Making legendaries more interesting is a great thing, however, I think we also need item sinks to go with this, or once again the updated legendaries will fill the marketplace and once again become mundaine. I was thinking along these lines:
After thinking about the multitude of threads on the forum, it certainly appears that the general concencus of the community is that:
a) There are too many items on the AH. There are literally 1000's of each legendary there
b) There is too much gold in the economy
c) Gems are never destroyed and thus cannot retain any value, except for crafting costs
d) Demonic Essences drop too often and there's not much we can do with them
e) Rare items are mostly not worth the time/effort to pickup and identify
f) Many legendary items drop as junk
g) Crafting materials have no value
After thinking about this, here are my thoughts with regards to taking a stab at all the problems in one foul swoop.
The answer? Salvage mods from items. How this works:
1) The Blacksmith will allow a player to select "Salvage Mats" and "Salvage Mods"\
2) If salvage Mods is selected, the player will have to pay an amount of gold, based on the item level/quality of the item being salvaged. For example a level 10 rare item might cost 100g and a level 63 rare item might cost 10,000 gold ect...
3) One mod is salvaged at random from the item. The salvaged mod is now BOA.
4) The item is destroyed in the process
This item salvage can now be added to any of the same type of item. This would also have a cost based on the item level and quality, at a much higher cost than salvaging. For example a level 10 rare item might cost 1000g and a level 63 rare item might cost 1,000,000g, legendarys, much more. The item would now be customized and become BOA. Along with that, we could add a materials cost as well. For example a low level item could be a normal crafting material. A level 60-63 item could be crafting materials and demonic essences. Legendary items would require demonic essences and brimstones. You could even add gems into the mix to sink them as well.
Rules for customization:
1) A rare mod can be applied to a legendary or rare item
2) The item type must be able to support that mod. For example a monster 2-h weapon mod could not be placed into a 1-h weapon
3) A legendary mod can only be applied to another legendary item
4) A specific legendary mod (designed for a particular weapon) could only be applied to the same type of legendary item
5) Items cannot have more than their max. sockets. So no, rare weapons could not have 2 sockets.
6) Only a specified number of customizations could be added. I'm on the side of one only.
7) The player gets to choose what mod to replace on the existing item, however if that mod exists, it will automatically be replaced. For example you have a +200 dex mod, and your item has a +50 dex on it. The +50 will be replaced with the +200. If you don't have dex, then you will be able to chose what it replaces. The replaced mod will be gone.
For example, you want to add a mod to your Skorn.
You find another Skorn with crappy DPS, however the +CHD mod is much higher than the one you have, resulting in much higher DPS.
You attempt to salvage the Skorn you have (stopping it from getting to the AH). You get lucky and acutally get the +CHD stat. You then apply this mod to your existing Skorn, which will replace the exising CHD stat. You gain additional damage, but your Skorn is no longer tradeable.
Cost: 5,000,000 gold
Mats: 100 Iredisent Tears, 10 Brimstones, 10 Demonic Essences, 1 Star gem of any type
What this does:
1) Each time a mod salvage is attempted, the item is removed from the game. As the mod removal is random, it could take a number of attempts to salvage a socket. Or even a high CHD% ect...
2) Each time an item is customized, it removes that item from the game, however the player in possession of the item, if it's modded nicely, the item would be godly.
3) Crappy items will now have value for one specific mod. Every rare item would have a chance to have a valuable mod that a player would find desirable. It would provide insentive to pick up more items. Every Legendary could have the ablity to make another Legendary great.
4) Tons of gold would be removed from the game
5) As crafting materials are required, their value would increase