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As a wizard I always liked the idea of a "swordmage" melee-like class. Would be cool if there was a legendary that allows me to be like that when I fight enemies in close combat quarters. Even cooler if I could morph occasionaly in a sort of darkvoid knight or anything like that, not so distant from what the Archon does, so that I could fill this melee mage fantasy - wich is somehow very different from the melee mages that roam Sanctuary these days.
So are you thinking more like a Warlock or a Spellsword? I think that would actually make for an excellent 7th class if they made a Warlock/Druid (I say 'Druid' with the shapeshifting aspect in mind) type class. It's probably one of the few more traditional things they could implement given the classes we already have, too. =)
Regarding affixes, some of them have to be made useful or they have to be erased from the game. CHD is such an example, it does nothing for the game and it shouldn't even be in the game. Obviously, MP would have to be balanced around not having CHD, therefore the health pool of monsters, especially at high MPs should be reduced significantly, but by removing CHD classes could be balanced much better, especially in pvp.
Life on kill should instead increase your hp by 0.2% per kill up to a maximum of 60%, assuming almost perfect rolls on all 13 pieces of gear.
The bleed effects should be based on weapon damage and balanced in such a way that they are actually competitive. 100% weapon damage every 2 sec for 10 sec is in example.
I've seen interesting legendary affixes on diablofans, such as gaining increased dmg % for a period of time after stunning the enemy, or dealing 100% weapon damage to all enemies within 25 yards after picking up a health globe, chill effects having a 50% chance to freeze the enemy. The most interesting of all, imo, was the new crushing blow affix, which deals 12% of its target health as holy damage. All of these were very interesting and they are very nice affixes for a diablo game.
Things can be taken a bit further regarding build changing, such as removing the cd on leap and giving it a high fury cost and an increased damage. That, coupled with the earthquake on leap mechanic would make things very interesting.
Some runes would need a bit of work as well, such as the battle rage rune which increases its duration by 2 seconds when you crit. Refreshing battle rage is not an issue, therefore the rune is pretty much useless. Maybe give it a chance on hit to increase movement speed by 15% for 6 seconds. Many of the earthquake runes are quite pointless as well. A nice rune would be reducing cd to 20 sec and damage to around 400% within 20yards, because it could be used on all elite packs. Maybe the whole skill needs some rework because 2 min is a very, very long cd and doesn't quite cut it in a game like diablo. A 30-40 sec cd for a skill like earthquake is much more plausible, allowing you to use it more often when you are in need. At the moment it's much more efficient to simply take revenge with provocation instead of earthquake( that's what i did on hardcore self found to increase survivability, but i think any skill that could be used every 15 to 30 sec would be a much better choice compared to earthquake). Earthquake is just an example, but there are many skills that have useless runes. I really doubt there are 2 truly viable and game changing runes for every single skill.
Here are some random ideas regarding rare and legendary loot I thought of in the last 15 minutes;
Item stat allocation;
1. main stats - 2-5 properties - flat increase to stats (main stat+random stat) + defensive/offensive stats/adventure stats
2. action stats - 1 property - on hit/being hit/proc effects
damage buffs on class specific armor/weapons
- after using skill -> +X% elemental damage
- after using skill -> +X% damage to X skill
- after using skill -> +X% to heal/shield/absorb skill
- after using skill -> reduce resource cost of skill X
adventure stat buffs on regular armor
- after picking up gold -> increase GF by 100%, stacks x5 for X seconds/minutes
- after picking up gold -> increase pickup radius by 4, stacks x5 for X seconds/minutes
- after picking up a legendary item -> increase MF by 500% for X seconds/minutes
- when encountering an elite/champion boss -> increase movement speed/health globe drop rate/reduce threat until mob is killed/reduce resource cost
proc effects on weapons
- chance on hit to cast X skill (not 1.3% chance or w/e, but higher, game changing %.)
- chance on hit to increase elemental damage by X%
proc effects on armor
- chance on being hit to increase defensive stat +flat/+% for X seconds - armor, life, resistances, thorns
- chance on being hit to increase offensive stat for X seconds - cc, ias, crit dmg
- chance on being hit to increase main stat+vit for X seconds
The mystic can reroll 1 main stat and 1 action stat. Legendaries can perhaps get 2 action stats with higher increase in damage/heal/absorb/-resource cost for a specific skill.
Will it be OP? Hell yes. It would allow for endless build possibilities and ways of tweaking your character the way you want it.
I can totally understand the on paper awesomeness of a change like that. But my concerns are:
With this Dashing Strike change, all we get is to lose a vital mobility skill on short distances. Which is a highly unnecessary nerf and a bad idea imo, if they go in this direction.
Some stuff on skills;
Transcendence - Every point of Spirit spent heals you for 62165.1 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.
This is good. We need more of this double stuff on skills and runes.
Beacon of Ytar - Reduce all cooldowns by 20%.
This is extremely bland. Make it more exciting by increasing your damage while at least 3 skills are on cooldown. Whatever. Just..anything.
Mantra of Healing - Cost: 50 Spirit / Recite a Mantra that causes you and your allies within 60 yards to gain increased Life regeneration by 1651 Life per Second. The heal amount is increased by 100% of your Life per Second. Lasts 3 minutes.
Amazing, good stuff.
Seven-Sided Strike - Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 strikes.
Again bland. Skills with long cooldowns are not fun in such a fast paced hack and slash. Skill is very cool, but make it so that we can lower its cooldown by 1 sec for every 10 spirit generated, or every enemy we kill, or every crit we do. Sure you can think of something.
Epiphany - Cooldown: 120 seconds / You have an Epiphany, restoring all of your Spirit, reducing the Spirit cost of your skills by 50% and enabling your melee attacks to instantly dash to your target for 20 seconds.
Again long cd. Not fun. Good ability tho. Make us do something to lower its cd, or lower the cd and nerf its potential.
Just picked out some monk skills to set an example. Many skills/runes need more synergies with stats on your gear so players can really build into a specific skill with their items.
I can totally understand the on paper awesomeness of a change like that. But my concerns are:
Agreed. Don't create a legendary to make Dashing Strike viable, make a legendary to augment it.
Demon Hunter Affixes
Fan of Knives
Marked for Death
Rain of Vengeance
"New and Improved Dashing Strike"
Ehm, are you looking at the same info I am?
Dashing Strike: Quickly dash up to 50 yards, striking enemies along the way for 535% weapon damage as Physical.
Rune: The last enemy you dash through is obliterated with a barrage of strikes, taking an additional 1337% weapon damage as Physical over 2 seconds.
Dashing Strike: Quickly dash at the targeted enemy or location, striking for 303% weapon damage and rooting the target for 1 second.
Rune: Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.
Sure it costs more but a) There is a rune that reduces the cost and b) there is a legendary affix that removes the cost altogether. Way better in my opinion especially because it turns a Single enemy attack into somewhat of an AoE strike.
Edited by DamienJohn#1321 on 9/14/2013 7:07 AM PDT
I am not a fan of KB... as I'm sure many aren't. I use many skills now which have a minor KB and already find it tedious. If that range is increased, even if associated with higher damage, It might bring out full nerd rage. Furthermore, KB in group play is detrimental to most current play styles.
Also, even increasing the damage of dashing strike won't change what it is for most, a method of quick travel or escape. I'd rather you totally take away damage and keep spirit used the same than what is currently being data mined... just my 2c, I'm sure others will feel differently. The new item which removes the cost would probably make me choose the rune for movement speed.
Edited by vexelite#1417 on 9/14/2013 7:29 AM PDT
Knock back is extremely important for builds that take more advantage of kiting. These builds are usually for those who can't afford to make a farming build, but want to clear content all the same.
Dear Travis. Here are some general thoughts.
#1 Dont Butcher skill synergy - hinting at Barb leaks here.
#2 Melee classes dont want knockback - that you will probably never learn but well
#3 fixed values in an item driven game. Speaking of scaling here ...skills with fixed values are simply stupid. You always praise the build diversity mantra but you constantly try to work against that mantra. maybe because the devs are just not clever enough, too inexperienced, whatever. Let me enlighten you.
Pick fixed value X. It serves its purpose till lvl 60 because you were clever to make it rank with each level you gain. After that, gear is number one thing that is important. Now we have fixed value X say 826 life per second increased by health globe blabla (you know, one of those affixes nobody gives a damn about because it is simply a waste). Anyway, I have better gear and thus play harder MPs. You may now see (if you ever can think of playing higher MPs) that 826 life per second is not worth the slot.
Simple calculation. Not worth the slot.
So there are my 3 points ...pretty fundamental ones I think. Pick what you want or dont, I dont care...you will eventually eff up anyway. :)
When you say elementral damage types have effects now, how do you mean exactly? If you mean like they did in Diablo 2, that sounds good :)
first: thank you so much for D3! i love it to death and am sure its gonna be one of the best games ever!
second: talisman and charms!! PLZ --- i know u wanna hold some stuff for other expansions, but its just not cool to hold out on us. you guys are so creative, you'll come up with other things, and the cooler the game is now, the more people will want expansions.
then: redesigned d2 items- for example:
D3 Chaos Fist Weapon:
DPS (lower than average as the procs will make up for it)
9% chance to cast a frozen orb that deals 60% weapon within a 12yard range.
11% chance to cast a Living Lightning that deals 20% weapon damage to all nearby enemies
9% increased attack speed
+XX arcane damage
+X% critical strike
You occasionally Whirlwind dealing 40% weapon damage(like the Bul Kathos weapon set)
+10% damage to Demons
note I’ve put in % values for all procs – just my opinion but I wish blizz would do this with all item procs, I know you wanna keep inventory clean and minimize clutter, but I’d love to know how much damage my Storm Crow Proc does, and it should be a percentage, not a flat 1000 damage when in mp10 it won’t matter.
i've thought A LOT about raven frost. and prolly have posted about it.
namely, that the 'annoying affix' in D2 was cold/slow -BUT, you could gear for it with items like ravenfrost.
d3 has its annoying affixes too, like knockback, would be great if you could better gear yourself for things that really bug you, even if it was a single choice, like, obviously it would be overpowered if you could be immune to fear, knockback, jail, reflect, and arcane lazers.
but perhaps if we had the talisman, and could gear immunity or resistance to a single monster affix you really hate, it would be great. and it'd be like a special slot in the talisman.
Just wanna get this out there too for my 3sec mantra proc idea. “20% chance to cast a 3second Overawe on attack (really want to see this on items- the 3sec mantra procing all the time would be so cool, have items for all the mantras and runes. can u imagine a barb or wiz with Backlash, So much possibility in this game.)”
just another little note here: the devs said long ago they don't want cross-class skills. understandable for active skills. but that's no reason to not have cross-class lowpower proc version of things, imo they shouldn't even need to be 'lowpower' ---- its just such an awesome system to have in place.
for example you have a barb item that procs Arcane Orb. so the item says so "5% chance to cast arcane orb", and dont need to clutter the UI mouse-over with what damage the orb does and so on. everyone just knows arcane orb does 200% weapon damage, and if they don't they can learn on the website, or ask someone in-game.
most of this info taken form a recent ignored thread of mine : http://us.battle.net/d3/en/forum/topic/9947844705#1
Edited by epogow#1613 on 9/14/2013 9:27 AM PDT
i'd like to see 2x 1h crossbow builds be more viable.. somehow it may have to do with an item having fixed affixes or just a bonus on a different set item or leg that boosts 1h crossbow damage. I look at the barb, and I may not be that knowledgeable with them, but both 2h and 2x 1h weapons work well with popular builds on them while it's only manticore's at this point for DHs. sure there are people who use 1h xbows now, usually for stun locking with bola shot thunderball, but damage wise? meh..
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