Community Feedback for Improving Itemization

From my understanding, the OSkill charm would roll from all 210 Class Skills in the game. Meaning the odds of rolling the exact skill you want is quite small. Odds could be improved if you restrict it to the 30 Class Skills on the character rolling it(hence Paladins can only get Paladin OSkills for example) but it’d still be hard to get what you want. Yet should you get the skill you want, much less one that people would covet(Conviction being a big one given Infinity’s popularity), you’d have an item that would cost so much that’d it’d cost more than a 20/20/10 Anni + 20/20 Torch combined. It’d allow the Sorceress to have their cake and eat it too with Conviction(via Charm or Merc) and Meditation(via Charm or Merc). Then imagine Auradin with Fire/Lightning Mastery. It would break the game folks.

Personally, I’d like to see a new recipe involving the Standard of Heroes. Since this item has no use whatsoever and is account bound, it’d incentivize players to actually fight Ubers(since everyone who participates in an Uber Fight gets one). That item could then be used to repair Eth items or add Sockets to Sets/Uniques without having to use Larzuk to do so.

2 Likes

I tend to agree and instead of adding new items, we should focus on improving uniques and crafting, which is Phase 2 in the OP.

Agree and think new recipes for repairing Eth weapons and armor would give the SoH an actual use in game. We can build upon the existing recipes for repairing weapons and armor using the Ort Rune and Ral Rune, respectively.

Repairing Ethereal Item Recipes

Ethereal Weapon (broken) + Ort Rune + Standard of Heroes = Ethereal Weapon (fully repaired)
Ethereal Armor (broken) + Ral Rune + Standard of Heroes = Ethereal Armor (fully repaired)


We already proposed in the OP new socketing recipes to add sockets to non-socketed unique, rare, and magic items. We didn’t include set items as we already proposed many buffs to sets…

Socketing Recipes
Unique Ring + Lem Rune + Perfect Skull + Unique Item = Unique Item (1 socket)
Rare Ring + Hel Rune + Flawless Skull + Rare Item = Rare Item (1-2 sockets)
Magic Ring + Eth Rune + Normal Skull + Magic Item = Magic Item (1-3 sockets)
2 Likes

In order for a certain item in the game to be drawn only by a certain class, a lot of things in the code would need to be written. It would be easier from a game code point of view to force a given oskill cold master to have amazon only.

If this proposal goes ahead, it will be possible to determine which skills could be obtained by which classes. (I’ll tell you right away, having an Oskill charm is crazy for me, any oskill with the correct equipment turns into +16 of the same oskill)

I think some Oskills can be used mainly to strengthen rares, but that’s a discussion of affixes for craft improvement.

2 Likes

That would not be a problem and the ones with the right 40-50 skills would hold value like an anni once had and should have. But the skill absolutely needs to be class specific! If not that would break the game. But I tend to agree, that we should focus and improving existing game mechanics then introduce new ones with a massive cost of implementation thb. Unlikely to see and therewith priority D at best.

That would be interesting and not cheap, but meaningfull! Like this! But would hope that they add something even more interesting with the SoH. A new pandemonium event typ stuff…….

Well that is an option and lower than on Dracul’s. But still powerfull (even it not important for regular PvE). Not sure it this is really thematic for Magnus “the great” but why not. But need the 2p and 3p set bonus from our original proposal as a must! This made the set overall interesting for every melee char and viable yet not OP. If we remove that the set doesn’t play a role again. Then I would rather add one of the two additions to the belt or the gloves as a 3p set bonus?

Making this the right proposal

Orphan’s Call

  • Add +1 To All Skills (Full Set)
  • Add +30% Faster Run/Walk (2 Items)
  • Add +150% Enhanced Damage (3 Items)
  • Add +10% Faster Hit Recovery (Wilhelm’s Pride)
  • Change Cold Resist to +10-20% (Wilhelm’s Pride, 2p set bonus)
  • Change AR to +150-300 (Magnus’ Skin)
  • Add +15% Chance Of Open Wounds (Magnus’ Skin, 3p set bonus)

Think about it! :slightly_smiling_face:

1 Like

For a mid-game set, I would like to tone down the buffs a bit. I think the buffs below would make it fairly solid for leveling and relatively good for melee characters…

Orphan’s Call

  • Add +1 To All Skills (Full Set)
  • Add +25% Faster Run/Walk (2 Items)
  • Add +35% Faster Hit Recovery (3 Items)
  • Change AR to +100-200 (Magnus’ Skin)
  • Change Cold Resist to +10-20% (Wilhelm’s Pride)
1 Like

Although its a NM set, it is more used as an end games set. I´m not super happy with the gloves and the belts, since they are still not viable standalone (in any scenario). But ok…the set will be usable. Done for now with that.

Let´s have a look at Sazabis again. The set is a good budget option for an A5 frenzy merc and I wold like to keep that usecase. We made the following proposal and this is still good enough imho.

I would adjust the “Increase Maximum [Life] by 27%” as a full set bonus to a round no of 25 or 30% and the +318% Damage To Demons on the sword to +300% just to calm down my inner Monk. Or make the later one a roll of 300-320%.

However the main problem of the set is the sword. With the above mentioned changes IAS will be good and solid (so would not change that). But the base dmg is not good enough to use it outside a full set and only on your merc tbh.

Sazabi’s Cobalt Redeemer
Set Cryptic Sword
Sazabi’s Grand Tribute Set

Damage: 12 To 192
Required Level: 73
Required Strength: 99
Required Dexterity: 109
Base Weapon Speed: [-10]
+150% Enhanced Damage
+318% Damage To Demons
Adds 25-35 Cold Damage, 2 sec. Duration (Normal)
+40% Increased Attack Speed
Indestructible
+15 To Dexterity
+5 To Strength

It has a super high lvl req as well. I would adjust that to the same level as the armor at 67 (minor change but helps a bit). I could see us buff the cold dmg a lot (x4 or so, helps with CC) or make the ED a roll of +150%-220% (it is not a super frequent find, i just found three or so so far). Both not super crazy changes, but would help. I we would like to go further we also could talk about adding MDR on the armor for a 2p set bonus?

But I cant think of a way to make the set viable for a char or the single items standalone viable without redoing everything. But thats ok, I guess.

1 Like

Agree with your ideas. For new 2p bonuses, add DtD to armor (pairs nicely with AR against D), add MDR to helm (thematic for mental sheath), and add LPK to sword. For improving sword itself, buff ED and 5x Cold Damage…

Sazabi’s Grand Tribute

  • Add +150% Damage To Demons (2 Items) (Sazabi’s Ghost Liberator)
  • Add Magic Damage Reduced By 10 (2 Items) (Sazabi’s Mental Sheath)
  • Add +10 Life After Each Kill (2 Items) (Sazabi’s Cobalt Redeemer)
  • Change E. Damage from +150% to +150-225% (Sazabi’s Cobalt Redeemer)
  • Change Cold Damage from 25-35 to 125-175 (Sazabi’s Cobalt Redeemer)
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Not sure if we need LAEK on top of the 12% LL on full set, but why not? Would be a safe set for mercs. The sword would not be used in a 2p combo to make LAEK relevant elsewhere. But I guess that would be a good not crazy selection. What about lowering the lvl req to match the armors?

And removing the 20% IAS again does make it worse (loosing a BP if I’m right).

1 Like

Agree with you LAEK is not needed. Lets add 15% IAS as 2p bonus to sword and drop required level of sword by 5 (instead of buffing cold damage). Trying to stay reasonable with changes…

Sazabi’s Grand Tribute

  • Add +150% Damage To Demons (2 Items) (Sazabi’s Ghost Liberator)
  • Add Magic Damage Reduced By 10 (2 Items) (Sazabi’s Mental Sheath)
  • Add +15% Increased Attack Speed (2 Items) (Sazabi’s Cobalt Redeemer)
  • Change E. Damage from +150% to +150-225% (Sazabi’s Cobalt Redeemer)
  • Change Required Level from 73 to 68 (Sazabi’s Cobalt Redeemer)
2 Likes

Doesn´t look bad. But why did you chose 15% IAS? 15% or 20% on a A5 frenzy merc only changes that you can´t hit the relevant BP with an slow weapon [20] offhand by 1% IAS (if I checked right). The set won´t be used for something else and even then it would barely make a difference. Even with a PB no issues here. And I would add it as a 2p set bonus and not bound to the sword. 2p set bonus for the armor are so poor, that I would have no negative effect. Other than that I think that is solid. Even not viable on char.

And I have to correct myself. Full set LL is 15% and not 12% so LAEK is even less needed :slight_smile:

On other topic for the general changes section.

We added very good changes for Medium & Heavy Armor in the OP. On top of that I would like to discuss the place of thos two bases and if my might could improve it little bit to differenciate within the heavy elite group.

Shadow Plate
Min/Max Defense: 446-557
Lvl Requirement: 64
Strength Requirement: 230
Durability: 70
Sockets: 4
Type: Heavy
Quality Level: 83

Sacred Armor
Min/Max Defense: 487-600
Lvl Requirement: 66
Strength Requirement: 232
Durability: 60
Sockets: 4
Type: Medium
Quality Level: 85

Lacquered Plate
Min/Max Defense: 433-541
Lvl Requirement: 62
Strength Requirement: 208

Hellforge Plate
Min/Max Defense: 421-530
Lvl Requirement: 59
Strength Requirement: 196

I think the Hellforge and the Lacquered Plate are in the right spot. Strength/defense wise. The SA as well. Highest strength req. (+18% comp. to Hellforge) but also the highest defense (+13%). The SP falls behind with (+18% strength but only +5% def).

The sacred armor should be still on top, but what would you say, if we change the def roll for it to reflect a 10% increase or lower the strengt to something in between Lac. and SA? So either range of def from 557 to 580-590 or strength from 230 lowered to 220?

Whout that make it more attractive or would people still chose between AP and SA? Even with the other proposed changes (adding DR and block while running)?

1 Like

hi old topic . what i told you 2 year ago no hope with this clueless team , continue wasting your life guy

as i was recently plowing through all the sets while theorycrafting a build i came to conclusion.
Cleglaws Sword + Cleglaw’s sword + Cleglaw’s gloves would yeald a nice starting combo for the barbarian, however the Cleglaw’s gloves have a knockback, an affix that doesn’t go well with swords or melee in general, on the other hand Iratha’s gloves would surely welcome Knockback ( as iratha is more toned towards ranged classes) So i propose an attribute swap:

Cleglaw’s gloves get half freeze duration instead of knockback, Iratha’s gloves get Knockback instead of Half freeze duration.
Additionally to complement angelic 4p main set bonus of +50 to mana should be replaced with cannot be frozen. this would couple nicely 3p iratha’s with 3p angelics (4p actually :stuck_out_tongue: ) for an early ranged build or endgame build in classic.

Cleglaw is a natural barb set with dual wielding the cleglaw sword + cleglaw’s gloves, as the green set bonus gets applied for the secondary weapon as well if the second weapon is used as an addtion to already used two set pieces. I don’t have to mention that true angels wear only one set of wings but always carry two halos with their wings, get a set chest on top and the bonus gets even sweetier on the two halos. so CbF as a an icing on the cake…
And Iratha is a natural pick for a bowazon and a throwbarb ( especialy the former since she does not have a skill source of movement speed, and that extra pierce complements her skill “pierce” nicely, a knockback on 20IAS gloves would also be not too shaby.

2 Likes

Sounds good. In addition for Clegaw’s Brace, add minus req. to sword to equip at lvl 4…


Clegaw’s Brace

  • Add -30% Requirements (Clegaw’s Tooth)
  • Change Knockback to Half Freeze Duration (Cleglaw’s Pincers)

In addition for Iratha’s Finery, add max stamina to belt, which compliments bonus to movement speed for the early levels…


Iratha’s Finery

  • Add +15 Max Stamina (Iratha’s Cord)
  • Change Half Freeze Duration to Knockback (Iratha’s Cuff)

True. Sazabi’s set may need more discussion so it can be semi-viable on character.

1 Like

I’d probably get Corpse Exploded after being PK’d for suggesting this but if there was one item from Diablo 3 I wouldn’t mind seeing on D2R, it would be Royal Ring of Grandeur. However, since rings can be dual-equipped on D2r(unlike on D3… smh), it would have to be a unique charm like Gheeds, Anni or Hellfire Torch in that you may only have one per character. It’s lone “attribute” is that it reduces the number of Set items needed to be equipped by 1(no less than 2). Meaning if you wanted to get the complete Immortal King set bonus but don’t like the Maul(given the current state of WW…), you’d plop this charm in your inventory and voila, 6-piece IK with just the Armor pieces. I mean imagine having Bul-Kathos set with 6-piece Immortal King… seems grand no? Not to mention having multiple sets equipped(if possible).

1 Like

This idea of charm reducing the number of set pieces to trigger bonuses is quite complicated.

The ring from the angelic set would become a much more useful piece than it already is for low level physical characters with this new mechanic.

The trangs set has 2 complications, few people want the necromancer transformed into a vampire due to the loss of break points on the downside, even though the person would not wear the helmet and would have 4 bonus parts, but in compensation this would free up the set’s belt for a poison build.

Here are two examples of where things would get complicated. I’m afraid of new mechanics and mosaic is an example of that.

2 Likes

When I think of Trang-Oul, it’s either full Trangs or 3p Trangs(Gloves, Belt and Off-Hand). With the charm, you can hit 3p Trangs with just the two necessary pieces(Gloves + Off-Hand) and use Belt slot for Spider to gain +1 Skills/20 FCR. For full Trangs, the charm permits Set users to have Teleport via Enigma or wielding an item they otherwise couldn’t. All the sets with Set Weapons, notably IK, would benefit from this.

I understand the reservation in adding something new but Sets aren’t exactly overpowered in their current state. Even if they were updated/buffed, they would still be outclassed by Uniques/Runewords imo.

Btw, speaking of Mosaic, this would permit Dual Mosaic with full Natalya Set… :rofl:

1 Like

Going back to Sazabi’s, instead of adding IAS as 2p bonus for the sword, we should instead add magic damage, which pairs nicely with MDR on helm and will help with the lack of damage for set and make viable on char…

Sazabi’s Grand Tribute

  • Add +150% Damage To Demons (2 Items) (Sazabi’s Ghost Liberator)
  • Add Magic Damage Reduced By 10 (2 Items) (Sazabi’s Mental Sheath)
  • Add 100-150 Magic Damage (2 Items) (Sazabi’s Cobalt Redeemer)
  • Change E. Damage from +150% to +150-225% (Sazabi’s Cobalt Redeemer)
  • Change Required Level from 73 to 68 (Sazabi’s Cobalt Redeemer)

no to melee range changes, no to limiting affixes and no to having zod grant eth flag.

this is asking to remove the only thing balancing melee weapons and keeping good rare items actually rare.

+50% base damage on elite weapons, wtf?? obviously no.

no on changing sockets for staffs with currently less than 4 max.

no on making BK ring, leviathan, lidless wall and steelrends randomly OP af.
no to buffing CoA, gladiators bane, ormus robes, mosers and viscerataunt.
no to having monsters drop arachnid mesh more.

definitely no on giving rares 2 sockets with the cube for the whopping price of a rare ring (not even for a jah or soj).

no on making 2handed chars get 2%ED from each STR, my 2handed titan (pure STR build) fury wolf already does 9k-28k (before deadly strike) fury in baal games, asking for a buff is absurd.

no on making this game a d3 cake walk.

2 Likes

I don´t think that is a good change. CNB that early is a bit too much imho (as discussed several times in the past - just search the thread a bit).

I do like the other adjustments on Cleglaws and Iratha´s very much! Very solid and usefull without beeing OP! :slight_smile:

:+1:

Pschuhh…very interesting, yet super complex even to judge what that will result in. I do not believe in any complex changes to be made by Blizz. I hope if they just implement little changes in the txt-files for the OP list tbh. Will think about it, but tend to not support his (since pretty much time needed to evaluate in depth). :man_shrugging:
@ Chareles: Maybe we a little “open points list for later discussion” in the second OP-Post of yours? Would catch up such discussion after summer, when times a not as precious as the months ahead.

I can´t see how this would change anything and make it really usefull for a char in late game (what a lvl 68 requirement provides). By not adding the 20% IAS you deprive at least 1, sometimes 2 IAS-BP. The little magic dmg added is by far no compensation. Without reworking the set completely I will not compete with Enigma, CoH and Shako etc.
So I would not even try and leave it a good budget Barb Merc option. The proposed changes will make it a little more usefull and norrow the gap to end-game option. In a SSF situation it will gain in value for sure and might take you through the game… That´s fine for me!

Sazabi’s Grand Tribute

  • Add +150% Damage To Demons (2 Items) (Sazabi’s Ghost Liberator)
  • Add Magic Damage Reduced By 10 (2 Items) (Sazabi’s Mental Sheath)
  • Add +20% Increased Attack Speed (2 Items set bonus)
  • Change E. Damage from +150% to +150-225% (Sazabi’s Cobalt Redeemer)
  • Change Required Level from 73 to 68 (Sazabi’s Cobalt Redeemer)

I would still support this one but with 20% IAS. I really would like to try Khan or Lwik using that! :crazy_face:

What do you think about that? Too much? To little of an effect?

Thank you for your contribution. The more people help here with some brain-power the better and the more balanced it can be. But after spending 1.000 hours or more with this thread by a bunch of people for a good dicsussion we would need a little bit more of your reasons than just “I don´t like this or that”!?

I still think that we could keep the vast majority of your proposals well balanced (if not, we need to discuss things on a more detailed and in depth basis). Considering current and possible futures builds, lvl and strength requirements and droprates as well as changes to base items and nerfing OP RW.

For example why do you think the “new” Lidless and the “new” Visceratuantis OP af in a world where we proposed Spirit shield RW to be nerfed, added a lower strength req. shield option with Hyperion in combination to restricting most normal pally shields not having 4 OS?

I still think this is really balanced.

And BK OP? G-Bane? Leviathan? How? Sure they all gain in value and narrow the gap to the expensive end game options. But OP? OP af? Can´t see that in most cases!

So please spend some time to dive a bit deeper and show us how, why considering the several changes.

My goal was always only to create few meta or OP items (like Tyraels). But most proposal are just making now not used items good enough to be considered more often. Not allways. Would assume we only creaeted 5-10 BIS items out of 500! :man_shrugging:

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That beeing said, I guess we didn´t finish on this on or it doesn´t made it into the OP!

So gents, what do you think?