New Legendary Effects

Items and Crafting
Some suggestions for all of those Legendary items that aren't legendary, and some tweaks to those legendaries that are subpar.

Note 1: Not going to claim that all the values used here are balanced. Numbers should be adjusted to that end. However, I have tried to base these numbers on the already existing ‘OP’ items, such as 50% multiplicative damage boost of Focus/Restraint, 50% damage reduction from Unity, etc. Also even the fairly useless items that have large damage procs, such as Rimeheart and Nagelring, that both deal 10,000% weapon damage.

Note 2: The damage buff numbers to follow assume separate multiplicative damage boosts, unless otherwise stated.

Note 3: ‘Defensive skills’ refers to the category of skills labelled ‘Defensive’ that all classes have.
e.g. http://us.battle.net/d3/en/class/barbarian/active/#type=defensive

Amulets
Immunity Amulets
http://us.battle.net/d3/en/item/talisman-of-aranoch
http://us.battle.net/d3/en/item/countess-julias-cameo
http://us.battle.net/d3/en/item/maras-kaleidoscope
http://us.battle.net/d3/en/item/the-star-of-azkaranth
http://us.battle.net/d3/en/item/xephirian-amulet
[These immunity amulets could make you and your allies immune to these elements (and heal you and your allies), allowing them to be useful on your supports and followers.]

Moonlight Ward - http://us.battle.net/d3/en/item/moonlight-ward
Hitting an enemy within 15 yards reduces your damage taken by 20% for 5 seconds, and has a chance to ward you with shards of Arcane energy that explode when enemies get close, dealing 1000% weapon damage as Arcane to enemies within 15 yards.
[The rate that the orbs explode could scale with attack speed.]

Squirt’s Necklace - http://us.battle.net/d3/en/item/squirts-necklace
Wearing this amulet creates a 20 yard Friend Zone around you. Other wearers of this item that are within your Friend Zone take 10% reduced damage for every other wearer of the item within the combined Friend Zones. Other wearers of this item that are outside the combined Friend Zone do 30% increased damage to enemies in the combined Friend Zone for every wearer of this item within the combined Friend Zone.
[The damage reduction and damage increase is additive with itself. So, if 2 players are wearing this amulet and are within 20 yards of each other, they each gain 10% damage reduction. If a 3rd wearer of this item is also within 20 yards of the 2 other wearers, all 3 of them gain 20% damage reduction. If the 3rd wearer is outside the combined duo-Zone, then this player does 60% (30 + 30) increased damage to the mobs inside the duo-Friend Zones. This should also work with Followers.]

Golden Gorget of Leoric - http://us.battle.net/d3/en/item/golden-gorget-of-leoric
Hitting an enemy with a Primary skill spawns a skeleton at the target location. Hitting an enemy with a Secondary skill explodes all the skeletons for 1000% weapon damage each. A maximum of 5 skeletons can be summoned at any time.

Overwhelming Desire - http://us.battle.net/d3/en/item/overwhelming-desire
[Increase the chance of the charm, and the damage buff should work with any charm e.g. from Skull of Resonance, The Tormentor, enchantress charm if she has the amulet on, etc.]

Eye of Etlich - http://us.battle.net/d3/en/item/eye-of-etlich
Ranged enemies that hit you do 30% less damage for 5 seconds.
[This is in addition to the Ranged Reduction secondary roll. Includes Elite affixes classified as Ranged.]

Rondal’s Locket - http://us.battle.net/d3/en/item/rondals-locket
Your resource costs are reduced by 90%.

Ancestor’s Grace - http://us.battle.net/d3/en/item/ancestors-grace
When receiving fatal damage, you explode for 20,000% weapon damage in a 30 yard radius, and are also restored to 100% maximum Life and resources and become immune to damage for 2 seconds. This effect may occur once every 120 seconds.
[This item should be obtainable in both HC and SC, and not be consumed when proc’d but instead just have a cooldown.]

Ouroboros - http://us.battle.net/d3/en/item/ouroboros
Hitting an enemy with any skill labels them with a mark of the Viper, increasing any further damage you do to that target by 1% for 5 seconds. This effect can stack up 50 times.
[Primarily a ramp-up single-target item. Excludes DoT damage.]

Dovu Energy Trap - http://us.battle.net/d3/en/item/dovu-energy-trap
Your maximum primary Resource pool is reduced by 50%. The damage of your Secondary skills is increased by 40%.

Haunt of Vaxo - http://us.battle.net/d3/en/item/haunt-of-vaxo
Summons shadow clones to your aid for 30 seconds when you Stun an enemy. This effect may occur once every 30 seconds.
[This amulet is cool, but the clones need to benefit from all your buffs, including ability damage increase rolls on your items (which they currently don’t benefit from), and they need to last for 30 seconds effectively allowing 100% uptime if you’re timing your stuns appropriately. Also it would be very cool if this item worked on your follower, so your follower could produce clones of themselves (if they stun) which then cast their abilities.]

Rakoff’s Glass of Life - http://us.battle.net/d3/en/item/rakoffs-glass-of-life
Enemies you kill have a 50% increased chance to drop a Health Globe and Nephalem Globe.
[Multiplicative increase in chance, so should see 50% more HGs and NGs.]

The Ess of Johan - http://us.battle.net/d3/en/item/the-ess-of-johan
[Increase the chance for the pull in.]

The Flavor of Time - http://us.battle.net/d3/en/item/the-flavor-of-time
All of your cooldowns are reduced by 50%.
[The 50% cooldown is applied before other CDR.]

Halcyon’s Ascent - http://us.battle.net/d3/en/item/halcyons-ascent
Vengeance, Wrath of the Berserker, Archon, Big Bad Voodoo, Epiphany and Akarat’s Champion gain the effect of all runes.
[ >:D You know you want to.]

Rings
Manald Heal - http://us.battle.net/d3/en/item/manald-heal
You can no longer heal past 20% of your Maximum Health. Increase your Hit Points by 100%. You take 25% less damage. Increase Healing from all sources by 50%.
[Can make use of items that benefit from less than 100% health.]

Stolen Ring - http://us.battle.net/d3/en/item/stolen-ring
Triples the quantity of white, blue and yellow mats that drop.

Avarice Band - http://us.battle.net/d3/en/item/avarice-band
Each time you pick up gold or a Health Globe, increase your Gold and Health Pickup radius by 1 yard for 10 seconds, stacking up to 30 times. The range of your passives and item effects is extended by your Gold and Health Pickup radius.
[Your passives skills, item and gem effects that have conditions dependent on ‘mobs within X yards’ are increased by your Gold and Health Pickup radius, similar to how WitchDoctor passives work.]

Leoric’s Signet http://us.battle.net/d3/en/item/leorics-signet
Enemies within 25 yards of you are Jailed for 3 seconds. You do 100% more damage to jailed enemies. This effect can occur on an enemy once every 9 seconds.
[The jailing effect should stop mobs that ‘launch’ themselves at you, such as charging bulls and leaping winged assassins.]

Pandemonium Loop - http://us.battle.net/d3/en/item/pandemonium-loop
Absorb the souls of your enemies around you, reducing your damage taken by 2.5% per enemy within 20 yards, and these enemies within 20 yards take 2.5% increased damage from all sources per enemy within 20 yards of you. Capped at 16 enemies.
[40% damage reduction and 40% increased damage from all sources at cap. Effect lasts as long as there are enemies within range.]

Broken Promises - http://us.battle.net/d3/en/item/broken-promises
[Let the internal cooldown on this item be slackened, so that it’s actually useable for classes other than 1 specific Monk build.]

Puzzle Ring - http://us.battle.net/d3/en/item/puzzle-ring
Summon a treasure goblin who picks up white, blue and yellow items, auto-salvages the items and doubles the obtained salvage amount.

Arcstone - http://us.battle.net/d3/en/item/arcstone
Lightning pulses constantly between all other wearers of this item within 50 yards, dealing between 1000% and 10,000% weapon damage per second, depending on the distance between the wearers. The damage increases the further the distance between the wearers, up to the maximum of 10,000% at 50 yards.
[Moving too far away would break the link (with some leeway). The damage of the pulses per second should be based on the person with the highest DPS wearing the ring.]

Band of the Rue Chambers - http://us.battle.net/d3/en/item/band-of-the-rue-chambers
Your generators generate 500% more resource.
[Still probably be useless, but at least it might be kind of fun if you find it while levelling, like Nagelring.]

Rechel’s Ring of Larceny - http://us.battle.net/d3/en/item/rechels-ring-of-larceny
Gain 60% movement speed for 4 seconds after hitting an enemy.

Rogar’s Huge Stone - http://us.battle.net/d3/en/item/rogars-huge-stone
Increase your Life per Second by up to 75–100% and damage reduction by up to 40% based on your missing Life.
[The damage reduction would work similar to the regen increase i.e. you gain the maximum 40% damage reduction only at 0 Health, and 20% damage reduction while at 50% Maximum Health, etc.]

Wyrdward - http://us.battle.net/d3/en/item/wyrdward
Lightning damage has a 25–35% chance to Stun for 1.5 seconds. Enemies you stun take 20% more damage from all sources.
[Stun chance should perhaps bypass proc-coefficients.]

Bul-Kathos’s Wedding Band - http://us.battle.net/d3/en/item/bulkathoss-wedding-band
[Increase the heal cap from the current 1% Max Health to, say, 6% Max Health per second, and the damage cap could probably be increased from 2000% to 3000% damage per second (based on monster current health).]

Band of Hollow Whispers - http://us.battle.net/d3/en/item/band-of-hollow-whispers
Haunt a nearby target enemy for 10 seconds, doing 5000% weapon damage per second, increasing by 1000% each second. This effect can occur once every 10 seconds.
[i.e. does 5000% weapon damage per second for the first second, then 6000% for the next second, then 7000%,and finally 15,000% on the 10th second. Then the DoT falls off and a new one starts at 5000%.]

Stone of Jordan - http://us.battle.net/d3/en/item/stone-of-jordan
All your elemental bonuses are equal to your maximum elemental bonus.
[Potentially makes hybrid builds more viable, and allows players to make use of proc effects that are of a mixture of different elements.]

Krede’s Flame - http://us.battle.net/d3/en/item/kredes-flame
Getting hit by Fire damage instantly restores you to full Resource.

Oculus Ring - http://us.battle.net/d3/en/item/oculus-ring
[Increase the chance to occur to make the uptime closer to 100%.]

Skull Grasp - http://us.battle.net/d3/en/item/skull-grasp
[Needs some kind of rework to be less awful. Some good suggestions in this thread http://us.battle.net/d3/en/forum/topic/19136834889 ]

Eternal Union - http://us.battle.net/d3/en/item/eternal-union
Increase the duration of Phalanx avatars by 200% and their damage by 100%.

Justice Lantern - http://us.battle.net/d3/en/item/justice-lantern
Blocking an attack heals you and your allies for 5% of your maximum health.

Unity - http://us.battle.net/d3/en/item/unity
Wearers of this item take 50% reduced damage while there is another Unity wearer within 100 yards.
[A slight rework to Unity to maybe make it useful in teamplay, as it was actually originally intended. Has the exact same effect for single player as before (except now the Invulnerable Follower token is not mandatory, which is an issue in itself), but also now works in multiplayer.]

Hellfire Jewelery http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-ring
http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-amulet-of-strength
[Both ring and amulet could give you a bonus passive, and allow the use of both of them, for 2 extra passives. Also they might need some sort of generic 10% increased damage and damage mitigation buff to keep up with the other Jewelry (and the current existing Jewelry)]

Chest Armor
Aquila Cuirass - http://us.battle.net/d3/en/item/aquila-cuirass
Enemies hit by your Nephalem Glory explosions are additionally seared by Holy light for 3 seconds. During these 3 seconds 50% of all damage dealt to these enemies is further dealt as a Damage Over Time effect on these enemies over 5 seconds.
[So, 50% of the accrued damage dealt to these mobs during the 3 second period is then dealt again as a DoT over 5 seconds. Also see suggested rework of Nephalem Glory at the end of the post.]

Heart of Iron http://us.battle.net/d3/en/item/heart-of-iron
Gain bonus damage equal to 50% of your bonus +% Life.
[A total of +100% Life = 50% multiplicative damage buff].

Chaingmail - http://us.battle.net/d3/en/item/chaingmail
Picking up a Health Globe gives you a Chaing stack, up to a maximum of 100 stacks. Taking fatal damage instead restores you to 100% Maximum Life and Resources, renders you immune to damage for 2 seconds, and you spew out 10 Health Globes and three Nephalem Glory globes. This effect consumes 50 Chaing stacks.
[The stacks should have no duration, and there shouldn’t be any internal cooldown on the effect – all you require is at least 50 Chaing stacks.]

Cindercoat - http://us.battle.net/d3/en/item/cindercoat
Reduces the resource cost of Fire skills by 50%.
[Keeping pace with the power creep.]

Shi Mizu’s Haori - http://us.battle.net/d3/en/item/shi-mizus-haori
Gain up to 100% bonus increased Critical Hit Chance based on your missing Life.
[Similar mechanic to Rogar’s Huge Stone, where you would get +0% CHC when you are at 100% Health, and it would ramp up as you lose life until you would theoretically have +100% CHC at 0% Life.]

Tyreal’s Might - http://us.battle.net/d3/en/item/tyraels-might
Killing a Demon increases your movement speed by 3% and attack speed by 3% for 5 seconds, stacking up to 10 times. Slain Demons explode for 1000% weapon damage as Holy.

Mantle of the Rydraelm - http://us.battle.net/d3/en/artisan/blacksmith/recipe/mantle-of-the-rydraelm
Increase the power of your non-set item buff effects by 10%.
[e.g. the 50% damage reduction from Unity would now be 55% damage reduction, the 50% damage increase from each of FnR would be 55%, etc. This wouldn’t apply to set buffs, passive/active skill buffs, gem buffs, or item buffs that you gain from your party, but only buffs from those items that you have equipped. This also wouldn’t affect the duration of buffs, or the damage of damage procs. ]

Bracers
Steady Srikers - http://us.battle.net/d3/en/item/steady-strikers
Standing still increases your Critical Hit Chance by +5% per second, stacking up to 10 times.
[Standing still for 10 seconds results in +50% Critical Hit Chance, that disappears when you start moving, like Boots of Disregard.]

Custerian Wristguards - http://us.battle.net/d3/en/item/custerian-wristguards
30% of the damage you take is instead taken from your primary Resource.
[Taken as a percentage, so if a hit deals 10% of your max health, it instead deals 7% of your max health and 3% of your max primary resource .]

Warzechian Armguards - http://us.battle.net/d3/en/item/warzechian-armguards
Every time you kill an enemy or destroy a wreckable object, you gain a short burst of speed.

Promise of Glory- http://us.battle.net/d3/en/item/promise-of-glory
5% chance to spawn a Nephalem Glory globe when you CC an enemy. Increase your max stacks of Nephalem Glory to 6.
[(see Nephalem Glory rework at end of post). The increase in stack size to 6 would effectively double the power of the NG effects and synergise with other items that make use of NG.]

Kethryes Splint - http://us.battle.net/d3/en/artisan/blacksmith/recipe/kethryes-splint
Reduces damage from ranged attacks by 20% for you and your allies, and increases the damage of ranged attacks by 15% for you and your allies.]
[I’m not entirely sure what player attacks are considered Ranged or Melee, but Stalgard’s Decimator already references ‘Melee’ attacks, so I assume all attacks are classified as one or the other.]

Trag’oul Coils - http://us.battle.net/d3/en/item/tragoul-coils
Picking up a Health Globe reduces all of your cooldowns by 1 second.

Gloves
Stone Gauntlets - http://us.battle.net/d3/en/item/stone-gauntlets
Your movement speed is capped at +25% and your attack speed is capped at 1 attack per second. Your Critical Hit Damage is doubled.

Magefist - http://us.battle.net/d3/en/item/magefist
Turns all your damage into Fire damage.
[Your item procs, gem procs, pet damage, abilities regardless of which rune, etc. all now do Fire damage.]

St. Archew’s Gage - http://us.battle.net/d3/en/item/st-archews-gage
While an elite pack is near you, your Hit Points are increased by 100%.
[This new version with bonus %Life would still work for supports, but could also synergise well with the reworked Heart of Iron for DpS]

Gladiator Gauntlets - http://us.battle.net/d3/en/item/gladiator-gauntlets
Your Defensive skills no longer perform their normal function but instead give you and your allies a 5% damage increase for 6 seconds. This effect can stack up to 6 times.
[Your Defensive skills no longer do anything except proc this damage buff, stacking to a 30% party damage buff.]

Frostburn - http://us.battle.net/d3/en/item/frostburn
[These need to bypass proc-coefficients or something.]

Pender’s Purchase - http://us.battle.net/d3/en/artisan/blacksmith/recipe/penders-purchase
Double the damage of your non-set item damage effects.
[Doubles the damage of the item proc effects that do damage e.g. Odyn Son lightning effect etc. Does not include any effects from Set bonuses, and doesn’t increase the effects of damaging buffs e.g. doesn’t increase the damage buff from FnR, Hexing Pants etc.]

Belts
Vigilante Belt - http://us.battle.net/d3/en/item/vigilante-belt
Reduce one of your cooldowns by 1 second when an enemy dies within 20 yards of you.

Insatiable Belt -http://us.battle.net/d3/en/item/insatiable-belt
[Increase stacks to 10]

Saffron Wrap - http://us.battle.net/d3/en/item/saffron-wrap
Picking up a Health Globe increases your maximum Resource by 10% for 15 seconds. This effect can stack up to 5 times.

String of Ears - http://us.battle.net/d3/en/item/string-of-ears
Enemies within 25 yards of you deal 20% less damage.
[In addition to the melee reduction secondary roll]

Cord of Sherma - http://us.battle.net/d3/en/item/cord-of-the-sherma
Chance on hit to create a chaos field that pulls mobs to its center and Blinds and Slows enemies inside for 3–4 seconds and enemies within the chaos field take 10% increased damage from all sources.

Razor Strop http://us.battle.net/d3/en/item/razor-strop
Picking up a Health Globe releases an explosion that deals 7000% weapon damage. You no longer heal or gain resource from Health Globes.

Thungergod’s Vigor - http://us.battle.net/d3/en/item/thundergods-vigor
Enemies within 20 yards of you take 40% increased damage from Lightning attacks from all sources.
[Works with Lightning damage from all sources, e.g. from party members]

Sacred Harness - http://us.battle.net/d3/en/item/sacred-harness
[Judgement additionally gains the effect of all runes.]

Hellcat Waistguard - http://us.battle.net/d3/en/item/hellcat-waistguard
Allows you to wield a two-handed weapon with one hand.

Jang’s Envelopment - http://us.battle.net/d3/en/item/jangs-envelopment
[Black Hole additionally gains effect of all runes]

Hunter’s Wrath - http://us.battle.net/d3/en/item/hunters-wrath
[Allow this to drop for all classes.]

Shoulders
Homing Pads - http://us.battle.net/d3/en/item/homing-pads
Your Town Portal has no duration.
[Small QoL enhancement. Using Town Portal is just like using a Way Point, and can’t be interrupted]

Pauldrons of the Skeleton King - http://us.battle.net/d3/en/item/pauldrons-of-the-skeleton-king
When receiving fatal damage you are instead restored to 25% of maximum Life, become immune to damage for 2 seconds, and cause nearby enemies to flee in fear. This effect can occur once every 120 seconds.

Death Watch Mantle - http://us.battle.net/d3/en/item/death-watch-mantle
When you are hit there is a 25 - 35% chance to explode in a fan of knives for 750-950% weapon damage, and have your thorns damage increased by 50% for 5 seconds.
[Awaiting the thorns rework of patch 2.4]

Fury of the Ancients - http://us.battle.net/d3/en/item/fury-of-the-ancients
Call of the Ancient’s gains access to all runes.

Profane Pauldrons - http://us.battle.net/d3/en/item/profane-pauldrons
Picking up a Health Globe increases your damage by 1% for 15 seconds. This effect stacks up to 20 times.

Spaulders of Zakara - http://us.battle.net/d3/en/item/spaulders-of-zakara
Getting hit reduces your damage taken by 4% for 30 seconds, stacking up to 10 times.

Corruption - http://us.battle.net/d3/en/artisan/blacksmith/recipe/corruption
Your primary Resource (re)generation is increased by 200%.

Helms
Pride’s Fall - http://us.battle.net/d3/en/item/prides-fall
Your resource costs are reduced by 50% after not taking damage for 3 seconds.

Blind Faith - http://us.battle.net/d3/en/item/blind-faith
You deal 350% increased damage, gain 15% increased movement speed and attack speed. You can no longer Critically Hit, Dodge or Block attacks.
[Your Dodge, Block and Crit chance are capped at 0%.]

Deathseer’s Cowl - http://us.battle.net/d3/en/item/deathseers-cowl
When receiving fatal damage, you are instead restored to 20% Max Health and enter the nether realm for 10 seconds. While in the nether realm you are immune to damage and CC effects and can move through mobs, gain 15% increased damage and 100% increased resource regeneration, and do not heal from any source. This effect can occur once every 120 seconds.

Andariel’s Visage - http://us.battle.net/d3/en/item/andariels-visage
Hitting an enemy applies a Poison Damage over Time effect that lasts for 5 seconds and deals total damage equal to 50% of the initial hit damage.
[The DoT effect would be overridden by the highest damaging hit.]

Mempo of Twighlight- http://us.battle.net/d3/en/item/mempo-of-twilight
Increase the damage of channeled abilities by 10% per second while channeling, stacking up to 5 times.

Helm of Rule - http://us.battle.net/d3/en/artisan/blacksmith/recipe/the-helm-of-rule
Your Critical Hit Chance is increased by 50% of your total Block Chance.
[An additive increase in Crit chance, so 100% Block Chance would provide +50% CHC.]

Pants
Pox Faulds - http://us.battle.net/d3/en/item/pox-faulds
When 3 or more enemies are within 20 yards of you, you release a vile stench that deals Poison damage every second for 5 seconds. The poison cloud deals 500% weapon damage per second per enemy within 20 yards, capped at 20 enemies. This effect can occur once every 5 seconds.]

Death’s Bargain - http://us.battle.net/d3/en/item/deaths-bargain
[These need to scale properly with your mainstat and damage buffs.]

Swamp Land Waders - http://us.battle.net/d3/en/item/swamp-land-waders
Enemies you poison take 20% increased damage from all sources, and explode on death for 1000% weapon damage as Poison. You are immune to Poison damage.

Hammer Jammers - http://us.battle.net/d3/en/item/hammer-jammers
+50% chance to dodge. When you dodge an attack you gain the HammerTime buff for 10 seconds. The HammerTime buff gives you +25% increased movement speed, +15% increased attack speed, the ability to walk through mobs, and your attacks have a 50% chance on-hit to Breakdown the enemy. A Breakdown hit deals up to 100% increased damage based on the missing health of the enemy.
[The ‘Breakdown’ hit would increase the damage you dealt to that mob by 100% if they that mob was on 0% health, 50% increased damage if they were on half health, etc. ]

Depth Diggers - http://us.battle.net/d3/en/item/depth-diggers
[These should be made to work with Wizard and Witch Doctor Primary skills. It’s time.]

Skelon’s Deceit - http://us.battle.net/d3/en/artisan/blacksmith/recipe/skelons-deceit
You can no longer equip weapons, but instead can equip two non-weapon off-hand items. You gain +1737-1912 Damage.
[These pants inherently provide +1737-1912 damage as orange text (the base damage range for a 2H Mace), and would additionally have a regular damage roll stat like weapons do, with the Ancient range if the pants themselves are Ancient.]

Boots
Boots of Disregard - http://us.battle.net/d3/en/item/boots-of-disregard
Gain 10,000 LpS, 5% damage reduction and 5% increase damage for each second you stand still, stacking 6 times.

Boj Anglers - http://us.battle.net/d3/en/item/boj-anglers
Each Nephalem Glory stack gives you an additional +5% cooldown reduction, 5% increased damage
[see NG rework at end of post.]

Irontoe Mudsputters - http://us.battle.net/d3/en/item/irontoe-mudsputters
Allows Movement Speed bonus on gear to exceed the 25% cap. Gain 15% of your increased movement speed as increased damage.
[This would apply to any and all increased movement speed, even from temporary buffs like pylons and shrines etc.]

Fire Walkers - http://us.battle.net/d3/en/item/fire-walkers
Burn the ground you walk on, dealing 1000% weapon damage per second. You are immune to Fire damage.
[Allow the boots to roll +%Fire Damage]

Ice Climbers - http://us.battle.net/d3/en/item/ice-climbers
Gain immunity to Freeze and Immobilize effects. You are immune to Cold damage.
[Instead of rolling %Less Cold Damage taken, allow boots to roll +%Cold Damage]

Board Walkers - http://us.battle.net/d3/en/artisan/blacksmith/recipe/board-walkers
Your movement speed is capped at +25%. Moving 20 yards increases the damage of your next Secondary attack by 10%. This effect stacks up to 5 times.
[Moving 20 yards would give you a 10% damage buff for your next Secondary skill. Moving another 20 yards (without spending the buff) would increase to 20%, up to a max of 50%. Casting a Secondary ability would spend the stacked buff, and they would have to be built up from zero again.]
1Handers
Genzaniku - http://us.battle.net/d3/en/item/genzaniku
When equipped summons a Fallen Champion that reduces damage taken of allies by 25%. The Fallen Champion casts a warcry that taunts surrounding enemies for 4 seconds and causes taunted enemies to take 20% increased damage from all sources.
[Most of these summon weapons should have the creature permanently summoned, rather than have a duration. Or at least allow for 100% uptime.]

Flesh Tearer - http://us.battle.net/d3/en/item/flesh-tearer
Gain 100% Critical Hit Chance. Your Critical Hit Damage is capped at 150%.

The Butcher’s Sickle - http://us.battle.net/d3/en/item/the-butchers-sickle
50% chance on attack to release multiple chains that pierce and pull all enemies hit towards you and stun them for 1 second.
[A mix between the Butcher’s two chain attacks: releases 5 (?) or so chains in a 45 degree arc that pulls all enemies hit towards you.]

Sky Splitter - http://us.battle.net/d3/en/item/sky-splitter
25-35% chance to Smite enemies for 600-750% weapon damage as Lightning when you hit them. If the Smitten enemy is more than 20 yards away from any other enemy, the Smite deals 8,000% weapon damage as Lightning.

The Burning Axe of Sankis - http://us.battle.net/d3/en/item/the-burning-axe-of-sankis
[This should at the very least be a 50% damage reduction, as opposed to the 35% damage reduction it currently provides. In addition, why not just make it actually be the Ignore Pain skill and inherit the Ignore Pain rune you have selected (if you’re a Barb).]

Utar’s Roar - http://us.battle.net/d3/en/artisan/blacksmith/recipe/utars-roar
Increase your Cold Damage by 10% per Cold skill on your skill bar.
[Maximum of 60% multiplicative Cold damage increase if using 6 Cold skills.]

The Barber - http://us.battle.net/d3/en/item/the-barber
+60% bonus Critical Hit Damage per stack of Nephalem Glory.

Envious Blade - http://us.battle.net/d3/en/item/envious-blade
Gain 100% Critical Hit Chance against enemies above 75% Health

Pig Sticker - http://us.battle.net/d3/en/item/pig-sticker
Hitting an enemy inflicts them with a grievous wound causing them to bleed for 500% weapon damage per second for 10 seconds while the enemy remains stationary. If the enemy moves, the bleed damage increases up to 10,000% per second depending on the movement speed of the enemy.
[The faster the movement speed of the monster, the higher the damage. So only the fastest moving mobs would be hit for the 10,000% weapon damage per second, with slower moving mobs being hit for less. Perhaps the lowest movement-damage could be 1000% per second.]

Kill - http://us.battle.net/d3/en/item/kill
Your attack speed is increased by 100%. Your Critical Hit Damage is capped at 200%.

Wizard Spike - http://us.battle.net/d3/en/item/wizardspike
On attack hurl an Arcane Orb.
[Inherits the properties of the Arcane Orb rune you have selected (if Wizard), and it would proc on every attack like Sash of Knives and Stalgard’s. These orbs would also benefit from any +% Arcane Orb stats on your gear and items like Triumvirate.]

Blood-Magic Edge - http://us.battle.net/d3/en/artisan/blacksmith/recipe/bloodmagic-edge
Enemies you make bleed take 25% increased damage from all sources.

Odyn Son - http://us.battle.net/d3/en/item/odyn-son
[Damage buff.]

Mad Monarch’s Scepter - http://us.battle.net/d3/en/item/mad-monarchs-scepter
[Allow the kills made by the explosion itself to count towards the next explosion. Could get some really fun trash-killing chain-reaction explosions going. And the damage could be boosted as well.]

Nutcracker - http://us.battle.net/d3/en/item/nutcracker
Deal up to 60% increased damage based on your missing primary Resource.
[Similar mechanic to Rogar’s Huge Stone – you gain full buff at 0% Resource, and some portion of that buff at intermediate Resource levels.]

Telranden’s Hand] - http://us.battle.net/d3/en/item/telrandens-hand
When you hit an enemy you place a charge on that enemy based on the element type you hit it with. Hitting that enemy with a different element from any source stacks another charge. The charges detonate after 3 seconds dealing 5000% weapon damage per element-stack on the enemy.
[A maximum of 7 charge-stacks is obtainable, one for each of the 7 elements in the game, and this would result in 35,000% weapon damage per 3 seconds. And the explosion damage should be based off the wielder of Telranden’s, and off their highest damaging element.]

Solanium - http://us.battle.net/d3/en/item/solanium
Critical Hits have a 4% chance to spawn Health Globes and a 1% chance to spawn Nephalem Globes.

Nailbiter - http://us.battle.net/d3/en/item/nailbiter
Enemies you hit take 100% increased thorns damage from all sources for 5 seconds.

Neanderthal- http://us.battle.net/d3/en/item/neanderthal
Enemies hit by your thorns are taunted, attack 50% faster, and deal 50% less damage for 5 seconds. This effect can occur on an enemy once every 10 seconds.

Echoing Fury - http://us.battle.net/d3/en/item/echoing-fury
Hitting an enemy with the same ability in succession increases the damage done to that enemy by that ability by 10%, stacking 10 times. Damage dealt to that enemy from any other source clears all stacks on that enemy.
[Even incidental damage done to that enemy, through area damage, proc effects, pets, reflect damage, follower damage, Ally damage etc. would clear all stacks]

Devastator - http://us.battle.net/d3/en/artisan/blacksmith/recipe/devastator
You have 100% Critical Hit Chance against enemies within 15 yards of you.

Monster Hunter - http://us.battle.net/d3/en/item/monster-hunter
Randomly marks a nearby enemy for 10 seconds. This enemy takes 20% increased damage from all sources. Killing the marked enemy gives players 20% additional damage against subsequently marked enemies for 30 seconds. This effect can stack up to 4 times.
[So, with 4 stacks this would equal 100% increased damage against a marked target. The mark would last for 10 seconds, or until the enemy is killed, at which time a new enemy would be marked.]

Wildwood - http://us.battle.net/d3/en/item/wildwood
As long as there are no enemies within 25 yards of you, your damage is increased by 40% and resource cost is reduced 25%.

The Ancient Bonesaber of Zumakalis - http://us.battle.net/d3/en/item/the-ancient-bonesaber-of-zumakalis
Killing an enemy creates a whirling storm of bones around you that reduces damage taken by 1% for you and any allies standing in the bonestorm. The bonestorm also deals 100% weapon damage per second to enemies caught in the storm. The effect lasts for 5 seconds, and stacks up to 25 times.
[So, at full stacks the bone storm would reduce incoming damage by 25%, and do 2500% weapon damage per second, within a radius of about 20 yards.]

Exarian - http://us.battle.net/d3/en/item/exarian
Your damage is increased by 50% of your bonus Maximum Resource as a proportion of your base Resource.
[e.g. if you normally have 80 base Maximum Resource, and increase that by 50% to a maximum of 120, then that’s a 25% damage increase.]

Gift of Silaria - http://us.battle.net/d3/en/item/gift-of-silaria
Your Critical Hit Damage is increased by a percent equal to twice your increased Movement Speed.
[+200% MS = +400% CHD]

Rimeheart - http://us.battle.net/d3/en/item/rimeheart
[This should bypass proc-coefficients, or have a dramatically increase chance to proc, or both. This item has been useless for the longest time now, and with new CC changes it’s harder than ever to make this thing proc. Make us excited for finding this weapon once more.]

Thunderfury, Blessed Blade of the Windseeker - http://us.battle.net/d3/en/item/thunderfury-blessed-blade-of-the-windseeker
[Damage buff.]

Sever - http://us.battle.net/d3/en/item/sever
Double your Critical Hit Damage against enemies below 25% health.

Skycutter - http://us.battle.net/d3/en/item/skycutter
When equipped summons an angel that increases the Holy Damage of allies by 50%.
[50% multiplicative increase in Holy damage for yourself and allies.]

Azurewrath - http://us.battle.net/d3/en/item/azurewrath
Periodically cast Frozen around you, dealing 1000% weapon damage on frozen explosion.
[The same Frozen that Elites cast (and that Izual casts), that tick and then detonate freezing everything.]

Devil Tongue - http://us.battle.net/d3/en/item/devil-tongue
50% Chance on kill to go into a rage for 10 seconds. While enraged you have 30% increased damage, 20% increased attack speed, and 50% increased Life on Hit and Life on Kill.

Griswold’s Perfection - http://us.battle.net/d3/en/artisan/blacksmith/recipe/griswolds-perfection
Critical Hits heal you for 1% of your maximum Health, restore 5% of your maximum primary resource, and reduce one of your cooldowns by 1 second.

Shard of Hate - http://us.battle.net/d3/en/item/shard-of-hate
[Damage buff.]

2Handers
The Executioner - http://us.battle.net/d3/en/item/the-executioner
You deal 150% increased damage to enemies below 25%.

Burst of Wrath - http://us.battle.net/d3/en/item/burst-of-wrath
Hitting an enemy or an object has a 50% chance to grant you 20% of your maximum primary resource.

Butcher’s Carver - http://us.battle.net/d3/en/item/butchers-carver
Increase your Strength, Intelligence, Dexterity and Vitality by 1% for 15 seconds after killing an enemy. This effect stacks up to 30 times.

Messerschmidt’s Reaver - http://us.battle.net/d3/en/item/messerschmidts-reaver
Picking up a health globe gives you a Schmidt buff for 20 seconds, stacking up to 5 times. Using a Primary skill consumes all Schmidt stacks, and increases the damage of your next Secondary skill by 20% per Schmidt stack consumed.

Skorn -http://us.battle.net/d3/en/item/skorn
Increases the damage of your Damage over Time effects by 60%.
[Works with all skill, item and gem DoTs.]

Cinder Switch - http://us.battle.net/d3/en/artisan/blacksmith/recipe/cinder-switch
Damaging an enemy with Fire damage increases the chance that enemy will be Critically Hit by Fire damage from all sources by +15% for 5 seconds.

Arthef’s Spark of Life - http://us.battle.net/d3/en/item/arthefs-spark-of-life
Creates an Aura Of The Living around you. Undead enemies within this aura take +25% increased damage from all sources, and heal players for 10% of their missing Life when killed.

Crushbane - http://us.battle.net/d3/en/item/crushbane
Frozen enemies that are killed shatter in an icy explosion dealing 5000% weapon damage as Cold to nearby enemies, and freezing them for 1 second.

Soulsmasher - http://us.battle.net/d3/en/item/soulsmasher
[Damage buff and/or proper scaling with primary stat.]

Skywarden - http://us.battle.net/d3/en/item/skywarden
Your Laws gain the effect of all runes.

Wrath of the Bone King - http://us.battle.net/d3/en/item/wrath-of-the-bone-king
On kill summon a skeleton, up to a maximum of 10 skeletons. When receiving fatal damage the skeletons explode dealing 1000% weapon damage each, and you are resummoned to 100% Health and become immune to damage for 2 seconds. This effect can occur once every 120 seconds.

Schaefer’s Hammer - http://us.battle.net/d3/en/item/schaefers-hammer
[Damage buff.]

Sledge of Athskeleng - http://us.battle.net/d3/en/item/sledge-of-athskeleng
Periodically spawn Arcane Orbs near you that last for 10 seconds. The Arcane Orb deals 4000% weapon damage per second.
[These would be just like the Elite Arcane Orbs. And the rate that you spawn them could be increased by attack speed.]

Sunder - http://us.battle.net/d3/en/artisan/blacksmith/recipe/sunder
50% chance to sunder the ground your enemies walk on when you attack, dealing 1000% weapon damage per second to enemies standing on sundered ground. Allies standing on sundered ground gain 25% increased Fire damage.
[multiplicative 25% increase in Fire damage.]

Pledge of Caldeum - http://us.battle.net/d3/en/item/pledge-of-caldeum
50% chance on kill to spawn a Ghost that lasts for 60 seconds. Each Ghost deals 200% weapon damage for every Ghost that is active. A maximum of 5 Ghosts can be active at a time.
[These would be the same Ghost mobs we’ve all come to hate. With 1 Ghost active the Ghost deals 200% weapon damage. With 5 Ghosts active each one deals 1000% weapon damage per hit.]

Standoff - http://us.battle.net/d3/en/item/standoff
You heal 5000 Life per primary Resource spent. Gain up to 20% increased damage and 20% damage reduction based on your missing primary Resource.

Bovine Bardiche - http://us.battle.net/d3/en/item/bovine-bardiche
When equipped summons a herd of murderous cows. Using a Defensive skill sacrifices the cows making each release two Health Globes and a Nephalem Globe. After 10 s the cows are resummoned.
[The cows can drop those delightful chop-like health globes ]

Heart Slaughter - http://us.battle.net/d3/en/item/heart-slaughter
Hitting an enemy with a Physical skill makes that enemy take 20% more damage from Damage over Time effects from all sources.

Vigilance - http://us.battle.net/d3/en/item/vigilance
[Inherit the properties of the Inner Sanctuary rune you have selected (if Monk)]

Faithful Memory - http://us.battle.net/d3/en/item/faithful-memory
Taking damage from an elite affix increases your damage of that element type by 10% for 5 seconds. This effect can stack up to 10.
[At 10 stacks a 100% multiplicative damage bonus for that element type]

The Zweihander - http://us.battle.net/d3/en/item/the-zweihander
Your damage is increased by 20% per Defensive skill on your skill bar.
[Each class has 4 Defensive skills, for a total of 80% increased damage if all Defensive skills are equipped (except DH that only has 3).]

Blackguard - http://us.battle.net/d3/en/item/blackguard
Getting hit by a Control Impairing effect increases your damage by a percent equal to your Crowd-Control Reduction for 10 seconds.

Scourge - http://us.battle.net/d3/en/item/scourge
[Damage buff or ICD buff]

Stalgard’s Decimator - http://us.battle.net/d3/en/item/stalgards-decimator
[Damage buff]

The Sultan of Blinding Sand - http://us.battle.net/d3/en/item/the-sultan-of-blinding-sand
On attack create a whirling sandstorm around you. You and your allies within the storm gain 40% chance to dodge, and enemies within the storm take 25% increased damage from all sources.

Maximus - http://us.battle.net/d3/en/item/maximus
[Allow this to have 100% uptime i.e. just have the demon permanently summoned, and probably a damage buff on the fire chain.]

The Grandfather - http://us.battle.net/d3/en/item/the-grandfather
While you are below 50% maximum health you take 25% reduced damage, your movement speed is capped at +25%, and your damage is increased by 60%.

Warmonger - http://us.battle.net/d3/en/item/warmonger
Consumes all DoTs on targets hit, dealing 50% of their remaining damage instantly.
[Works on DoTs applied by all party members.]

Corrupted Ashbringer - http://us.battle.net/d3/en/item/corrupted-ashbringer
[Very cool concept, very useless item. Once again, it’s another item that is crippled by pre-emptive nerfing with ICDs. Perhaps if the chance to summon on kill was increased, and if the Holy burn could hit more than 1 target at a time, it might be more useful.]

Generic Sets
The following set bonuses would not stack with multiple people in the party wearing the same set.

Legacy of Nightmares - http://us.battle.net/d3/en/item/litany-of-the-undaunted
You gain 5% damage reduction and 5% increased damage for every pet you have active. Capped at 20 pets.
[The damage reduction stacks multiplicatively with itself, like Ancient Parthan Defenders, but the damage bonus would stack additively with itself. So the 20 pet cap would result in a damage reduction of ~64% and a damage increase of 100%.]

Krelm’s Buff Bulwark - http://us.battle.net/d3/en/item/krelms-buff-bracers
Bracers: Immune to all CC effects (including Knockback)
Belt: Gain 25% run speed. This effect is lost for 1 second after taking damage.
(2) Set: 50% damage reduction.
[These sets with their own orange text are very interesting, but this particular set is currently pretty lack-lustre. Taking a two-piece set needs to be worth it.]

The Endless Walk - http://us.battle.net/d3/en/item/the-travelers-pledge
Amulet: Increase your Maximum Resource pool by 100%. Increase your Resource cost by 100%.
Ring: Increase your Movement Speed up to 30% based on your missing primary Resource.
(2) Set: Your Critical Hit Damage is increased by up to +250% based on your missing primary Resource.
[This could also be a 2 set with each piece having its own orange text.]

Cain’s Destiny - http://us.battle.net/d3/en/artisan/blacksmith/recipe/cains-scriviner
(2) Set: Attack Speed Increased by 10%
(3) Set: You are immune to Butterfly attacks
[Okay so the 3 set isn’t serious, but I’m sure something cool could be there instead.]

Aughild’s Authority - http://us.battle.net/d3/en/artisan/blacksmith/recipe/aughilds-rule
(2) Set: Killing an Elite gives you +10% increased damage against Elites for 5 minutes. This effect can stack up 20 times.
(3) Set: You and your allies gain +10% increased damage against Elites and +10% reduced damage from Elites, per Elite pack within 50 yards.

Born’s Command - http://us.battle.net/d3/en/artisan/blacksmith/recipe/borns-frozen-soul
(2) Set: Your Defensive skills gain access to all runes.
(3) Set: Health Globes restore 20% primary Resource for you and your allies.

Captain Crimson’s Trimmings - http://us.battle.net/d3/en/artisan/blacksmith/recipe/captain-crimsons-waders
(2) Set: Every point of primary Resource you spend heals you and your allies for 4000 Life.
(3) Set: Your increased movement speed is applied to both you and your allies.

Guardian’s Jeopardy - http://us.battle.net/d3/en/artisan/blacksmith/recipe/guardians-aversion
(2) Set: Increase Healing from all sources for you and your allies by 20%.
(3) Set: Incoming attacks to you or your allies that would deal more than 40% maximum Life are reduced to deal 40% maximum Life instead. The amount absorbed cannot exceed 100% maximum Life.

Blackthorne’s Battlegear - http://us.battle.net/d3/en/item/blackthornes-surcoat
(2) Set: 50% elite damage reduction
(3) Set: 75% elite damage reduction
(4) Set: You and your allies are immune to all Elite affixes
[4-set includes immunity to Elite affix CC effects]

Asheara’s Vestments - http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-ward
(2) Set: +25% Life, +100 Resistance to All Elements and +1000 Armor
(3) Set: Your active follower(s) gains access to all skills
(4) Set: Gain access to all 3 followers at once
[4 set permanently gives you access to all 3 followers. Even in multiplayer]

Hallowed Protectors - http://us.battle.net/d3/en/artisan/blacksmith/recipe/hallowed-barricade
Weapon: %50 increased damage to Demons.
Offhand: Gain up to 60% damage reduction up based on your missing primary Resource.
(2) Set: You and your allies gain +100 to All Resistance and +1000 to Armor.
[It might be nice if this set has the off-hands for each of the classes, rather than just a shield (especially because the Shield auto-rolls +%Holy damage, which is useless to most classes. The offhand damage reduction affix would be like Rogar’s Huge Stone mechanic.]

Class-Specific Items
Class specific items provide good opportunities to buff specific class abilities. But I am not familiar enough with every class to make suggestions along those lines. However, there are a couple of items that would seem to allow for some pretty simple buffs:

Cloak of Deception - http://us.battle.net/d3/en/item/cloak-of-deception
Enemy ranged attacks pass through you harmlessly
[This effectively gives you 100% ranged damage reduction, including those Elite affixes that are classified as ranged.]

Cloak of the Garwulf - http://us.battle.net/d3/en/item/the-cloak-of-the-garwulf
[This should multiply the effect of the active Wolf. If 3 times 30% increased damage is too much, then it could just summon 1 extra Wolf.]

The Smoldering Core - http://us.battle.net/d3/en/item/the-smoldering-core
Enemies are now pulled to your Meteor impact areas.
[Lured? No, PULLED! Pulled like cyclone strike! Support Wizard?? Maybe]

Pus Spitter - http://us.battle.net/d3/en/item/pus-spitter
25-50% chance to lob an acid blob when attacking. Enemies standing in the acid take 50% increased damage from all sources.
[Support Demon Hunter?? There could at least be items that make it an outside possibility]

Dread Iron - http://us.battle.net/d3/en/item/dread-iron
Ground Stomp gains the effect of all runes. Ground Stomp causes an avalanche. Increase the damage of your Avalanche by 100%.

The Undisputed champion - http://us.battle.net/d3/en/item/the-undisputed-champion
Your Primary skills gain the effect of all runes.
[Allow the player to choose which Primary skill they want to use.]

Bastion’s Revered - http://us.battle.net/d3/en/item/bastions-revered
Your Primary skills acquire up to 5 bonus stacks of Frenzy.
[Works the same if you’re using Frenzy, but you also get 5 Frenzy stacks if using you’re using, say, Bash.]

Angel Hair Braid - http://us.battle.net/d3/en/item/angel-hair-braid
[All Primary skills should have all runes unlocked. Allow the player to choose which ability.]

Salvation - http://us.battle.net/d3/en/item/salvation
Blocking an attack heals you and your allies for 3% of their maximum health.
[Please make this not a Crusader-only shield – it doesn’t have a Crusader-specific affix, and it could be a useful shield for your Templar.]

Potions
Legendary potions are cool. But, IMHO, they’re not all that ‘legendary’; they’re a little lacklustre. Also, often you want to use your potion primarily to prevent you from dying i.e. to heal yourself, as we expect potions to normally be used. However, this is not always the same time when we want to activate some special buff from the potion (also you can’t use potions at full health). This puts a limit on how cool the potion affixes can be, because if they gave you a damage boost, for example, then you don’t always want to increase your damage at the same time you want to use your potion. An alternative system is to simply make each potion give you a permanent buff while it is equipped.

Bottomless Potion of Diamond - http://us.battle.net/d3/en/item/bottomless-potion-of-the-diamond
Immunity to CC effects (and their damage)

Bottomless Potion of the Tower - http://us.battle.net/d3/en/item/bottomless-potion-of-the-tower
10-15% damage reduction

Bottomless Potion of the Leech - http://us.battle.net/d3/en/item/bottomless-potion-of-the-leech
Increase Life on Hit and Life per Kill by 80-100%

Bottomless Potion of Rejuvination - http://us.battle.net/d3/en/item/bottomless-potion-of-rejuvenation
Increases resource (re)generation by 50-100%

Bottomless Potion of Regeneration - http://us.battle.net/d3/en/item/bottomless-potion-of-regeneration
Generate 25-50% more health globes

Bottomless Potion of Kulleaid - http://us.battle.net/d3/en/item/bottomless-potion-of-kulleaid
Allows you to walk through Waller walls and mobs [always]

Bottomless Potion of Mutilation - http://us.battle.net/d3/en/item/bottomless-potion-of-mutilation
Increases your Critical Hit Damage by +50% [additive]

Bottomless Potion of Fear - http://us.battle.net/d3/en/item/bottomless-potion-of-fear
[This potion only heals (no perma-buff), but has half the normal potion cooldown]

Bottomless Potion of Amplification - http://us.battle.net/d3/en/item/bottomless-potion-of-amplification
Increases your healing from all sources by 25%

Bottomless Potion of the Gods
This potion does not heal, but instead when activated you become one with the Gods for 6 seconds. During this state you are reduced to 20% Health and 20% Resources, become immune to all damage and CC effects, have 100% Resource Cost reduction, and do not heal from any source.
[Just another random potion idea. Could make use of all those item affixes that give you buffs at low health/resource levels. This potion would have no passive effect.]

Nephalem Glory Globes
https://us.battle.net/d3/en/forum/topic/8770117237#6
Some of the preceding items make use of NH stacks. Thanks to apo’s guide we can see what NG globes currently do: they do effectively nothing. Which is a shame, because they’re kind of a cool idea. So, at the very least some basic buffs could be given to NG.

Each stack provides +5% movement speed, 2% damage reduction, 2% damage increase

3 Stacks: +15% movement speed, 6% damage reduction and 6% damage increase

At full stacks, picking up another NG globe creates a 30 yard radius explosion for 10,000% weapon damage.

Also it could be made that picking up Health Globes does not extend the duration, thereby putting more emphasis on having to build towards proccing NG globes if you want to benefit from them.
10/13/2015 08:51 PMPosted by PrvtPiLe
Squirt’s Necklace - http://us.battle.net/d3/en/item/squirts-necklace
Wearing this amulet creates a 20 yard Friend Zone around you. Other wearers of this item that are within your Friend Zone take 10% reduced damage for every other wearer of the item within the combined Friend Zones. Other wearers of this item that are outside the combined Friend Zone do 30% increased damage to enemies in the combined Friend Zone for every wearer of this item within the combined Friend Zone.


To make it more realistic.... Friendzoned allies get a lifelong "awkwardness" debuff whenever grouping together with the main player. This debuff causes chatbox replies to be less and less frequent, and co-op games to gradually die down. This debuff can stack from multiple players using Squirt's necklace. Upon reaching a stack of 25 instances of the "awkwardness" debuff your character deletes itself from B-net servers.

EDIT: I would like to say that your suggestions for the legendary powers are really good, I hope someone relevant is taking notes!
10/13/2015 08:59 PMPosted by JabberWocky
To make it more realistic....

lol, that is fantastic. :P
Nice one!
Wow a lot of good suggestions there. Loved the SOJ one. Developers should use some of this, their homework has been done.
10/13/2015 08:51 PMPosted by PrvtPiLe
Golden Gorget of Leoric - http://us.battle.net/d3/en/item/golden-gorget-of-leoric
Hitting an enemy with a Primary skill spawns a skeleton at the target location. Hitting an enemy with a Secondary skill explodes all the skeletons for 1000% weapon damage each. A maximum of 5 skeletons can be summoned at any time.


I haven't had a chance to read through all of them, but this sounds awesome!
G.E.N.I.U.S
+1, but:
10/13/2015 08:51 PMPosted by PrvtPiLe
The Flavor of Time - http://us.battle.net/d3/en/item/the-flavor-of-time
All of your cooldowns are reduced by 50%.
[The 50% cooldown is applied before other CDR.]

the brackets dont make sense. cdr is multiplicative anyway, and multiplication already is commutative.
10/15/2015 04:16 PMPosted by psySPY
the brackets dont make sense. cdr is multiplicative anyway, and multiplication already is commutative.


Good point! Not sure what I was thinking, thanks for catching it. Unfortunately it seems I can't edit it though, because now when I try to change anything it tells me I'm over the 5,000 character limit. >.<
I absolutely love this thread.

I also love the idea of items that proc skills (Wizardspike, Vigilance, Burning Axe of Sankis). However, there are three that bother me:

  • Wormood (Staff, auto-casts Locust Swarm)
  • Skywarden (2H Mace, provides a Law)
  • Belt of the Trove (Belt, auto-casts Bombardment)


  • I feel like these affixes don't need to be restricted to their specific classes. ANY class should be able to spew Locust Swarm, rain down Bombardments, and randomly benefit from a Law. I keep thinking back to D2 where the Enigma runeword allowed any class to Teleport. I have a few ideas that play off of this concept of cross-class skill procs:

  • Skorn: Enemies you damage become affected by Rend.
  • Empyrean Messenger: Chance on hit to automatically cast Fist of the Heavens at the enemy's location.
  • The Flavor of Time: Chance on attack to automatically cast Slow Time at your target location.
  • Hammer Jammers: Chance on being hit to automatically cast Mirror Image. (can't touch this...)
  • Blind Faith:Chance on being hit to automatically cast Blinding Flash.
  • Sydyru Crust (crafted bow): Each time you fire a projectile you also automatically fire Poison Dart: Snake to the Face.


  • It would also be neat to have the full range of Elite affixes available to us as well across different items, like these:

    Arcane Enchanted: Mantle of the Rydraelm: Enemies you kill have a 5% chance to spawn an Arcane Sentry, dealing 1500% weapon damage per second as Arcane to any enemies it touches.
    Desecrator: Krede's Flame (modified): Fire skills cause the primary target to burn for 1100% weapon damage as Fire over 5 seconds. Up to 3 monsters can burn at a time. After the burning stops a ring of fire opens under the enemy. The ring lasts for 10 seconds and any enemies standing in the ring take 1200% weapon damage per second as Fire.
    Electrified: Already exists in Thundergod's Vigor (buff please!)
    Fire Chains: Already exists in Maximus
    Frozen: Utar's Roar: Every 10 seconds you randomly place 3 frozen crystals. The crystals damage nearby enemies for 1000% weapon damage per second as Cold. After 2 seconds the crystals explode, freezing nearby enemies for 3 seconds.
    Frozen Pulse: Ice Climbers (modified): Chance on using a Cold skill to spawn a Frozen Pulse at a random nearby location. The Frozen Pulse will seek out the nearby enemy with the highest maximum Hit Points. After stopping, the Frozen Pulse will release 5 blasts, each dealing 1000% weapon damage as Cold to nearby enemies and slowing their movement speed and attack speed by 60% for 1 second. This effect cannot occur more than once every 15 seconds.
    Jailer: OP suggests affix on Leoric's Signet (Jails enemies that get too close)
    Knockback: Already exists (sort of) in Windforce (A slow effect could be added on to make it more closely match the Elite affix)
    Molten: Already exists in Fire Walkers
    Mortar: Cinderswitch: Every 5 seconds fire a volley of 5 fireballs at random targets. Each fireball deals 1000% weapon damage as Fire to enemies within 5 yards of the impact location.
    Nightmarish:Is counter-density even desirable?
    Orbiter: Stormshield: Blocking an attack has a chance of casting Orbiter centered on the attacker's location. Enemies touching the Orbiter take 1000% weapon damage as Lightning per second. This effect lasts for 5 seconds. This effect cannot occur more than once every 15 seconds.
    Plagued: Corruption: Every 6 seconds while in combat you produce a toxic ring that deals 300% weapon damage per second as Poison. Each second the enemy spends in the ring increases the damage per second by 300%, up to a maximum of 1500% weapon damage per second.
    Poison Enchanted: Pus Spitter (modified): Chance on attack to launch a poisonous blob towards the target location. After 2 seconds the blob splits, leaving behind poisonous trails that deal 5,000% weapon damage as Poison over 4 seconds.This effect cannot occur more than once every 10 seconds.
    Reflects Damage: Already exists in Thorns damage (super-buff please!)
    Teleporter: I dunno here... probably only desirable for melee characters.
    Thunderstorm: Arcstone (modified): Each use of a Lightning skill grants a Thunderstorm charge. After accumulating 12 charges, your next Lightning skill will cause a Thunderstorm at the targeted location. Each hit from Thunderstorm deals 750% weapon damage as Lightning.
    Vortex: Already exists in Ess of Johan (reduce ICD please?)
    Wormhole: Strange concept... seems unreliable as a combat strategy.

    Anyhow, out of room now... maybe more to come later...
    All of these sound good. I do think, however, that you're forgetting something....The lore. A LOT of these new powers suddenly make no sense with the lore of the weapon. At all.

    Also, on another note...Corrupted Ashbringer isn't useless. In Single Target builds, it is AMAZING. HOTA, for example, makes good use of it. The weakness of it lies in the fact that the buff is tied, arbitrary, to skeletons, that don't spawn over time. If the skeletons spawned on kill, or say, every five seconds, that alone would aid it. It also needs to be cubable, since the power should never have been "Make your weapon Ashbringer" but "Give your weapon the POWER of Ashbringer" That allows it to be cubed safely and corrects most of the issues alone. If it was cubable, the overall damage would be better for GRifting than the Furnace, and be INSANE in holy buffing builds, or even just things like Generator Monks that aren't buffing the already large holy damage proc. 6000% weapon damage isn't insignificant, especially after it gets hit by your buffs, like F+R, and after it crits.

    I realize that's a lot about CA, but I really hate it when people pretend an amazing item is terrible. It just needs to be cubable. The skeleton thing should be fixed, for QOL, but it's balanced, overall, for the power you get. People continue to dismiss it without trying it half the time, others trying to use it in builds it should never be in, like WW Barb, or EP Monk, where it would never go well with even if the skeleton was fixed and it was cubable.
    10/17/2015 11:32 AMPosted by ConmanStan
    I feel like these affixes don't need to be restricted to their specific classes. ANY class should be able to spew Locust Swarm, rain down Bombardments, and randomly benefit from a Law.

    Absolutely, I agree. Unfortunately I don't think the Devs agree - they've said before they don't want items that give other classes different class abilities (even though there's kind of a few items that already do) - and they specifically mentioned the Enigma example as something they don't want to do.

    10/17/2015 11:32 AMPosted by ConmanStan
    It would also be neat to have the full range of Elite affixes available to us as well across different items, like these:

    Good suggestions. Yeah I think players would like the idea of having access to the Elite affixes (they might need to be made different colors otherwise it might get confusing with allied and enemy arcane orbs everywhere)

    10/17/2015 06:45 PMPosted by Nssheepster
    The lore. A LOT of these new powers suddenly make no sense with the lore of the weapon. At all.

    Yes, that's true. However, I did actually try to fit a lot of the affixes to the flavor text and/or the inherent rolls of the item. But in the end it shouldn't really matter. The MOST important thing is that the item is useful, above all else. There are currently many Blizz-made items that don't really make sense Lore-wise.

    10/17/2015 06:45 PMPosted by Nssheepster
    Corrupted Ashbringer isn't useless

    Sure, I maybe overexaggerated the uselessness of it. But really, it's an on-kill mechanic, which means it does precisely 0% increased damage on RGs with no ads. And yes, the bug making it uncubable needs to be fixed.

    Join the Conversation

    Return to Forum