The main benefit of this kind of system ?, 2 of them actually
1 - healthy affix diversity
2 - skill balance (by type/classification)
So, here are some examples:
Bash:
Rend:
Whirlwind:
Upheaval:
Ray of Frost:
Frost bolt:
Meteor:
Charged Bolt:
Now, let’s introduce/characterize those skills with certain tags which may be like
- Weak (does low amount of damage per cost or per cast)
- Bash, Frost Bolt, Charged Bolt
- High Cost (costs a lot, prevents player to use it more than 3-4 times per full resource bar unless overly invested into higher resource pool)
- Upheaval, Meteor, Ray of Frost (even though not entirely characterized by this, skill is still channelable)
- Low cast radius (spell that’s designed to initially have low radius/reach but can be increased without feeling too out of place/unnatural)
- Rend, Whirlwind, Upheaval, Frost Bolt
- Devastatory (skill that does a heck ton of damage for it’s cost)
- Upheaval, Meteor
- Highly Repeatable (skills designed to be used in fast succession without overwhelming unbalanced effect)
- Frenzy, Ray of Frost
- HighProc (skills designed to have a proc-rate either by default or by talents/nodes but aren’t too repeatable/channeled)
- Frenzy, Frost Bolt, Charged Bolt
So, having THAT tag system in mind, we can have affixes on gear be liiike:
-
- 25% damage by Weak (+30%, +45% even)
-
- 5% damage by Devastatory (+3%, +8%, whatever, anything below 10% seems acceptable)
-
- +5% Proc-Rate by HighProc (could be +8%, +12% even)
-
- 22% CastRange by LowCast range (could be as low as +10%, but also as high as +25%)
- -10 Resource per cast by HighCost (could be as low as -5, but also as high as -15, -20 or whatever)
- +15% by HighlyRepeatable (could be as low as 5% but also as high as 30%)
So THAT’s the idea in general… The Skill/TAG system would be “drawn” in the RARE affix pool most often. Blues would give most often things like +X to skill X (upgrading level of such skill, or skill group), but RARE affix system would affect certain TYPE of skills (affected by a Tag system)
Now the cool/weird part
Instead of “bothering” the user all the time with BS, the Affix could simply “translate” to the players’ current situation (who wants to read details for tags can hold the Alt button, but a simple affix could look like this)
- 5% Damage to Meteor, Blades of Ice, Firewall and Fireball (assuming those are the 4 “devastatory” skills a player has learned)
OR
- 15% radius/projectile-reach for Meteor, ChargedBolt (assuming those 2 were learned)
OR
- 25% Radius to Rend, Whirlwind, Upheaval (assuming those are the 4 “low cast range” skills the player has learned)
This kind of “unique” affix pool for RARES should really diversify A LOT of builds down the line and allow the player to really focus/maximize on what they want
Want as much Meteors as possible ?, equip High-Cost reductions, want to focus on “Weak” skills and making them decent (with really decent late game affixes like 15%, 20%, 30% increases), equip as many gear pieces that do exactly that
There are 2 large benefits from such a system:
1 - Easy to Balance
2 - Really UNIQUE affix pools for each item “class”/category, a good way to “guarantee” different outcome but still usable outcome of gear
And one drawback
1 - Sometimes (on Rare items) gear affixes will feel “weird”… May even change with time if you learn some other/more skills down the line also
BUT, again, as long as the TOOLTIP doesn’t feel too overwhelming, think it’s a nice idea to consider/look-upon… It’s also easy to make a 25% increase of Cast speed on say Meteors or Blizzards but still not make Ray of Frost proc like 15 times a second (it’s really good balancing system that makes all things be viable, and can tweak down the line some more also)