Drop rates: We currently have these rare legendaries and the main issue is not being addressed. If you found that one sword that's 100 times less likely to drop than the other one does it have to make the old one obsolete? If yes, you hit the brick wall again, but this time you decreased your chances for upgrades by a factor of 100. If no, it trivializes the joy of finding it.
Possible solution: Super rare legendary = Super niche unique? Not stronger, just different (replaces your dogs with skeletons, replaces meteor with bomb, whatever).
Rewarding the Hunt: Achievements are fine on paper, but considering you have absolutely no influence on these kind of achievements most players will absolutely not care. I think they had good reasons for not implementing damagebuffs via achievements, but I agree, some sort of reward is waaay better than just achievementpoints.
Lorebooks: + definitely my type of thing. I'd like to have more to listen to/read.
Magic Find: The weirdest of the suggestions. I play selffound and I can barely make it to MP4, which means I'll never get the "real normal" magicfind value.
Besides, player dislike stacking 5 stacks of NV already, forcing them into long playing sessions won't be liked. Unless you mean the player isn't losing the NV when he logs out, but in that case you could just scrap the thing completely and give everybody 500% right away.
More crafting mats: Now that's a difficult topic. How do these materials justify their existence? Currently they are split into rarity. Splitting the brimstones doesnt really accomplish anything except for forcing the player to create items he has the materials for instead of creating items he wants.
The unique monsters materials is a lot more interesting since that actually has a purpose behind it, but adding 80 new reagents isn't exactly a step in the right direction. One new crafting mat is enough. Let the mystic operate with them and its fine.
Mystic: Yes, everybody loves the idea of getting better items and stuff but that simple increase just doesn't seem to do it. You have 13 slots with 6 affixes each. It's simply to... much to look at and it doesn't even do anything unique or special. I'd be very dissappointed if the mystic ships as this "stat-#$%^-" and nothing more. The player will look at this and think "I increased my crit by 0.5%, next week I'll increase my crit by another 0.5% and then again and then again". It'll get monotonous VERY quickly, because it lacks randomization or any sort of surprise.
Besides, it decreases your chances of finding loot as it raises the bar for every future drop.
New runes for abilities through legendaries: +++ absolutely has to happen. But first I'd like to see at least 2 runes per ability removed. 5 variations per ability is just stupid and not necessary. It has huge problems though as balancing this will be very hard:
If the new ability is even slightly stronger it completely trivializes the other runes, at this point you could tie every rune to items and not bother giving the player any "base" runes. Do not fool yourselves by thinking there wont be an "optimal" rune if you put it on items. The only thing that will happen is that the player isn't now restricted in the build he takes but even in the items he uses. This might lead to players being even less unique/different than they already are.
This post of his may clarify things for you. He linked the picture from it, but this will spell out in more detail what use legendaries will still have even if you salvage them:http://www.diablofans.com/topic/92276-patch-109-preview-a-dream/#entry1158569
07/22/2013 04:52 AMPosted by TheTiasYou're only partially correct here. While RNG plays its part, you do have control over how you search for items and whether or not you identify them to trigger the meta-requirements for the achievement to give you your rewards. You could go the UnID route and make money on somebody else's gamble or you could identify the item and use it or sell it. Again it's about giving the player rewards and options based on those rewards.
I addressed this with my response to Monstrous, letting him know of these concerns and the cons that go with it, and a possible solution. And the numbers shown, as I noted, are not "set in stone", but are completely malleable. If left at 15% per stack it would take 34 elite packs to reach 500% from a start of 0% MF/GF. Now, using my solution of keeping the MF/GF as an affix option, players with those two stats on their gear will have a head start on reaching the cap, thus shortening their ramp up time, but will do so willingly at the cost of more powerful or interesting affixes. It's a choice. Each method of playing the game can result in reaching the cap, but the player decides which is best, not a numbers scale.
Unless I misread the description in the post I linked you at the beginning of this post, the crafting materials are created based on the elemental property/properties of the Legendary item being salvaged. The drop rates of those particular Legendaries could conceivably be kept relatively close together to ensure a roughly equal supply of each available type of crafting material.I would add though that if used in any "self-found" mode that the drop chance would need to be 100% for these or else it would take too long to feel rewarding for the player. The base drop chance would need to be at least as good as the Demonic Essences are on MP10 in any mode regardless for that same reason. But as I noted before, the numbers aren't final and can be adjusted to accomodate whatever is needed.
You're asking for a World of Warcraft "currency" type system. That would kill the gem market completely, making all gems essentially self found as there would be no way to sell or trade them. That's why a separate crafting materials screen would be brought up. That's a lot of squares for crafting materials you will be getting in addition to your normal item based inventory slots. And you still have your stash as well, so this really isn't a negative, but more of a positive, especially considering the current stack sizes available.
If the item had a set number of "upgrade" slots avaialble, one would have to make a decision on which stat(s) to upgrade. And to aid the economic front and the overall longevity of the game, these items, once upgraded, would become Bound to Account, as are any items created with BoA crafting materials. This allows the player to find their own items and upgrade them, or continue to buy those items and upgrade those with the caveat that once they do perform an upgrade they'll need to find something themselves or purchase something better. On the latter point there is no difference between the upgrade path preventing you from finding upgrades and buying uber gear preventing you from finding upgrades now. In both cases it is a player choice. But in the absence of actually finding better gear, you get the option of improving yours slightly so you at least have some path to progression.
Because the new "rune" is attached to the item itself, the player has a choice to make: Take that item specifically because of the rune and potentially lose out elsewhere, or use what they want for their chosen build. With enough diversity in such exotic runes, players will have choices even within a specific build depending on how they wish to play that build. Nothing says any single build has to have X and only X rune in order to be effective when there are diversified choices.
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