Diablo® III

New artisan ability

Give the Blacksmith & Jeweller the ability to reroll the stats/affixes on items. I have seen this idea about, but thought I would try and flesh it out a little.

For Legendaries, have it cost 1DE & 500k gold per affix/stat. So if you want to a complete reroll for an item with 6 affixes it would cost you 7DE and 3.5mil gold (for the 6 affixes and the main stat).

For Rare items (blue items half the gold cost), have it cost (per stat/affix): Normal = Fallen Tooth & 15k gold, Nightmare = Lizard Eye & 50k gold, Hell = Encrusted Hoof & 100k gold, Inferno = Iridescent Tear & 200k gold.

To ensure that this is a good gold sink and can help the game economy. Any item that has been rerolled is account bound, and the stat/affix being rerolled is random as to which one changes (so if you only reroll one stat/affix, you don’t get to pick which one changes).
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For Legendaries, have it cost 1DE & 500k gold per affix/stat. So if you want to a complete reroll for an item with 6 affixes it would cost you 7DE and 3.5mil gold (for the 6 affixes and the main stat).
That's not enough money for all items (and may be too much money for some items). There are items where a single stat can cause the item to increase in value by far more than 500k. The cost should therefore depend on the item, the stat being rerolled, and the possible values it can take. Only crafted items should have a defined reroll price for rerolling all the affixes (essentially crafting a new item and auto-salvaging the existing one).

That's a lot of the problem that they're having. Things like repair costs are based on something other than the item value. They need to bring those kinds of costs back to the item cost. That will help keep prices down. Too many of these proposals prop prices up.

I also disagree with making the item account bound after the upgrade. If it costs enough to reroll the stat, they shouldn't need that. It's also worth noting that item sinks cause inflation. Presumably you would prefer to prevent inflation.
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By having the item account bound once rerolled, will reduce the issue of "how much its worth" after the roll as you can't sell it.

The second benefit of having it account bound is that you only need to buy 1 of an item from the AH (if you can't find it yourself). This would drive everyone just to buy the cheapest ones (and not the 2bil ones, as it is cheaper) and reroll the stats it yourself. Thus creating a large supply with low demand and in the long run will drop the average prices of items.

Also would remove the demand 3rd party selling of unID items.
Edited by JJE#1799 on 6/27/2013 9:51 PM PDT
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I never understood why the Blacksmith & Jeweler do not level up by "actually using them" instead of going to the AH and buying tombs. Why did Blizzard bother doing that?

YOU SHOULD BE FORCED TO make gear and GEMS, but then again - why would we want to waste our time playing the game to gain rewards?
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06/27/2013 09:50 PMPosted by JJE
This would drive everyone just to buy the cheapest ones (and not the 2bil ones, as it is cheaper) and reroll the stats it yourself. Thus creating a large supply with low demand and in the long run will drop the average prices of items.
It will increase the price of currently cheap items. It may or may not drop the price of expensive items (if all the cheap versions are sold out or someone just doesn't feel like rerolling the stats, they may just buy the expensive one anyway). Note that some of those prices are pegged against the cap.

It's also not clear that demand would be low. Demand would be at least as high as it is now. It's supply that changes, but you'd be moving left on the demand curve, so the quantity demanded would increase (people who couldn't afford the best item now can afford to reroll cheaper items). Each one fulfilled lowers the supply curve and the demand curve. Eventually the system would restabilize with higher prices on cheaper items. The expensive items may not drop. Since you can resell those, they are worth more than rerolled items. No item price has dropped; some item prices have increased. That's an inflation increase rather than a decrease.

To put this another way, if you reduced the price of the best items from two billion to twenty million, more people would buy them. You are essentially offering a cheaper substitute in this case. You are hoping that the people who were buying at two billion will now buy at twenty million. It's just as possible that the people buying at twenty million will be new people who couldn't afford two billion but can manage twenty million.

The only way that it reduces the average price is if the naturally rolled best items fall in value by enough to compensate for the increase in price of the cheaper items. They only do that if people don't care about the ability to resell them, don't mind the reroll effort, and can find a cheaper item as a substitute. Note that even if the top items drop in price, they may not drop enough to counteract the price increase at lower levels.

There's also the problem of everyone having best-in-slot gear. If all your gear is maxed out and you are paragon level 100, what reason do you have to play? You can't even cash out your gear and rebuild it later. You'd have to ditch the gear to start over.

If you can resell the items then everything changes. The supply of the most expensive items has increased while demand has not. Naturally rolled and rerolled items have the same resale value, so there is no reason to prefer one over the other. Unless there was a huge excess demand, prices fall.
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Fair enough. I suppose if you could resell them, then there would be more top end variations, and then if you wanted to sell one you would need to drop the price to make it more attractive.
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