How is it that someone thought that adding a giant list of “dmg to X” was creative and then others signed off on it? Not trying to be an a$$ but it is just baffling to me
In no way does the many affixes that fundamentally do the same thing make the itemization interesting, all you’ve done is arbitrarily make it a lot harder for us to get good gear and gave us a false sense of choice. It lacks creativity but most importantly it lacks interesting decision making for the players when gearing out their characters.
We need more affixes that fundamentally do something different, instead of more of the same stuff but worded differently. Instead of a zillion dmg to X affixes, why not make the amount of them a lot less… something like this:
- main stat
- all stats
- crit chance
- crit dmg
- vulnerable
- dmg to close
- dmg to distant
(you can also reduce the amount of defensive affixes too)
You could then put in things that allows the player to sacrifice offense/defense for more fun or utility things such as:
- 0.1% chance on kill to spawn a random elite / or goblin
- x% chance to cast [random spell here] on [condition]
- magic find
You can also take the same approach to the paragon board and glyphs too… get more creative with the rare node effects, don’t just put more of the same stuff we have already got heaps of all over our gear… why not some completely new things even?
- +1 evade charge
- do X on evade (different for every class)
- potions also do X when injured
- if healthy potions do X
You could even get even more creative and have nodes that do things like:
If movement speed is > 170 - x% chance to knock down an enemy when running into them (for druid/barb)
Don’t even get me started on legendary nodes… some of them are extremely laughable… 3 fury on weapon swap, I don’t even… speaking of legendary nodes though…
ALL Legendary nodes should have bonus effects that have a big stat requirements to unlock. Not necessarily just str/int/dex/willpower either… you could have a requirement be X resource or crit chance > 70% etc etc.
So you would then get the nodes base effect while leveling that you use like normal but then if you meet the requirements later on (would be hard) you get something else of significance (utility or gameplay changing = best… not just more numbers go up plz)
A quick example could be something like this for a barbarian legendary node additional effect:
- Requires 1400 str / 150 movespeed.
While moving you have a x% chance to create mini earthquakes (half size of normal ones?).
Thematically I think you can all understand how it makes sense, the barbarian has built up so much power (str/movespeed) and now as he roams his mere steps quake the earth under him!
Please note, this and the other examples I have used are just there to try and convey the idea, not actually saying the examples given are neccesarily a good etc.
Oh also… whoever thought that the “life regen while not damaged recently” was somehow a good idea… like I get it, you thought that people could go low on health and then pop a barrier/shield and then the life regen will kick in and it will be amazinggggg… what??? facepalm
Please actually think about the REASON for something existing! What problem is it solving? what choice does it give the player? We have potions galore and they drop very often… so this sort of stat is not fit for purpose at all >_<
It’s almost 6am so i’ll actually think of some better stuff tomorrow but just wanted to rant a bit, it’s baffling to me how bland stuff is when you break it down. I’ll end this here for the night, hopefully I wake up to some good dicussion!