Mythic unique updates - simple ideas

Here are some of my ideas for making the lesser used mythics a bit more interesting/viable/worth a try.

  • replace all stats with: all stats % (similar to how we have main stat % on amulets)

  • other mythics with move speed: replace with main stat/ all stat % (if not already on the item)

  • Selig: replace movement speed with health% (like doombringer) - this could make both items viable for thorns builds.

The issue with mythics is a bit more complex than just changing an affix here and there.

For me the problem is not so much that no build uses Selig, but more that pretty much all build use Shroud and RoSS.

Shroud having +1 on all passives is obviously super strong. It immediately makes it BiS unless your build is enabled by another chest unique in some way.

Then you have Tyrael sitting next to it with “no durability loss”…Hard to make anything less useful than that…Even the damage on Angels from Heir of Perdition is more useful because you can at least guess that it will have a very very little value at some point in the future.

One of the main issue with Selig is that it doesn’t give passive ranks, which is what anyone is looking for on amulets, as all classes have some passives that give multiplicative damage. It would make more sense for this item to have the +1 on all passive rather than shroud…But I would argue they should change amulets and the wide range of amulets affixes. And who knows how that could impact how desirable Selig is…

Besides this, the conditional affix “DR while healthy” should just be DR, healthy or not. The max elemental resist should be higher than 3%.
The movement speed is fine, that’s typically a desirable affix.
The resource generation is another story, as your resource generation should be resolved before you drop a mythic. The resource generation here should be part of the unique power, as the main point of the added resource generation is to enable the unique power. And that would free up an affix for something else.
There should definitely not be health% on Selig though, considering that the whole point of the item is that you don’t lose that much health anymore…and thorns/overpower scaling on health is not a good reason to add such affix on an item like this, that is a very counterintuitive design idea.

And of course there is the fact that people want the thing that gives multiplicate damage and don’t care much for defense after a certain point…and you enter this meta where if there is no multiplicate damage on a piece of gear you won’t use it.
So we will also have to see how the skill tree rework will impact this, and how much multiplicative damage will remain gear-dependent.

Are you under the impression that they come here looking for ideas? :rofl: