Ethereals: A Permanent Hunt

But you did describe me as one:

And I still stand by :
Debatting a subject can be done in different ways, just cause I disliked your post and ideas, does not mean I am here to argue just to argue. It does not mean I need to write my own ideas or solutions. I can dislike without doing anything else.

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And we have Spaulders of Zakara on follower :smiley:

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Who plays NS? I don’t even collect my gear from seasons to NS characters.

I play both seasons and non-seasons.

No, I was only wanting you to contribute more to your “argument”.

There’s not much to a debate if you can’t be precise. I’m a casual player myself, but I’m trying see this through the lens that Blizz sees it through and try to push for what’s most likely.

If you wanted this, all you had to do was ask for my opinions.
Instead you accuse me of things you don’t know anything about and insinuate, that I am a troll.

There is nothing to debate here, period. I am done here. I spoke my opinions about your ideas = they are bad.
Then you try to dictate what I should write about, and if not, then I am a troll. I will not tolerate people being disrespectful like that.
I am done here.

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I’ll be honest, I was expecting some gameflow filters to three classes that has linear gameflow this season which didn’t happen. To my surprise however, they decided to give clone-work gameplay a chance with Inna’s. Possibly, after seeing how Mirror Images could be fun instead of blasting everything with area damage.
Just like a month ago I was complaining about everything being reduced to area damage spam, complained that there aren’t many utility for clones/pets and I think CMs took notes somewhere? Also I remember, way before Firebird rework I suggested Mirror Image to be incorporated to the build. Result wasn’t the one I expected but nevertheless it’s part of the Firebird now.

I have no idea if I have any credit but I think this is at least a step in the right direction and also an indication that they read forums. If any idea you type here pique the developers’ interest after Community Managers’ weekly/monthly reports, they will run some play tests in mere minutes anyway.

Ethereal item quality could be at their table to introduce later, but I wouldn’t expect this to happen until S26 or so when they routinely gameplay tested it for viability and balance. Announced S24 Ethereals are just glorified Hellfire items, with Diablo 2 Resurrected hype around them for me.
I hope I turn out to be wrong but these items are obviously a test ground. If not many people stood after they finished their seasonal journey, developers wouldn’t look back on them for a second time. If their statistics see a rise, only then they would consider.

All of this power creep at items might lead the developers to finally implement a hardcap at paragon progress at Seasons also. That is also a plus but I doubt they’d ever consider that.

On paper they can always introduce Ethereals that are irrepairable, just like first variation of Primals. It would offer 20-25% more stats at the cost of being fleeting.

There’s the question of allowing an Ethereal regular Legendary item to roll stats as high as an Ancient as well. Most plausible way is that stat boost coming from Ethereal quality only affecting the maximum range, not boosting bare minimums and stat boost at 20% or so.
It would be a state of quality just like in Diablo 2, so it’d be more common for one to find an Ethereal Ancient than an Ethereal Primal Ancient. The hard part is figuring out the right rarity chance for an item to roll as an Ethereal.

Currently it’s not hard to reroll Ignore Durability Loss on any item’s secondary and using Spaulders of Zakara at Followers. Later it shouldn’t be too hard to introduce items that repair durability.

I think it should be permanent as well, but I don’t believe changing the drop rate would be beneficial, especially for seasons. The drop rate isn’t TOO terrible, but it’s the randomness of the stats involved with the weapons. So making it harder to find is effectively going to make the weapons impossible to find usable.

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Access first to seasonal play then added to the game permanently after being fine tuned from 3 months or battle hardened testing is what every season theme should be.

Totally fine with the items not being permanent. The transmogs should be permanent once you get them. I’d make a compromise if you find all three for a class you get them permanently.

By permanent I don’t care if it’s a permanent seasonal thing only as opposed to being available to non seasonal once the season ends.

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Yeah. Not great, but much better at least.
Also means the rewards should not be OP of course.

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That is how ARPGs work…

I agree. Rare, chase, and permanent. Season only for S24, in bade game in S25.

Honestly, the OP’s idea has merit to it imo. The only thing I’d say that may be reconsidered would be the droprate of the Ethereal items, however that’s mostly dependent on how powerful these weapon are (which none of us know atm). If the items are incredibly powerful to the point of that they become mandatory for many builds, then it may not be wise to make them even rarer than ancient primal legendaries imo, as I don’t think many folks will be able to get them during the length of a season (which ordinarily wouldn’t be a problem if we were talking about a different game besides D3).

That said making them permanent and fully available at season’s end, would definitely make getting their transmogs a lot more bearable as that gives players ample time to do so at their own pace (similar to completing the set dungeons to acquire the wings). Personally I would actually like that as then I don’t have to decide between playing next season on console or pc, but that’s just me.

You guys realize they’re basically just beta testing a lot of these item ideas they already have especially for Diablo 4?

So I’d actually be very surprised if this season is the last we see of these type of item implementations.

I have to agree with Phoenix and Oblivion. First, there are players, who don’t even have Paragonlevel 800 in non season, so these guys will probably never see an ethereal in their entire playtime, at least not one that fits to their build. Second, ethereals will bring with high probability an imbalance between builds and classes. From what i heard, the Barb benefits the most from ethereals due it’s dual wield builds, whereas the DH benefits the least. The devs have to do some balance fixes, but i doubt they have the time for it.

I’m simply mirroring pretentious childishness. I had forgotten how childish you could be.

:roll_eyes:

This was what I thought at first also. The season theme is highly contentious and they probably wanted to see what the community thinks of it. It’s much easier to balance an item game if certain items don’t have permanence.

If they want to do a take on D2 ethereals I think it would be interesting to have an item type in game that loses its power over time and in its dormant state becomes slightly worse than high tier items (like 95% of an ancient in power), but can be recharged with some sort of rare consumable (or really high gold cost) to return it to full power. Do you want to empower this godly item for a while or do you want to craft something rare instead?

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Sinc they can drop for non 70 characters I’ll guarantee everyone will get at least 1.

Is this really what they are basing an entire season on? This really does not do anything to bring anyone back for the new season, just adding items that aren’t even going to rollover isn’t going to make that big of a difference. I can understand wanting to test out things for D4 however it needs to also have functionality and features that extends D3s playability for more than just a season.