Diablo® III

Ilvl flexible - diversity, all legends useful

Blizzard guys - my 2 cents are solely about legendaries. We all love what you did to them in 1.0.4, but there are still some things that could be adressed. First thing is a diversity problem, meaning - if you want best 2h, in 9 of 10 instances you'll end up with Skorn or - if you're DH - Manticore, best bracers - Lacuni, and so on. How about making all legendaries useful to some point and their ilvl flexible and dependable on such factors as difficulty (for example inferno could give you a chance of dropping a Messerschmidt's Reaver with high ilvl63 roll that could be an alternative to Skorn) or level of character?

In other words it would be a great fun to use legendaries that are currently considered as crap in inferno because of low ilvl or low dps / stats. It's like whenever they drop on the ground, we're feeling - so unlucky, another Fiery Brimstone. Basically I'm not saying that every legendary item should be awesome, there are items that are specifically designed to serve different purposes, like Cain's set or Goldskin, but how much fun it would be to sunder the ground your enemies walk on with Cataclysm or Chain Lightning enemies when you hit with Odyn Son with ilvl63 roll in Inferno? If I want to specialise in Fire Skills, why I can't equip my character with Magefist with decent stats adjusted to Inferno? Fjord Cutter with chance to be surrounded by a Chilling Aura when attacking, would also be enjoyable as hell!

Let's just sum up what it would do to the game:

- a new variety of possible builds, endless possibilities in combining gear, item hunting alive again,
- no changes to the current gear, noone feels cheated - just adding possibility to drop higher ilvls with better stats to the items that required low level, and lower ilvls with lower stats to high ilvl items,
- massive new usable content, imagine dropping Skorn lvl 25 in Nightmare with lowered stats, and Odyn Son with ilvl63 roll in Inferno,
- new, fresh approach to the item content.

I personally feel that patch 1.0.4 changed the game dramatically in a good way, and I'm thankfull for those changes - we really do love new on hit effects, auras when attacking and feeling of uniqueness in the items. Why not go even further and create even more diversity, so we can have a lot more fun with gear, and not just limited options? Even adding new items and leaving things where they are now would improve the game experience by a mile.

For example:

New Set
Aranoch's Lost Heritage

The Prophecy
Legendary Set Wand

777.4–1302.0 (high possible dmg here because of low avg dmg of orb, and low aps of wand)
Damage Per Second

1.40 Attacks per Second (we need to be sure it won't be used for cm wizz)
+(numbers to tweak) Arcane Damage (so it won't make rares and Echoing Fury obsolete, and won't be used for Archon Build with Triumvirate)
+41–50% Damage
+150–169 Intelligence
Critical Hits grant 9–10 Arcane Power (Wizard Only)
+1 Random Magic Properties (making socket possible)

Helded once by powerful archmage Viz-Ghul from Aranoch, who protected the city of Lut Gholein.

Alliance of Aranoch
Legendary Set Orb

+(28–110)–(29–370) Damage (lowest avg dmg legendary orb)
+170–200 Intelligence
+13–15 Maximum Arcane Power (Wizard Only)
Critical Hits grant 5–10 Arcane Power (Wizard Only)
Critical Hit Chance Increased by 9.0–10%
Increases Attack Speed of Secondary Skills by 9-20%
+1 Random Magic Properties

The source of unlimited wisdom and arcane power. Emanates with glowing energy.

Set bonus:

2 armor spells can be active at a time
Reduced Arcane Power cost of Secondary Skills by 50%

Numbers can be tweaked but the idea is simple - make secondary skills a valid option and fun to play. Make people want to try this and leave that cm build for a while. Let's have two armor spells active at the time, that will draw people to give it a shot, but because of lowered aps of the wand, no ias on orb and increased speed of secondary skills - freezing isn't the best idea with this, Chantodo's will be still way better for cm folks. Archon build will still be better with Triumvirate and Echoing Fury, or amazing rare 1h. That's how I perceive "game changing legendaries".

Now you could combine this with new Helm of Command, for free casting of secondaries, and the item itself could be a source of diversity and viable alternative to Mempo for all classes:

The Helm of Command - new version can't be crafted
http://us.battle.net/d3/en/artisan/blacksmith/recipe/the-helm-of-command

+184-189 Vitality
+8% Chance to Block
+40 Physical Resistance
+61-80 Resistance to All Elements

One of 23 Magic Properties (varies):
Reduces cooldown of Call of the Ancients by 10-20 seconds. (Barbarian Only)
Reduces cooldown of Earthquake by 10-20 seconds. (Barbarian Only)
Reduces cooldown of Wrath of the Berserker by 10-20 seconds. (Barbarian Only)
Reduces resource cost of Rage Skills by 25-50 Fury. (Barbarian Only)
+13-15 Maximum Fury (Barbarian Only)
Reduces resource cost of Vault by 2-4 Discipline. (Demon Hunter Only)
Reduces cooldown of Rain of Vengeance by 3-9 seconds. (Demon Hunter Only)
Reduces resource cost of Secondary Skills by 12-20%. (Demon Hunter Only)
+9-10 Maximum Discipline (Demon Hunter Only)
Reduces resource cost of Cyclone Strike by 20 Spirit. (Monk Only)
Increases Mystic Ally Damage by 35-50%. (Monk Only)
Reduces cooldown of Seven-Sided Strike by 3-9 seconds. (Monk Only)
Increases Spirit Regeneration by 1.00-2.33 per Second (Monk Only)
Reduces cooldown of Summon Zombie Dogs by 3-9 seconds. (Witch Doctor Only)
Reduces cooldown of Fetish Army by 10-20 seconds. (Witch Doctor Only)
Reduces cooldown of Big Bad Voodoo by 10-20 seconds. (Witch Doctor Only)
Increases Mana Regeneration by 9-11 per second. (Witch Doctor Only)
Increases Ray of Frost Damage by 7-14% and reduces resource cost by 4-5 AP (Wizard Only)
Increases Arcane Orb Damage by 7-14% and reduces resource cost by 4-5 AP (Wizard Only)
Increases Arcane Torrent Damage by 7-14% and reduces resource cost by 4-5 AP (Wizard Only)
Increases Disintegrate Damage by 7-14% and reduces resource cost by 4-5 AP (Wizard Only)
Reduces cooldown of Archon by 10-20 seconds. (Wizard Only)
+13-15 Maximum Arcane Power (Wizard Only)

+1 Random Magic Properties
empty socket

That was my 2 cents, keep up good work and keep us excited!

My other topics with ideas and feedback on the game:

Game changing legendaries? Let's go deeper
http://us.battle.net/d3/en/forum/topic/8480728506

Fixing BIS Item Rule - Bringing Diversity!
http://us.battle.net/d3/en/forum/topic/7415515028

Improving useless passives and skills
http://us.battle.net/d3/en/forum/topic/7319952329

please, add your opinions.
Edited by fhantomPL#1840 on 3/27/2013 5:11 AM PDT
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That would be awesome to be able to find Skorn at low lvl :D

I totally agree with you - There are only a few legendaries that people seek. Rest of them are useless :/ Low dps, low +stat bonuses...
I'd like to see a 2h for monk that would be usable... Everyone runs with 2x1h, not even with off-hand :/
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No doubt this is good idea. If 'blue's brothers' do not want to change it witch further patches, maybe they will consider to make it in an add-on ?
Edited by URSUS#2135 on 11/8/2012 10:42 PM PST
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Posts: 4,538
Ahem...

http://us.battle.net/d3/en/forum/topic/7004693728?page=1

Pretty much the idea that all legendary items should drop in any difficulty and that some legendary items need to be tweaked so they can actually be good. This way you can find a skorn in normal or a level 62 leoric's ring with actually good stats.

Item variety goes up, customization is better, and prices on the AH (and listed items) will probably only be high if the item is good (instead of now where pretty much all of one awesome legendary item will always be expensive no matter the damage/stats).

+1 and request sticky to my thread as I have done here :)

Edit: And obviously if you find a skorn in normal mode the ilvl, damage, stats and everything will change to suit that drop (so a normal skorn, you can still obviously find an inferno skorn).
Edited by DeMasked#1233 on 11/8/2012 10:53 PM PST
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Posts: 1,183
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Create a AH-free version and make the drops and drop qality better.
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Ahem...

http://us.battle.net/d3/en/forum/topic/7004693728?page=1

Pretty much the idea that all legendary items should drop in any difficulty and that some legendary items need to be tweaked so they can actually be good. This way you can find a skorn in normal or a level 62 leoric's ring with actually good stats.

Item variety goes up, customization is better, and prices on the AH (and listed items) will probably only be high if the item is good (instead of now where pretty much all of one awesome legendary item will always be expensive no matter the damage/stats).

+1 and request sticky to my thread as I have done here :)

Edit: And obviously if you find a skorn in normal mode the ilvl, damage, stats and everything will change to suit that drop (so a normal skorn, you can still obviously find an inferno skorn).


didn't see that one, +1. hopefully a dev will say something about this idea, the game could be a real fun.
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nice one. great idea :)
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another interesting idea from another forum (percentage of drops should be lower though):

I think implementing legendary packs of enemies into diablo would be a great idea and it would boost my motivation to play diablo even more.

I'm thinking.. they only appear in the Inferno difficulty and the chance of them dropping a legendary depends on the MP level you're playing.

For example:
MP1 = 5% chance to drop a legendary
MP2 = 10% chance to drop a legendary
MP3 = 15% chance to drop a legendary
MP4 = 20% chance to drop a legendary
MP5 = 25% chance to drop a legendary
MP6 = 30% chance to drop a legendary
MP7 = 35% chance to drop a legendary
MP8 = 40% chance to drop a legendary
MP9 = 45% chance to drop a legendary
MP10 = 50% chance to drop a legendary

The legendary packs themselves have a 10% chance to appear in each zone
they will have 3x the attack damage and health of standard mobs and they will appear in a pack of 3.

maybe base the appearance of the legendary pack off the uber mobs?
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http://us.battle.net/d3/en/forum/topic/7004695939
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bump, so somebody could actually read and post something as well.
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Fire jay noobson. Game will instantly get way better a second after.
I promise.
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Fire jay noobson. Game will instantly get way better a second after.
I promise.


how about making some adjustments instead? :)
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I like those ideas. Some have also suggested that fiery brimstones be able to buff, reroll or upgrade your leg items. Right now, only a handful of legs are useful, the rest are either too low level or have no chance to roll good stats, such as frostburns.
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12/10/2012 10:42 AMPosted by Ace
I like those ideas. Some have also suggested that fiery brimstones be able to buff, reroll or upgrade your leg items. Right now, only a handful of legs are useful, the rest are either too low level or have no chance to roll good stats, such as frostburns.


since gloves don't have any useful legendaries apart from high rolled ik ones for barb, i wonder what they'll add in expansion to that slot.
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bump for opinions.
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Bumping it cuz I find it very interesting
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12/10/2012 10:42 AMPosted by Ace
I like those ideas. Some have also suggested that fiery brimstones be able to buff, reroll or upgrade your leg items. Right now, only a handful of legs are useful, the rest are either too low level or have no chance to roll good stats, such as frostburns.


also, useless hellfire rings should at least salvage to brimstones.
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I love the idea of having a box where you could add an item, and maybe some gems and various reagents, to then combine them all into an upgraded version of your same item.

We could call it the Horadric Cube.
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