I’ll post my othe rpost here and delete my other one =)
New blog post:
<<can’t link on D3 forums apparently yet>>
New stats which seem like they could be interesting:
- Angelic Power , which increases the duration of all beneficial effects (like self-buffs or healing)
- Demonic Power , which increases the duration of all negative effects (like debuffs or damage over time)
- Ancestral Power , which increases the chance of on-hit effects (aka increased proc chance)
We need to see this in action before making any comments. I like adding an additional stat that impacts specific avenues of play, not just a generic X-increase for EVERYTHING. With that said this needs to played with (in a beta invite, right blizz? ) for the power and implementation to be judged.
The post showed some examples where your level of X power triggered conditional bonuses on items. This similar system could (and should) be brought into spells imho and also involve some ‘mixing’ of powers to unleash hybrid spells. Say a buff that with +50 demonic power would also create a burn AoE effect around you.
Overall I like this avenue and would love to see it fleshed out more and integrated more into the character/skill/talent areas
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Attack/Defense Changes
- Attack and Defense were removed from jewelry
- Attack removed from armor items
I guess… ehhhh… makes more sense from an implementation standpoint but removes some stats from items. I guess it is a net neutral to me more or less.
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New Item for Rares and Changes to items:
We are going to remove Ancient Legendaries from the game in their current form entirely.
I don’t know whether I like this or not personally but I do love what the team added:
Our newest proposal hits a couple different feedback points: addressing the usefulness of Rare (Yellow) items as well as increasing the depth and complexity of player gear choices in the endgame.
We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.
This means a few things:
- We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
- This adds a way to introduce new methods of play without adding even more power to endgame items
- Rare items with the best affixes on them are always useful and retain value
I will say that this seems to be quite a good system. It makes Rares meaningful, adds an additional item hunt to the game, and could also… depending on rarity of these drops… add quirky changes to builds based on these drops.
I would implore the DEV team if this decision continues to make these items VERY RARE as it’ll add, over time, some uniqueness to builds as different “legendary shards” are leveraged.