A player curses rolling health regeneration and health globe bonus on his lacuni. It does not matter what values he rolls. The properties are junk by themselves. That is the problem with itemization. In a balanced game, that lacuni would had been useful for a barbarian using thorns to kill and health regeneration and health globe to survive. Then every item would be useful to someone, no matter what property it rolled, only the value of the roll determines if it is BIS.
This thread lists the possible ways to buff the existing worthless properties.
Allow primary stat to enhance its damage.
Should also deal 1/2 of its damage to ranged enemies. (Could be in the form of a legendary effect)
We may actually see thorn based tanker builds.
2. Health globe
Excess healing from globes becomes a HP shield for 5 seconds. 5 seconds is a pretty long time in combat and the beauty of it is that you can use it to guard against heavy attacks that you know is coming (like Baal's meteors) but that your total health pool and resistances might not allow you to survive even one hit.
3. Health regeneration
Increase effect by 50%, 100% and 150% respectively in nightmare, hell and inferno for PVE.
Needs to be stronger in PVE.
4. Single resistances (prefix renamed to elemental mastery, example Fire Mastery)
Also increases the percentage element damage you do by 1/5 of the value it protects.
For example, a Tal Rasha armor with 40 Arcane Mastery also increases your arcane damage by 8%. A archon wizard could stack those for boss-like damage, but of cause he will have terrible terrible EHP.
5. Pick up radius
Also increase skill AOE radius by 1% per PUR.
Will we see other classes stack this? Full screen blizzard anyone? The suggested 1% per PUR is to prevent it from been an OP stat. For example 40 PUR is considered really good already, and user has to sacifice a pretty decent amount of stats to get that, so 40% increased AOE is actually a balanced bonus.
6. Indestructible (prefix renamed Invincible)
Also increases block rate by 3%
7. Crowd control reduction (prefix renamed Untouchable)
Also increases dodge by 2%.
8. Life on kill
Also heals the rest of the party within the player's pickup radius.
Tune down Skorn's bleeding value which is like 100 times more than any other item.
Normalize bleeding to bleed X amount for 3 seconds. (retaining average total damage)
Allow bleeding to stack and renew the timer of existing bleeding stacks.
Ie if a monster has a bleeding stack and you can make it bleed again before that timer stops, you renew the timer of the first stack. Thus you can build up a lot of bleeding damage against high HP bosses.