Patch 2.7 re-balancing mega wish-list

Yes.

T17 = GR100
T18 = GR120
T19 = GR135
T20 = GR150

With this, finally we can fight Act bosses and Uber at their peak (GR100~150)

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A reduction, followed by a rescale of the difficulties would be great imo. Sadly, if there is any change to the difficulties, I believe that it would only be Blizzard adding torment levels.

Why not build a new game mode to set difficulty level with an object in town. We can also add a reset world function to it.

We all have had some great ideas over the last years/months, but these are in general limited to changing numbers of functions on skills and items, but a whole new game mode is blowing it out of proportion, even for me.

I think the most difficult thing to implement I asked for was to replace the visuals on Arcane Orb and Molten Arrow with some other visuals that are already in the game and could be used for that, but a whole new game mode is on a much different levelā€¦

I am so proud of you. My little clueso, all growed up :stuck_out_tongue_winking_eye:

I think they should take SOJ back to itā€™s roots when it had +1 to all skills.

SOJ legendary power idea: When a SOJ drops it will randomly roll a skill that the class you are playing could use. That skill will randomly get a skill rune added to it. For example, if you are a Barbarian and a SOJ drops it could have the following legendary power ā€œIgnore Pain gains the effect of the ā€œIron Hideā€ skill rune.ā€ Playing a wizard? You could receive ā€œDiamond Skin gains the effect of the ā€œPrismā€ skill rune.ā€ Demon hunter? you could luck out with ā€œMulti-shot gains the effect of the ā€œFull Broadsideā€ skill rune.ā€

I believe this would open up a whole world of interesting build options while returning SOJ to itā€™s D2 roots.

Edited for spelling errors

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I wouldnā€™t necessarily say that would return SoJ to Diablo 2 roots. If you want to return SoJ to itā€™s roots, then imo, it would need to provide both a boost to resource (just as Diablo 2 version greatly boosted your mana), a global damage buff (which would the closest we could get to the Diablo 2 version +1 to all offensive skills modifier), and maybe (a big maybe btw) a modifier that boosted the effectiveness and/or duration of skills by a small percentage.

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ā€œIncreases all resource generation by 100%ā€

I donā€™t think thereā€™s anything like this in the game, as it stands. Could be wrong.

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Thatā€™s not an SoJ-type power ,thatā€™s more an ouroboros -type power.

Thank You. No more needs to be said!

I donā€™t believe so either. We have some items that reduces resource cost, or allow skills to grant resource or refund resource cost; but we donā€™t have any that just freely boosts resource generation, as far as Iā€™m aware of course.

Uh no.

Diablo 2 version of SoJ had the following stats.

  • +1 to all skills
  • increase maximum mana by 25%
  • +1-12 lightning damage
  • +20 mana

Now converting that from Diablo 2 to Diablo 3:

  • Mana increase is simple to bring over to Diablo 3 as you could just have it boost characterā€™s resource by a percentage.
  • The ā€œ+ 1 to all skillsā€ modifier isnā€™t as simple since Diablo 3 doesnā€™t have skill levels; so thatā€™s where the global damage buff would come in. Also ā€œ+1 to all skillsā€ the modifier wasnā€™t only used to boost damage, but also to improve the effects of other non-damaging skills. So thatā€™s where a global boost to skill effects would be needed.

So an example of such power would be:

Stone of Jordan:

  • You deal 30-50% more damage. Increase the duration and base of effects of all non-damaging skills, as well as your resource amount by 15%.

Now, a quick note: Iā€™m in no way am asking for this as a legendary power. Iā€™m only saying that if you wanted to pay homage to the Diablo 2 version of Stone of Jordan, then a legendary power similar to the one I wrote out would be ideal for that.

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Uh, yes. Go read up on what Ouroboros means. I would say Stone of Jordanā€™s main power in D2 was the +skills, not the resource generation. The oft-suggested ā€œdouble your highest elemental damage %, and all elemental damage is increased by that amount.ā€ makes the most sense.

There is this one Monk-specific ring that increases your resource generation (from Generators) by xx%, and there a also the BK swords that generate 15 Fury per second, though I am not sure if the latter one is what you are referring to.

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Diablo 2 version of SoJ didnā€™t increase mana regeneration or helped with mana generation. It only increased the mana amount that your character had, and for some builds, that was just as important as the + skills.

Again, the proposed legendary power would be if the developers wanted to actually pay homage to the Diablo 2 version of Stone of Jordan (as the Diablo 2 version did almost everything in the proposed legendary power). Whether you think it would suit something else more doesnā€™t matter.

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Whoops, I forgot bout that ring and bul-kathosā€™s oath. Good catch there. Theyā€™re probably the closest that we got to items boosting resource regeneration.

Watch someone tells me about another one that I completely missed heh.

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haha, yeah, the Wizard belt that gives you +10-12 Arcane Power when you use a Primary Skill, ā€¦

ā€¦or the Crusader Flail Akkhanā€™s Addendum which gives Akaratā€™s Champion the Embodyment of Power rune, which increases the Wrath Generation on Akaratā€™s Champion from 5 to 10, if that counts as wellā€¦

ā€¦ and then there are affixes like Arcane Power on Crit and Fury per Hit. I personally donā€™t like these.

I think that things likeā€¦

  • x% increased maximum resource
  • x% increased resource generation (like from Primaries)
  • x% increased resource re-generation
  • x% increased resource regeneration for +3 seconds after you used a Primary Skill

ā€¦ should have been in the game and be a lot more prevalent.

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Well the belt falls under what I had mentioned earlier:

But good catch on that flail; and while it does require Akaratā€™s Champion, it is possible to have it active to near permanence thanks to cdr. So thatā€™s a double whoops from me.

Weā€™ll probably see more of these in Diablo 4.

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Think Hetchman is on to something there, but I think making it usable with a DR or damage buff would make it better. Hellfire Ring would make an interesting target for ā€˜Gain X Rune to Y Class skillā€™

Pre-2.6.9 patch notes I suggested potential changes to SoJ:

SoJ - All your elemental's damage bonuses are equal to the sum of each different static elemental bonus you have.

This way it doesnā€™t matter which element you rolled on your gear, it could make some otherwise sad rolls much better and allow for some better combined skill options (despite the fact that most people are 1 skill wonders).

SoJ - Double your elemental's damage bonuses and each of your elementalā€™s damage bonus is equal to your highest static elemental bonus to skill.

With this change, you actually see the need to focus the elements still but itā€™s much more rewarding to do so, where the setup allows.

SoJ - Increase all your elemental's damage bonuses by your Elite Damage Bonus.

A different approach that brings out some of the unique characteristics of SoJ and intriguing gear combinations.

SoJ - Reduce the resource cost of all abilities by 25-35% and each of your elementalā€™s damage bonus is equal to your highest static elemental bonus to skill.

Trying to make it useful too? Great with Captains and resource hog builds.

SoJ - Reduces the number of Set items required for Set bonuses by 1 (to a maximum of 2)

Basically the companion version of RoRG, all those 2 item sets now only require 1 item and SoJ.

SoJ - Reduce all damage taken by 77%. Reduce this bonus by 7% for each gem socketed into your gear.

Canā€™t help it, have to throw something crazy out there.

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These are some pretty reasonable powers. I like them. Not for SoJ, but they would be good to have in game. You could build around them! Maybe one could be on Kredeā€™s Flame, or Exarian.

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Some of your ideas are similar to what I had in the past; for example:

My variation of using the elite damage was:

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