are also guaranteed to be rolled using the smart drop system, making them likely to be sidegrades or upgrades on the non-unique stats.
0
Totally agree that this should be in the game, though it's more involved than most might think.
As someone said earlier, all of the tool tips are hard coded into the client. That's why when they change skills in a hotfix, they usually say that the tooltip will be updated in the next client patch. This makes having dynamic values for each of the adjustable stats on a skill more involved, as they'd have to change that architecture to support pulling info from the server and updating those values.
That said. I'd really like to see this implemented, as it's difficult to determine upgrades at the moment without a spreadsheet handy and even doing that requires that you know exactly how all of the values are calculated. It would seem that this feature would follow their design philosophy of making things simple as well.
Very nice idea though.