Patch 2.7 re-balancing mega wish-list

I’d prefer it the other way around. Elemental damage translates into Elite Damage. If Magefists, Frostburns, and the Elemental % damage weapons are ever raised to 50% (as they should be), you could reasonably rock 110% + elemental damage without even really trying.

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Maybe, but I’d prefer having reason to stack elite damage and to give items like sunkeeper some additional uses that may help non-meta lod/lon builds.

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If you put it on Sunkeeper, there’s really no other place to get Elite % damage, other than Stone of Jordan. I mean, Furnace, Sunkeeper and Stone of Jordan would fit together, but that’s still only ~100% damage for three affixes. Not very good at all.

Offhand weapons can also roll with elite damage modifier, also there’s diamonds slotted in weapons, then there’s the aughild set (ofc you couldn’t use LOD/LON with aughild).

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Here is my take on that Stone of Jordan (for a hypothetical Diablo 3 that doesn’t exist yet in this reality):

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Yeah, wouldn’t it be fun if D3 had +x to Skills, enemies had resistances (that you then also could pierce through with the right affixes), base items had more of an individual identity, …

Btw, I just assume that +1 to All Skills is a lot less powerful than in D2. In this hypothetical game approximately +4-8 to All Skills would be equivalent to +1 to All Skills in D2. Don’t ask why unless you wanna hear more about my fictional Skill System and how it works

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I prefer it the other way around.

Think about an item that converts 50% of your ‘Increased Damage against Demons’ into ‘Increased Damage’.

That would make you want you stack a useless stat. Could kinda fit on a Demon Hunter as a Passive Skill and/or a Legendary Weapon.

Maybe it can even be designed in a way that every 1% ‘Increased Damage against Demons’ translates into 1.2% or 1.5% ‘Increased Damage’. Or for the current version of D3 every 1% ‘Increased Damage against Demons’ converted translates into 30% ‘Increased Damage’ on a Legendary Weapon, or whatever…

Or xx% of your Life per Kill gets converted into Life per Hit.

That is how you make these less useful Affixes more interesting.

Rescaling the difficulty sounds nice, but it has many points that your mind does not let you see, such as that the developers will have to rewrite a lot of code, related to achievements, seasons, conquests, etc. It will also remove the possibility of adapting better to new users to a difficulty that suits them. Having more difficulty levels is not a bad thing, on the contrary it is a good thing, following your logic, GR levels should also be removed, so that instead of 150 they are 10, 150 are too many.
Increasing to T17 (gr100), T18, T19, T20 is the easy way, the viable way by which you can increase the difficulty and it will bring many benefits, better rewards with ubers, rifts, bountys, vaults and it will also match users in a way efficient.

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It doesn’t matter if adding more torments is the easy way because it’s the wrong way. There are already way too many difficulty levels and D3 is being ridiculed because of it. The playerbase is already too fragmented.

Because of the power creep, player power ramps up very quickly and it becomes very easy to just skip several difficulty levels. I’ve previously suggested keeping from current difficulties only hard, T1, T4, T7, T10, T13 and T16, the rest can be scrapped. Anyone, absolutely anyone can adapt to such 3 difficulty level jumps.

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I like the idea of SOJ enhance resources generation of have something to do with resource.

My version of soj buff would be to first move Elite damage into legendary affix, elemental damage becomes an extra affix. (able to roll Trifecta)

Beside I would also like it to increase maximum resource by 30-50%. This way, it will become very attractive to starpack meteor, singularity mage, shelong generator and UE multishot.

I would like to see different build to have their go-to ring.

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Yeah, I like this as well.

Maybe ‘x% increased maximum resource’ now also increases your mainstat by xx% of its amount.

This is something that should have been there from the beginning.
Predetermined socket and a random elemental damage bonus + 3 random affixes.

‘Increases Maximum Resource by x%’ should have been a normal affix from the beginning, instead of +xx maximum Arcane Power/Fury/Spirit/Essence, etc.

Because then the SoJ really could have an interesting special affix that builds upon this, like the one I mentioned where it also increases mainstat, or as you suggested increase Elite Damage.

I would like CowSticks to drop for all classes.

Or am I being stupid and there is an easy way to get them like making a level 1 Barbarian and upgrading legendaries/gambling?

Edit: Accidentally replied to a person and not the thread in general.

Here is my next take on the SoJ, revolving a bit more around Resource then the previous one:

Imgur

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Few QoL changes:

  • 1st: The roll until button: roll a specific stat and minimum niveau until its there or mats are gone
  • 2nd: upgrading gems with high gap to grift lvl: for each 10 levels above your gem lvl you get an additional upgrade per click. This could be as follows:
    gem lvl 1, grift 100
    Gap is 99 lvl, so 1st upgrade are 9 ups + 1 up with 90% probability
    Then you havelets say a gem with lvl 11, gap is 89 lvl, so 8 ups + 1 up with 90%
    Then you have lets assume lvl 19 gem and click again. Since the gap is 81 you get 8 ups + 1 up with probability (ha, and here it comes: with current system 60% would be the case, but you can also fill in 10% if you want so).
  • 3rd: All grifts are exactly 1 big area with enough enemys for progress
  • 4th: remove unity ring or redisign it that it gives you 50% dr with any ally in the game (maxed with the amount of a 4 players matchup which would be in 1 - 0.5 ^3 = 87.5% dr)
  • 5th: remove zdps

New content with some fun:

  • 6th: add some specialists power: When your build is capable of doing a grift x in under 2 minutes let the dmg of that set be additional x % as long as you do not change any of your inventory (spells can be changed).
  • 7th: add a new content where you get (depending on difficulty: 1 ancient, 2 ancients, 3 ancients or 1 primal) of your current cloths at the end of the contest

That is basically like saying: Remove all GR maps that are not Forest, Battlefields of Eternity, Silver Spire or xx (what is the other big one? I forgot).

They could do that, or at least something like that Cave Maps lo longer spawn at GR50 and the medium good maps become less and less common the hier you go beyond GRxx, so that in higher GR levels, there are mostly only the Top 10 zones or so. That way, there still is a bit RNG involved, but a lot less.

How shall they do that?

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Any defensive buff is only 5% for your allys
Any offensive buff buffs dmg from allys only by 5% of the value or so?

[quote=“clueso-2790, post:315, topic:20319”]
That is basically like saying: Remove all GR maps that are not Forest, Battlefields of Eternity, Silver Spire or xx (what is the other big one? I forgot).
[/quote]Also remove them, think on big areas in normal rifts where you have real big spaces like
Fields of misery, weeping hollow, …

5% is very little.
Maybe 35%.

This one rune on Ignore Pain already has such a feature whre it effects allies only by half the amount.

Ah, so you wanna put some of the Normal Rift maps into GR’s.

That could work.

This would be nice. Maps with enough room to work in it. No small
ways with 10+ arcane in it and fugg walls then. And no doors where
TR-Monk loses all stacks when open. Corvus with 10+ doors …

Vesalius should not put wyrmhole on his feet. For Tr-Monk its nearly
impossible to handle it without losing stacks and/or Epi. Anyway
he is kind of bugged cause not really can hit him so Obsidian cant
proc. Fix that!

So the idea would be that the bad ones can still spawn but have a lower and lower chance? I think that should only start happening at like 110 or higher? Even 115-120?

So someone like me who gets around 100-120 hours of solo play a season gets to a point of having to fish for better rifts later on but until then it isn’t needed. Cause also before then fishing is really not much of a thing anyway. I take my hours cause I am thinking that is where it isn’t all casual anymore and where people actually start caring/knowing about the concept of maps and mobs.

That is why i’d redesign maps in grifts. When you simply have a very big area in every grift its done. Then only monster and pylons are rng. And the number of blue or yellow groups could vary.
i’d even do all or at least 10 types of monsters on those maps, not 3 types. Have no idea why this is a problem.

my I would be that only cave maps would no longer spawn at ~GR70 or so, and starting at let’s say GR90 the medium good maps would start to spawn less and less. the higher you go in GR level, and maybe the lower spawn rate stops increasing at a certain point, so that maybe at GR120, medium good maps only have 20-30% chance to spawn.

I would say that almost feel like a bit too little variety.
You need some bad maps too imo.