Wow. Phenomenal post. I didn't read all of the post, just hit the highlights. Like the endless dungeon system and endless MP system.
I was kinda disappointed you didnt mention more (maybe I missed it, if I did I apologize) about class specific items. You hit on the prime system making itemization better, which to me sounds great. I'd also like to see those class specific items roll class specific stats. Getting a crossbow with a bonus to a witch doctor skill is depressing (yes, I actually found one...I thought, "Really?!").
I also will give you a +1 on the additional skill system you comprised. I'd only add, players get access to that tree upon reaching a certain level...i.e. Para 1.Fantastic post! I was thinking about an endless dungeon type instance since d3 came out. Maybe a way to implement this type of dungeon would be to require the player to achieve a certain paragon level before being able to enter. In fact i think blizz could implement a variety of new dungeons or additional rewards for players who reach designated paragon levels.+1
On a side note, thank you for not only showing a deficiency, but you provided alternatives which may help to alleviate the issue. I grow tired of reading all the complaints...and the scattered ideas of how to fix them.
I agree with almost all that you have stated, I don't think they will accept the skill tree though as its not "Welcoming enough" and apparently thats not what they want to do. If it was less a tree they might do it.
I do think that crafting and itemization needs a rehaul, its why I haven't played in so long. Perhaps if we can keep this post on the front page long enough by keeping it active it will get the notice it needs.
Some seem a bit exaggerated, like some of the ideas for wizard, which is my main. They are too powerful even at first glance, once something like that wouldve been incorporated into the game, people wouldve started working out the synergies and the insane potential for them is a nice idea, nonetheless it would quickly create couple of 'exploit' ideas I guess.
However, I understand that these are just foundations and it might actually work out, at least to a degree, in conjunction with the other changes, like multiplayer ones.
I think, for example Meteors, they can be playable with efficiency and fun even now, its just that the itemization makes it so plain and looong to build for them, just stacking *lots* of *needed* stats, as you've mentioned; as well as the build being somewhat inferior to the unquestionable top2 ( for sure the most popular ) - CM/sns and archon.
Also, I didn't say that freeze on hit, in essence, was bad. I sad that it's too similar to it's counterpart - stun on hit. What is the point of having blind, freeze, stun, knockback, chill and slow when they all accomplish almost the exact same thing? 3 of them render the enemy "stunned", while the others serve to keep distance between you and your attackers more often and for longer periods of time. Why are 6 affixes needed to accomplish these 2 things?
What is the point of you writing this up?
You realize people have !@#$%ed about the game already and wrote giant wall of texts that were just ignored.
What makes you think that your wall of text will change anything?
Waste of time bro, sorry.
02/28/2013 02:33 PMPosted by UtukkaAlso, I didn't say that freeze on hit, in essence, was bad. I sad that it's too similar to it's counterpart - stun on hit. What is the point of having blind, freeze, stun, knockback, chill and slow when they all accomplish almost the exact same thing? 3 of them render the enemy "stunned", while the others serve to keep distance between you and your attackers more often and for longer periods of time. Why are 6 affixes needed to accomplish these 2 things?
Perhaps they should find a way to differentiate them a bit more rather than scrap it like they did elemental damage/resists. Not saying you said to scrap it. Quick example...frozen enemies remain chilled once unfrozen, chilled enemies take more damage from cold for duration of chill along with slower movement, blinded enemies have a lower chance to hit for a duration after regaining vision, stunned enemies take more damage while stunned or have dodge ability removed during duration, knockback is just fine I think(maybe have ways to increase knockback length), slow could perhaps lower not only movement speed, but attack speed and reduce dodge chance as well. Just a thought. I know those do a few of those things but I was just giving full examples.
PRIME POWER LOOT SYSTEM PROPOSAL:
The prime power loot system is a system that attempts to achieve the following.
• Improve overall itemization
• Improve the enjoyment players receive during the loot hunt
• VASTLY Improve item-oriented build variety
• Improve player ability to FIND their own gear
• Alleviate the issue of players always having a clear cut path where desired stats are concerned
The system introduces a new kind of loot into the game. Any piece of loot from Uncommong (blue) to Legendary (orange/brown) can roll as a “Prime” piece of loot. So what designates a prime piece of loot? A prime piece of loot is a piece of loot that has rolled one or more affixes that rolled higher than what is normally allowed on a given item. Basically, these affixes roll like normal then a multiplier is applied to that roll, resulting in a new and higher value.
This prime loot drop would be indicated by a unique graphical effect that is visible on said loot the moment it hits the ground, much like the beam of light that shoots up from a legendary/set item. So let’s compare 2 pieces of identical loot, one is a prime piece, the other is not.
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