Community Feedback for Improving Itemization

i am against all changes discussed here. do that in a mod

I rally can understand that, if implemented all together, it might be too much for some players (although there’s a 0% chance that we see that).

But I’m having a hard time why only one would like to keep 80% of all uniques completely irrelevant? :man_shrugging:

Why would that be?

1 Like

I like your idea of significantly buffing fire absorb, but still feel GF fits the theme better than CBF. I also like the idea of keeping it 1-2 OS as shown below…

Steel Shade
Armet
Defense: 300-345
Required Level: 62
Required Strength: 109
+100-130% Enhanced Defense
Replenish Life +10-18
+4-8% Mana Stolen Per Hit
+5-11 Fire Absorb

  • Proposed Buffs:
    • Add 1-2 Open Sockets
    • Add +50-100% Gold Find
    • Add +10% Increased Chance of Blocking
    • Change Fire Absorb from +5-11 to +0-74 (0.75 Per Clvl)
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Honestly for me it’s just that I don’t wanna go through the effort of memorizing a bunch of new crap. Getting too old for school. :stuck_out_tongue:

I’m fine with talking about the hypothetical of it though.

2 Likes

Respectfully have to disagree with you. The developers should atleast buff the most nostalgic and rare uniques in the game (e.g. TM, MSL, GF, etc.) to rival the top runewords. In my opinion, the game had more soul when uniques were king.

2 Likes

Felt like I’d make a few comments regarding some Unique changes. Firstly, solid Tyreals suggestion but a level 1 aura seems rather weak given the items rarity. I understand why given that it’s +60 FCL Resistance at level 1 but it’s radius is pitiful(10.6 yards) and the aura is meant to counter the effects of Conviction. I propose you bump it to mirror that of Azurewrath, which gives level 10 to 13 Sanctuary aura and that aura is insanely strong given the resistance effects of the skill(%Undead damage not withstanding). A level 10-13 Salvation aura would give 97 FCL Resistance in a 22.6 yard radius to as much as 102 FCL Resistance in 26.6 yard radius. For an Elite and rare Sacred Armor such as this, I think that godly attribute is justified.

Then there is Seraph Hymn amulet. I’ve come to find that Amulet to be fine as it presently is and is the ideal amulet for Clerics or Healerdins(Prayer + Meditation). Offensive Auras have Templar’s Might Armor, Exile runeword, Griswold Helm(2 items) and perhaps other uniques if added(like Dragonscale for example. Swap 50 Fire Resistance for +4 Offensive auras). Excluding Seraph, Defensive auras just have Griswold armor. I know Defensive auras aren’t a mainstay in people’s builds but I advocate you keep it as is, if not buffing it’s Defensive aura to 2-3.

Runeword base: Add Scepters for Plague.

A niche build is the cleric or a Paladin that utilizes Holy Bolt to heal with Meditation passively healing at same time. You can then double up on the passive healing via Cure or Plague that grants Cleansing aura. Plague is the ideal one to have due to having +1-2 all Skills and a much stronger Cleansing aura. Yet I find it’d benefit Clerics to get Plague in a Scepter base so that skill auto mods such as +Holy Bolt, +Prayer or +Meditation can be obtained much in the manner that Assassins can benefit via Claws.

As for sets, I made a topic pertaining to the Elite or class specific ones and which changes I’d make. Some are listed here(like IK Helm) but figure I’d link mine in case anyone would like to see them: Darkhelmet Class Set. I made it prior to 2.5 and we’re on 2.6 and counting lol.

2 Likes

You make an excellent point for having TM aura level mimic that of Azurewrath as the sacred armor is extremely rare…

Tyrael’s Might
Sacred Armor
Defense: 1322-1502
Required Level: 84
Required Strength: None
+120-150% Enhanced Defense
+50-100% Damage To Demons
+20% Faster Run/Walk
+20-30 To Strength
All Resistances +20-30
Cannot Be Frozen
Requirements -100%
Slain Monsters Rest in Peace
Indestructible

  • Proposed Buffs:
    • Add +2 To All Skills
    • Add Level 10-13 Salvation Aura When Equipped
    • Add Poison Length Reduced By 75%
    • Remove All Resistances +20-30
    • Change Faster Run/Walk from 20% to 50%
    • Change Enhanced Defense from 120-150% to 150-200%
    • Change Damage To Demons from 50-100% to 200-250%

I could get behind that and buff the defensive auras as shown below…

Seraph’s Hymn
Amulet
Required Level: 65
+2 To All Skills
+1-2 To Defensive Auras (Paladin Only)
+20-50% Damage To Demons
+150-250 To Attack Rating Against Demons
+20-50% Damage To Undead
+150-250 To Attack Rating Against Undead
+2 To Light Radius

  • Proposed Buffs:
    • Change Defensive Auras (Paladin Only) from +1-2 to +2-3

Sounds like a solid change to me and expands build diversity.

1 Like

Regarding Tyrael might armor:
I think that the armor should be primarily used by player character, not merc. Because its so cool blue looking armor :slight_smile: .

High Salvation aura predetermines its use for merc. Or sorc that doesnt need teleport from Enigma.

I think Tyrael might should just give +Teleport same as Enigma. Its thematic, since Tyrael is angel that can fly or possibly blink. As Imperius does in D3 cinematic fight with Tyrael.

I think +Teleport, 2-3 open sockets, +1 skill only is enough to find its use. Sockets offer an option to suit any build needs (Facets, 40/15s, Bers, 15res jewels,etc.)

Regarding Templar might armor:
What if instead +125% enhanced damage it gave +9-12 Might aura if equipped. “Might” word would resonate more there. It can free up Might merc and use Blessed aim merc instead. Further helping melee chars in the process. New possibility for the rich players: triple-stack Might aura from Act 5 mercenary with 2x Last wishes + Templar might.

2 Likes

I think making Tyrael’s into Enigma 2.0 is sort of a bland idea, I really like the idea of Savlation on equip but I do agree that it would just become a merc armor.

This was actually something I was trying to work around on my mod (preventing mercs from using Tyrael’s specifically) but there’s no easy way to do it with softcode modding. Could technically raise the level requirement to 99 since mercs are capped at 98 but then TM would realistically never get used in most cases. :sweat_smile:

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I have to agree with DarkMaster on this one, giving teleport to Tyrael’s Might feels bland. I think giving it salvation aura is much more fitting for an angelic piece of armor.

We have gone back and forth on the discussion regarding Templar’s Might. After thinking about it some more, I agree with you on the might aura. How about this…

Templar’s Might
Sacred Armor
Defense: 1622-1923
Required Level: 74
Required Strength: 232
Durability: 60
+170-220% Enhanced Defense
+250-300 Defense vs. Missiles
+10-15 To Strength
+10-15 To Vitality
+20% Faster Hit Recovery
+40-50 Maximum Stamina
+1-2 To Offensive Auras (Paladin Only)

  • Proposed Buffs:
    • Add Level 4-8 Might Aura When Equipped
    • Add Requirements -20%
    • Change Offensive Auras (Paladin Only) from +1-2 to +2-4
1 Like

I had a Tyreal’s Might idea I came up with from months ago that I’d like to share. I don’t anticipate it being adopted since what has been proposed is more than adequate but anyways here it is…

Tyreal’s Might
Sacred Armor
Required Level: 84
Required Strength: None
Defense: 2252 - 2703
+150 - 200% Enhanced Defense(varies)
+3 to all Skills
+1 Burst of Speed
Magic Damage Reduced by 20
Damage Reduced by 50
Can Not Be Frozen
Slain Monsters Rest In Peace
Socketed(4)
Requirements -100%
Indestructible
Ethereal(Can Not Be Repaired)

So the first thing I did was turn the armor to always spawn Ethereal. This does detract from the “mystery” as to whether you got Tyreal’s or Templar’s Might when a unique Sacred Armor drops but I figure that due to its rarity that it should really stand out and yield a significant defensive punch that runewords simply cannot match save for Fortitude or Stone.

The Enhanced Defense attribute is identical to what has been proposed(hah) but I replaced +20 to 30 Strength with +3 to All Skills. +3 to all skills from the Chest slot would instantly be Best in Slot for ANY character. Personally, I find that we’ve become too dependent, if not outright spoiled on Enigma’s Teleport, hence why I had to make the Armor too tempting to pass up. To compensate for no Teleport, I replaced Faster Run/Walk attribute with an OSkill: Burst of Speed. This makes it the only Unique armor to offer an OSkill that yields Faster Run/Walk AND Skill IAS(making it incredibly powerful for Physical Builds).

I then bolstered the Armor’s Defenses by adding Damage Reduced by 50 in place of %Damage to Demons. Damage Reduced by X is so godly powerful(and blatantly underrated) that to have that attribute at such a high number would instantly make this armor the Holy Grail of Abbots everywhere but more so any character looking to survive in a pack of Cursed Frenzytaurs. Additionally, I swapped out the All Resistance for Magic Damage Reduced by 20. This value applies to Magic and Elemental Damage(Fire/Cold/Lightning), making it quite the attribute to have.

Finally, I added 4 Sockets to allow players further customization. They can add 4 x 40/15’s for 160% ED/60 IAS, 4 x 15/15’s for 60 All Resistance/60 IAS, 4 Sol runes for another 28 PDR(78 PDR from Chest slot is nuts!!), 4 Rainbow Facets for 20% Skill/-20% Resistance or 4 Ber runes to get a fat 32% Physical Resistance.

So what you think? I forget what the affix limit is on Uniques but I believe its 9. If anyone knows for sure, lmk.

12 properties is the max.

1 Like

Updated OP based on previous discussions…

Tyrael’s Might
Sacred Armor
Defense: 1322-1502
Required Level: 84
Required Strength: None
+120-150% Enhanced Defense
+50-100% Damage To Demons
+20% Faster Run/Walk
+20-30 To Strength
All Resistances +20-30
Cannot Be Frozen
Requirements -100%
Slain Monsters Rest in Peace
Indestructible

  • Proposed Buffs:
    • Add +2 To All Skills
    • Add Level 10-13 Salvation Aura When Equipped
    • Add Poison Length Reduced By 75%
    • Remove All Resistances +20-30
    • Change Faster Run/Walk from 20% to 50%
    • Change Enhanced Defense from 120-150% to 150-200%
    • Change Damage To Demons from 50-100% to 200-250%

Templar’s Might
Sacred Armor
Defense: 1622-1923
Required Level: 74
Required Strength: 232
Durability: 60
+170-220% Enhanced Defense
+250-300 Defense vs. Missiles
+10-15 To Strength
+10-15 To Vitality
+20% Faster Hit Recovery
+40-50 Maximum Stamina
+1-2 To Offensive Auras (Paladin Only)

  • Proposed Buffs:
    • Add Level 4-8 Might Aura When Equipped
    • Add Requirements -20%
    • Change Offensive Auras (Paladin Only) from +1-2 to +2-4

Steel Shade
Armet
Defense: 300-345
Required Level: 62
Required Strength: 109
+100-130% Enhanced Defense
Replenish Life +10-18
+4-8% Mana Stolen Per Hit
+5-11 Fire Absorb

  • Proposed Buffs:
    • Add 1-2 Open Sockets
    • Add +50-100% Gold Find
    • Add +10% Increased Chance of Blocking
    • Change Fire Absorb from +5-11 to +0-74 (0.75 Per Clvl)

Seraph’s Hymn
Amulet
Required Level: 65
+2 To All Skills
+1-2 To Defensive Auras (Paladin Only)
+20-50% Damage To Demons
+150-250 To Attack Rating Against Demons
+20-50% Damage To Undead
+150-250 To Attack Rating Against Undead
+2 To Light Radius

  • Proposed Buffs:
    • Change Defensive Auras (Paladin Only) from +1-2 to +2-3

Wisp Projector
Ring
Required Level: 76
10% To Cast Level 16 Lightning On Striking
Lightning Absorb 10-20%
10-20% Better Chance of Getting Magic Items
Level 7 Spirit of Barbs (11 charges)
Level 5 Heart of Wolverine (13 charges)
Level 2 Oak Sage (15 charges)

  • Proposed Buffs:
    • Add 1-80 Lightning Damage
    • Add 5% To Cast Level 6 Static Field On Striking

Carrion Wind
Ring
Required Level: 60
10% To Cast Level 10 Poison Nova When Struck
8% To Cast Level 13 Twister On Striking
6-9% Life Stolen Per Hit
+100-160 Defense vs. Missiles
Poison Resist +55%
10% Damage Taken Goes To Mana
Level 21 Poison Creeper (15 Charges)

  • Proposed Buffs:
    • Add +1 To Poison Skills
    • Change Level 10 Poison Nova When Struck to Level 15 Poison Nova On Striking

Leadcrow
Light Crossbow
Two-Hand Damage: 10 To 15
Required Level: 9
Required Strength: 21
Required Dexterity: 27
+70% Enhanced Damage
+25% Deadly Strike
+40 to Attack Rating
Poison Resist +30%
+10 to Life
+10 to Dexterity

  • Proposed Buffs:
    • Add Knockback
    • Add +5 to Max Damage
    • Change Deadly Strike from 25% to 50%

Destruction

  • Can now be made in Axes

Famine

  • Can now be made in Swords

Obedience

  • Can now be made in All Weapons

Plague

  • Can now be made in Scepters

Prudence

  • Can now be made in Shields

I updated new section for improving runewords based on previous discussions…

Bone
Sol - Um - Um
15% Chance To Cast Level 10 Bone Armor When Struck
15% Chance To Cast Level 10 Bone Spear On Striking
+2 To Necromancer Skill Levels
+100-150 To Mana
All Resistances +30
Damage Reduced By 7

  • Proposed Buffs:
    • Add 20% Faster Cast Rate
    • Add 30% Faster Run/Walk
    • Add +5 To Mana After Each Kill
    • Change All Resist from 30 to 45
    • Remove 15% Chance To Cast Level 10 Bone Spear On Striking

Delirium
Lem - Ist - Io
1% To Cast Level 50 Delirium When Struck
6% To Cast Level 14 Mind Blast When Struck
14% To Cast Level 13 Terror When Struck
11% To Cast Level 18 Confuse On Striking
+2 To All Skills
+261 Defense
+10 To Vitality
50% Extra Gold From Monsters
25% Better Chance of Getting Magic Items
Level 17 Attract (60 Charges)

  • Proposed Buffs:
    • Add 3-6% Life Stolen Per Hit
    • Add +10% Increased Attack Speed
    • Remove Level 17 Attract (60 Charges)
    • Change Gold Find from 50% to 150%
    • Change Mind Blast Cast from 6% to 12%

Honor
Amn El Ith Tir Sol
Melee Weapons
+160% Enhanced Damage
+9 to Minimum Damage
+9 to Maximum Damage
+25% Deadly Strike
+250 to Attack Rating
+1 to All Skills
7% Life Stolen per Hit
+10 Replenish Life
+10 to Strength
+1 to Light Radius
+2 to Mana per Kill

  • Proposed Buffs:
    • Add +20% Increased Attack Speed
    • Change Life Stolen from 7% to 10-12%
    • Change Enhanced Damage from 160% to 200-240%

King’s Grace
Amn Ral Thul
Swords, Scepters
+100% Enhanced Damage
+100% Damage Against Demons
+50% Damage Against Undead
Adds 5-30 Fire Damage
Adds 3-14 Cold Damage for 3 seconds
+150 to Attack Rating
+100 to Attack Rating Against Demons
+100 to Attack Rating Against Undead
7% Life Stolen per hit

  • Proposed Buffs:
    • Change Enhanced Damage from 100% to 150%

Smoke
Nef Lum
Armor
+75% Enhanced Defense
+280 Defense vs. Missiles
All Resistances +50
20% Faster Hit Recovery
Level 6 Weaken (18 Charges)
+10 To Energy
-1 To Light Radius

  • Proposed Buffs:
    • Add +6 To Cloak of Shadows

Wind
Sur El
Melee Weapons
20% Chance To Cast Level 9 Tornado On Striking
+20% Faster Run/Walk
+40% Increased Attack Speed
+15% Faster Hit Recovery
+120-160% Enhanced Damage
-50% Target Defense
+50 To Attack Rating
Hit Blinds Target
+1 To Light Radius
Level 13 Twister (127 Charges)

  • Proposed Buffs:
    • Add +3 To Blade Fury (Assassin Only)
    • Add +15% Chance Of Open Wounds
    • Remove Level 13 Twister (127 Charges)
    • Change Faster Hit Recovery from 15% to 30%
    • Change Level 9 Tornado On Striking to Level 9 Twister On Striking
    • Change Enhanced Damage from 120-160% to 250-300%

Regarding items and weapons in particular.
Have you tought about giving for example:
Flails maximum 6-open sockets instead of 5.
Hammers maximum 6-os instead 4.
Daggers maximum of 2-os instead 1.

Then also make some runewords adjustments, so we can make it in those bases.

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Biggest problem with daggers is that they were designed to also be a necromancer’s weapon and are not useful, with the exception of the wizard spike.

There are also no wand-specific runewords for the summoner build.

1 Like

Solid idea, we could add this under General Changes. I’m curious what other people think.

Daggers can be somehow useful only for WW barb, Frenzy barb, Blade assassin, Poison necro.
Fitting Blade assassin since daggers are usually used by quick agile murderers.
Fitting Necromancer for carving dead bodies.
I think daggers doesnt suit Barbarian at all. He should wear massive weapons.

It would be nice if there was more class-specific runewords that are missing like sorc orbs, necro wands, barb helms, druid pelts, amazon spears.

2 Likes

How about we increase the max sockets for the elite and exceptional dagger, hand axe, club, staff, bardiche, spear, warhammer, and flail while keeping normal weapons as is?..

Max Sockets Current Improved
Bone Knife (elite) 1 2
Poignard (exceptional) 1 2
Mithril Point (elite) 1 2
Rondel (exceptional) 1 2
Tomahawk (elite) 2 3
Hatchet (exceptional) 2 3
Truncheon (elite) 2 3
Cudgel (exceptional) 2 3
Walking Stick (elite) 2 3
Jo Staff (exceptional) 2 3
Stalagmite (elite) 3 4
Quarterstaff (exceptional) 3 4
Ogre Axe (elite) 3 4
Lochaber Axe (exceptional) 3 4
Hyperion Spear (elite) 3 4
War Spear (exceptional) 3 4
Legendary Mallet (elite) 4 5
Battle Hammer (exceptional) 4 5
Scourge (elite) 5 6
Knout (exceptional) 5 6
2 Likes

Proposal for new runewords (I don’t know if this is the right thread for this, but whatever)

Sur+ Lem (wands)
Level 9 Fanaticism Aura When Equipped
+2 to Necromancer Skills level
30% Fast Cast Rate
50-100 mana
Hit Blinds Target
75% Extra Gold From Monsters
+1 Dim Vision

Ohm + Ber (Shrunken Heads)
Level 3 Salvation Aura When Equipped
+2 to Necromancer Skills level
5% To Maximum Cold Resist
Cannot be frozen
Damage Reduced by 8%
+40% Faster Block Rate
25% Better Chance of Getting Magic Items
Fire Resist -75%
Cold Resist -75%
Lightning Resist -75%

Yes I agree with all those improved ones.
And those 1 socket ones must be improved. There is no point having 1 socket on white weapon. Later on some plain 2-OS runewords for Nightmare, Hell difficulty should be added so those daggers can be useful.
I would like to see even more sockets for those smaller weapons. But I don’t know if it can be made technically.

Seems like a cool wand really. One would aim for +3 skele and +3 mastery and something. So it would be Arm of King leoric wand but with fanaticism. But it would be hard to get I think and Sur Lem seems like a decent price. Altho Beast with fanaticism is for Ber rune. But this serves just necromancer. Solid.

Haven’t seen such idea till now. Its so cool to give Salvation to others but negate it for player himself.

3 Likes