20 NEW Affixes. PLEASE comment even if you no like. 🤔

Part 33. NEW Affixes. These are ideas so I am not getting into number values and trying to balance them.
Prime Affixes: Prime affixes are Gold Colored. Prime affixes cannot be gained through enchanting and are drop only but can be rolled off by enchanting. Prime affixes are rare affixes. (1 in 10 maybe?)

Affixes Added:
1) X% Damage Reduction while Moving. Reduces damage taken while moving. Available on Boots and Shield.
2) X% Damage Reduction while Channeling. Reduces damage taken while channeling. Available on Pants and Chest.
3) Paragon INT, WIS, ect. High amount of stats that fill requirements for paragon nodes but dont actually give you the benefit of the stat. Avaiiable on whatever stats can roll.
4) X% Timewarp. Your damage overtime ticks X% faster on enemies and X% slower on you. Available on ring, amulet, weapon, glove, shield
5) X Shields. X amount of Barrier that regenerates automatically overtime when not damaged for X seconds. IF you have 10 shielding and take 9000 dmg then your shield is gone but you dont take 8990 dmg. Available on helm, rings, and amulet and shield.
6) X% Glyph XP. Your glyphs gain XP X% faster. Available on amulet and chest.
7) X% Skill Duration. Your skills with a duration last X% longer. Available on head, ring, amulet, offhand.
8) X% Alchemist. X% chance using a health potion heals you to full life. Available on pants, glove, chests.
9) X% Inherant. Inherant affixes on your gear are X% more powerful.
10) Class specifics. Not sure what to put for what gear can roll these.
A) Sorc - X% Enchanted. Increases effect of enchant slots by X%.
B) Rogue - X% Backstab. Increase damage by X% when hitting enemies from behind.
C) Barb - X% Expertise. Increases effect of expertise by X%.
D) Druid - X% Spirituality. Increases effect of spirit boons by X%.
E) Necro - X% Hexecute. X% chance on lucky hit on injured non elite enemy to defeat and then raise a skeleton minion version of that enemy for X seconds.

PRIME Affixes Added:
1) X% Haste. Increases movement speed and attack speed but lose resource on movement or attacking. Available on gloves, ring, amulet. Haste can overcap total movement to 250% and total attack speed to 125%.
2) X% Spellpower. Multiplicative damage. Increases all skills resource costs and damage. Reduces resource gen of basic skill instead of increasing cost. Available on weapon, offhand, glove, amulet.
3) Paragon X. Gain X paragon points. These points are blue colored in your paragon board and nothing can connect after them except more paragon X points. They must be your last points assigned and are automatically selected for you to assign when you have 0 paragon points from experience remaining. IF you unequip any item with paragon X Then all your paragon X must be reassigned. Paragon X points put in magic / rare / key nodes give it a 10% bonus. Available on Rings and Amulet.
4) X% Empower. Your basic attacks have X% chance to cast a random core skill of the same damage type for free. X% of your basic attack bonuses apply to core skills. Available on offhand, head, amulet.
5) X% Overcharge. Increases the base chance for overpower. If you have 100% of this then your base chance to overpower would be 6%. Available on weapon, offhand, amulet, ring, glove.
6) X% All stats. Gives you the bonus to all stats. You have 200 int, 100 str, and 300 wis. You have 7% All Stats. You would have 214 int, 107 str, and 321 wis. Available on whatever all stats can be found.
7) X% Super Lucky Hit. Counts as lucky hit as well. Super lucky hit has lower rolls than lucky hit rolled in its place. A lucky hit has a X% chance to be super lucky with 50% increased effect / damage / ect. Available on whatever can roll on lucky hit.
Example: You have 20% super lucky hit so you also gain 20% lucky hit. You roll a lucky hit on ball lightning enchant for a stationary ball. This ball has a 20% chance to be a super lucky hit and be 50% bigger, do 50% more damage, make 50% more cracklings or stun 50% easier, last 50% longer ect.
8) X% Head Hunting. X% Chance on lucky hit to gain one random affix of a defeated elite for X seconds. Available on weapons and offhand.
9) Wind Runner. You have 200% movespeed while not in combat. Available on boots.
10) X% Battle Stance. Gain X% max life and resource but lose X% movement speed. Available on head and shield.

Thoughts? Any of these good?

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im sorry man but… no.

we have WAY too many junk stats as it is. most of which just do the same thing with slightly different requirements.

adding even MORE to the list would be the wrong way with trying to fix the mess.

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Dang not a single one? I really liked spellpower and head hunting and super lucky hit.
:sob: :sob: :sob:

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this aint too bad gg

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dont get me wrong, some are good. some should be used as replacements for some of the crap garbage we have now. i do like the give and take of some of the prime affixes for sure. also, i would roll that GLYPH XP on every single piece of gear ever. its so ungodly slow compared to the rest of the pace of the game lol

but until blizz decides to slim down on the bloat, i dont think adding more would be a good idea.

i didnt mean to suggest they were bad. just… dont give blizzard any ideas, at least for the time being lol

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For me, i don’t support they add any new affix, until they scrap some of the garbage affix that currently clog the whole thing.

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omg you started with 2 conditional percentages.

also % X stat im so sick of % x stat. if i never see a % again in a game i will be happy.

I think they should add more aspects that alter the behaviors of skills. Example, firewall turns into a wave of fire. Or teleport’s cooldown and damage are removed.

we need less affixes, not more.

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Most seem too complex to me, imo. Modifiers/affixes should be incredibly simply and synergize well when they interact with each other. example: crit chance and attack speed, or max hp and health regen.

noticed the head hunter PoE reference, nice. I think something like Rampage from PoE might be more fun… I like rampage.

I dont see these as any more complex than we already have except maybe paragon X one and super lucky hit one.

Oh great, the increased the stat bloat/ affix bloat. great job

They can make room for the best ones here by removing ones too like shrine duration or duplicates like shock and lightning is now just lightning.

You’re kind of bloating the game :slight_smile:

The problem with introducing new (I assume baseline) stats is they should probably have some correlation with already existing mechanics in the game but doesn’t quite feel like that

I like the Head-Hunter one for example but that’s not a stat, more like either Aspect or a Unique-special material

Also, would just rather have them do a secondary-roll here and there on an affix to enrich the loot, make a surprise here & there.

No need to add like 30 new stats that aren’t necessarily related to the current state of the game

Also if really want to go “all the way” here’s a stat for you: Chronoprogression - the less you have it the more “primitive” the skills, and the more you have it the more “high tech” they become, oh wait that’s an idea for entirely another game :smiley:

I’ll start out by reiterating the sentiment of responses in this post by saying they need to combine and remove a decent anount of aspects on gear.

That being said I like some of these, so let’s go down the list.


  1. (combining 1&2) I feel this works in D3 but I believe it would be better as an aspect more then an affix in this game. It would just add to the damage reduction requirement bloat, even if you removed the close/far ones these would just take their place.

  1. On paper this sounds bad, and I feel in later levels it would become trivial as you fill out more of your paragon board. I could see it roughly being useful from levels 50 to 70, maybe 80, but there would be so many better choices over this on gear.

  1. Interesting, but it’s more of an altercation and I feel would be better as another aspect again.

  1. Little confused on the wording of this one. If we take 9k damage but have 10 shield and we Don’t take 8990, how much damage would we take then?

  1. While this sounds nice on paper, I’d rather not have this show up on gear, attach it to an elixir/incense instead.

  1. Not horrible, but again I don’t want this on gear over obvious better choices. Just adds more bloat to the mix. Throw it on a shrine, elixir/incense, paragon, or passives in the skill tree instead.

  1. I could see this as a replacement for +potion charges, not sure I would want it to show up in gear though, but interesting none the less.

  1. More affix bloat that really wouldn’t add much, especially for some pieces of gear.

  1. I could easily see these being on Amulets, may need some tweaks but not a bad idea.


Prime Affixes

  1. Could be useful for very specific basic attack builds, looking at sorc for this one. Possibly some others depending.

  1. Interesting, now would this only decrease the amount of resource gained by Basic Attacks or would it affect other sources of resource gains as well?

  1. This one is complicated, it would pigeon hole people into picking gear with these blue paragon points to further enhance a build to even more ridiculous levels. I’m going to have to say no on this one. I’m thinking long term implications here.

  1. Could easily see this grouped up with #1 and add quite a bit of diversity in basic attack builds.

  1. I feel this would be pointless in the long run, you would need to have every piece of gear that could have this on it for it to make a difference. 4-5 pieces respectfully giving you a 12-15% chance. I’m assuming that’s how the math for it would work. I don’t think we need this personally though.

  1. I like this as a replacement to +all stats, because it would let you get more powerful in the endgame but also offer something in the earlier parts of the game. Doesn’t need to be a Prime Affix in my opinion.

  1. Nope, we already have rng piled on rng with certain lucky hit procs (such as on lucky hit have %chance to do X) and now we’re adding a triple layer, just no.

  1. Way too many affixes to be useful, if it added a random shrine buff sure, but not another random affix that could be something completely useless to your build.

  1. Rogues would be faster then mounts at top speed with this. It’d be hilarious, but logically speaking you run into an enemy pack 10-20 feet outside of a town and while on foot they automatically attack which puts you in combat, so you wouldn’t get as much use out of this as you would think.

  1. How about adding armor/resist instead for moving slower? HP and max resource is nice but not at the cost of movement speed I feel. Maybe increase the time for cooldowns to come up for more hp/resource?

Not a bad list, but could easily see some of them being better as aspects in general over affixes. Some could also be used as replacements though. Others I feel would be a little too overpowered, or just thrown in for the sole purpose of taking up space.

Just my 2 cents though.

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You would take 0 damage and your shield would be gone. It regenerates overtime after you have not taken damage for X seconds.

No it was meant to have a penalty and since basic skills have no cost spellpower reduces how much they generate but it does not give you a negative to all resource generation.

Thx for input!

No. They need to get away from this imprinting/extracting thing at the end game. Collecting RARES and NOT LEGOS/UNIQUES is the PROBLEM. Its not fun.

Fun system for leveling. Needs to go at 50+ to actual fun gear to collect

Before I start: I think a lot of lesser stats need their own pool on items. Why? Stat variety is nice, but not when good stats compete with garbage or niche ones on items that have very strict stat possibilities, such as 4 stats per item.

Second, don’t get discouraged if people don’t like your ideas. I’ve been posting suggestions on and off on Blizzard forums for 17+ years, and people who browse here are possibly one of the worst audiences for suggestions (according to what I’ve seen on posts from both myself and others; many threads just die without any responses.)

They are here to complain about the game, or complain about those complaining about the game. I’m not even trying to insult them; it’s objectively a majority of the posts. Nuance about these details is rare, but at least not nonexistent.

Something like this existed in D3, but it was a legendary effect or gem rather than a stat. I forget which.

These as a secondary stat would be fine.

Large stat chunks on the paragon board would be very nice. PoE has them, but that’s not why. This would open up gearing variety as well, since I have found myself trying to get way too much dex/willpower just so my paragon traits work.

It’s a choice that would give options, and I’m all for that.

This is pretty neat; I feel like sorc has a talent like this, but my highest is level 42 so I’m not 100% sure. There are shadow necro builds as well, but haven’t played them. I’d be curious to use this, but am unsure if a low secondary stat or legendary effect would be better.

Too powerful, as it’s 2 powerful effects in 1. The first is a refreshing shield that is kinda boring, and pretty close to our current elite-encounter shield (whatever it’s called.)

Now, an effect that blocks 1 hit every X seconds if it would do more than Y% of your health is a pretty standard effect as well, and I’d be keen on seeing more like it…perhaps on a unique.

This is just clutter to me. Not useless, but the downsides outweigh the upsides imo.

As a bone Storm enjoyer, I can see this being nice; there are actually a few I can think of. One problem, would be how CDR interacts with it; given how Blizzard has treated CDR, I don’t know if they’d want to balance this.

That said, I think it’s great and would be fantastic in small amounts. Again, I’m a secondary-stat enjoyer.

Neat effect, but I dislike RNG when it comes to staying alive. Anyone who cares about living that much won’t rely on RNG.

I am not a subscriber to the “well it could be nice” train of thought. RNG has a place, but this is just bothersome to me.

Buffing implicit stats seems neat. Not sure where this stat would appear, but it’s worth looking into.

The only time a necro really would have need of extra skeletons, is against a boss who isn’t shedding corpses and is killing pets over and over. As I said earlier, this is one of those “it could be nice”…so I’m not an actual fan.

Now, chance to summon a skeleton or skeleton priest on hit would be fantastic, at least from my perspective.

Anyways that’s all I have, at least for now.

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Honestly I just made this because I thought of the name Hexecute and couldnt pass it up. :rofl: :rofl: :rofl:

Thx for input.

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Oh ok so like a one hit invuln shield? I’m torn between the regen over time or if it should pop up say every 60 seconds for example. Good idea though.

Oh ok cool. Could easily see this making its way into various builds.

Your ideas at least get me thinking even if I don’t agree with them.

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