I made a post in the recent r/diablo thread concerning new legendary ideas. In addition, I made a more in depth post pertaining to a reworking of legendary itemization. The posts read as follows:
Ullr's Battle Plate
*120 Cold Res
*Cold skills do 20-80% more damage
*5-15% chance to proc Frost Nova when hit
*Enemies within a 15 yard radius are chilled
*Fire resistances reduced by 300
*+1 Random Magic Prop
Akherahi's Spirit Stick
*Increases Mana Regen by 30/sec
*Increases move speed by 5%
*Spirit walk duration is increased by 5-15 seconds, can not score a critical strike when in spirit walk
*+2 Random Magic Props
*Increases mana regen by 30/sec
*Can summon up to 2-4 additional packs of zombie dogs.
*Increases minion life by 5-30%
*+1 Magic Prop
How about reworking some current legendaries? I made this post previously:
"On the legendary level, we have four sources, these being Winter Flurry, Singularity, Triumvirate, and The Oculus. This is all good and dandy, except you're likely only ever going to see Triumvirate being used by anyone, and never going to see the first two unless you search the AH or they drop when leveling a new character. However, these could all drop in Inferno, with appropriately rolled stats, and reworked to provide incentive to use them. Here's an idea as to how.
Cool looking source, right? I have one in my stash that I equip from time to time because it looks pretty. It currently rolls damage, 2-3% to cold damage, 9-17 int, and 4 random magic props. Now, if these were scaled to inferno, we may see something along the lines of a high damage roll, 2-10% to cold damage, 30-250 int, and 4 magic props. Nothing too special about it, could be scrapped in lieu of a rare or other legendary. Let's tweak it a bit.
First off, let's take that cold damage, change it to "Adds x% damage to cold skills" and scale it waaaaaay high. I'm talking "Adds 75%-150% to cold damage" high. Too high? Not at all. You'll see why later. We'll leave the Int on there, give it normal-ish rolls (170-200). Now that the int is inferno appropriate, we'll take off one of the random affixes. Now it's only rolling 3 random props. Why are we doing that? Because we're going to give it a the ability to roll "10-30% chance to chill" and "5-25% chance to freeze" in its place. Seeming like those rolls are a bit high? Here's the catch:
There is no damage roll.
Essentially, the new item would look like this:
Adds 136% damage to cold skills
18% chance to chill
20% chance to freeze
12 Arcane Power on Crit (Wizard Only)
Adds 10 max Arcane power
Now we have a legendary that doesn't directly add damage, but it packs a hell of a bunch for a wizard that wants to focus on cold spells.
Now, I'm not saying all sources have to take this route and focus on a certain element, but at least make them interesting. For example, the flavor text on Singularity reads, 'Holds the secret to existence for those who can decipher its intricate design'. Let it give life steal and allow the user to summon another hydra! Similarly, leave Triumvirate as the balanced DPS source and make The Oculus the mobility source. Give it move speed, make it reduce my teleport cool down to almost nothing, something that makes them unique from each other and not the same old !@#$ of 'Well, this one gives me 1500 more DPS and drops my Vit by 300 while this other one gives me 1000 more DPS but gives me an additional 1000 Vit'. Those are essentially the only choices this game provides, and those choices are boring at best.
Imagine, for a second, if there was a witch doctor legendary that allowed you to raise 2 or 3 times the number of zombie dogs one can usually summon. Then maybe another legendary increases the health of minions in a range of 50-90%. Now you have a small legion build that can tank for you while you DPS mobs.
Or maybe a different witch doctor legendary increases the amount of time you can stay in spirit walk by 5-15 seconds, but decreasesyour crit chance or removes it completely when in spirit walk. Suddenly you can be invincible for long periods of time, but you can't get those huge damage numbers as a result.
This is the kind of stuff that legendaries should be promoting."
What are your thoughts on reworking legendary itemization to promote variance in builds? Can we expect to see reworks in line with the ones I suggest above? Thanks for your time.