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I would also like to see a Rune word system equal to that in D2. It would add some change to the game for sure.
Then for the gems, why not make a system like in WoW where you have different kinds of colors and each type of gem has a combination of the basic color stats. Like some kind of machine to merge gems together to get a OP gem with double stats. Would be nice to have like exp + magic find on a headpiece, or strenght + vit, intell + vit, dex+vit gem on your gear etc...
Currently the crafting system is too bad. :/
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how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets.
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On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets.
Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this).
Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2.
EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers.
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They should make a second server for each region that gets reset every 3-6 months with some kind of leaderboard to encourage "competition".
This way people who paid for their equipment don't lose anything, and people who want a reset can have that as well.
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On November 10 2012 03:53 Callynn wrote:Show nested quote +On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers.
halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever.
the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much.
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On November 10 2012 05:29 Terranasaur wrote:Show nested quote +On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist.
For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes.
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what you are describing is a system of using different crafting materials to craft certain items. sounds like a decent idea. crafting is a system they could totally improve upon.
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On November 10 2012 06:25 EntertainMe wrote:Show nested quote +On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes.
Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all.
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On November 10 2012 06:39 unkkz wrote:Show nested quote +On November 10 2012 06:25 EntertainMe wrote:On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes. Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all.
...and then you fill your offhand white with emeralds and suddenly have 800crit damage.
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On November 10 2012 07:05 Terranasaur wrote:Show nested quote +On November 10 2012 06:39 unkkz wrote:On November 10 2012 06:25 EntertainMe wrote:On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes. Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all. ...and then you fill your offhand white with emeralds and suddenly have 800crit damage.
Offhands counts as shields. So that would be dex not crit dmg.
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Make Normal, Nightmare and Hell either more meaningful, or less meaningless. Right now there is absolutely no point in having 3 separate difficulties of tutorial.
In Diablo 2, you could simply rush to end game content, which was fast and easy. Or, for people like me, Normal was the "challenging" part where you struggled using weak skills and essentially auto-attack for everything, Nightmare was where you get to use all your cool level 30 skills and items like Buriza and Class Specific Uniques, and Hell was the end game.
Unfortunately, in D3 you can't scale up early items to be relevant in Inferno, and slowing down EXP gain so you stay in earlier difficulties lnoger makes things worse.
So really, the only real options is to condense Normal-Hell into a single playthrough, making Inferno the "New Game+", or make it possible for quick rushes and much faster power leveling so you can just skip through straight to the real content.
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On November 05 2012 18:25 wooozy wrote: yes you get bonus exp/mf/gf from monster power, but farming/leveling is absurdly more efficient solo unless everyone is stacked in gears and even then it's questionable. there's essentially no reason to play multiplayer except for ubers right now
more than five buff icons means... show more than five buff icons. i don't know how you want me to explain this lol. you can only see a max of five buff icons right now. for a monk, it's usually neph valor stacks, mantra, blazing wrath, and sweeping winds. now let's say you find a shrine - that's five (and keep in mind this is solo), and no more will show. you won't see the duration of your mantra actives or more importantly, serenity duration. in multiplayer it's even more of a mess
agreed to the first point. a friend of mine and i are farming the same mp level, but we are doing it in different games because it's more efficient. first solo we get our ~20%mf from our companion, second we dont have to change the build every time sb. of us is not online and third our killspeed actually sinks if we play together. there should be some reward.
also, why does blizz throw you out of the current game if you alt+f4, yet not if you are disconnected? that's just retarded for anybody who plays hardcore.
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On November 10 2012 09:05 unkkz wrote:Show nested quote +On November 10 2012 07:05 Terranasaur wrote:On November 10 2012 06:39 unkkz wrote:On November 10 2012 06:25 EntertainMe wrote:On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes. Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all. ...and then you fill your offhand white with emeralds and suddenly have 800crit damage. Offhands counts as shields. So that would be dex not crit dmg.
Sorry for the confusing syntax. I meant offhand weapon while dual wielding.
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I think the safest way is the crafting idea of EntertainMe where you collect 5 runes, go to the crafter and combine them into a runeword (a single socketable rune which says a word), which you then place into the socket of any item. Thanks for all the suggestions
So for example:
- Find Jah, Ith, Ber - Combine them at the Jewelcrafter into 'Enigma Rune' - Add Enigma Rune to any 1 slot item
The only problem for the designers is that they'd have to add tons of different 'Enigma's' (weapon, armor, shoulder). If they'd make them all the same, I'm sure there would be balance issues. "Hey guys I have 8 enigmas" (though I suppose having teleport 8 times makes no difference for the d3 mechanics).
Edit: just realized this is a problem for any items with more than 1 socket... Derp.
I wonder how Blizzard is going to solve this, or maybe they won't add runes at all =(
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I just thought up a terrible idea that can be sorta fun. Please don't take it seriously.
Item Draft PVP
In the standard 5v5 PVP, all 10 players join with no items. Each player is given a chest containing 10 items (1 rare, 3 magic, 6 white). They will choose one of the items and then pass the chest on. The chest will be passed onto a player of the other team. You can see the rotation order, so you know exactly who passes to you, and who you are passing to. This is very important in any sort of drafting game because it adds a whole new layer of strategy. After all the items are picked up, battle begins.
Advantages to this game type:
Fun for all players - Everyone start off at even ground in this game mode, so your original gear wouldn't matter. This is good for all those players who are undergeared and can't fight toe-to-toe against 1000 hour characters. This is also good for all those players who have quit D3 and have pre-patch crap, or sold all their gear, so now they can come back to D3 without worrying about having nothing. A big issue for a lot of PVP implementations is that by catering to undergeared people, you are not rewarding the loyal players who put in a lot of hours to get good gear. As long as there's at least another pvp mode where gear matters, I would totally be up for it. Heck I may just ditch item farming completely and full time this game mode (which is the main reason why this mode would not be feasible).
Drafting Strategy - If you haven't guessed already, I got this idea from playing Friday Night Magic. Drafting has good strategy in it, especially if you can see who you are passing stuff to. For example, say I am a DH, and I am passing to a Wiz. In the chest I find a pair of pants with dex/ar, which I want, but also a really good magic orb. I might want to take the orb instead to prevent the Wiz from getting it. Now say the Wiz is passing to my monk teammate. I don't expect the Wiz to take the dex/ar pants because of better wiz choices in the chest, so I may feel safe taking the magic orb, knowing that the dex/ar pants will fall onto my monk teammate. There's also other strategies like if your team gets decent weapons on the first draw, then hog all the rest of the weapons.
Item Appreciation - Currently, blue and white items are pretty much just floor decoration. With this new game mode, we will learn to really appreciate them. I would love to have a masterwork oni blade, and I may really start to hate cracked schynbalds. I would also look forward to seeing shoulders with 70 dex, 40 vit, and be like OMG I WANT THAT!
Build strategy - With drafting, stats are all tradeoffs. There is no way to build the highest number of every stat you want. If on turn one you get a ring with LoH, then you may pick up the next dagger, even though it's a really shitty one. Skill builds also differ with items as well, so depending on the items you get, you will be using different skills. For normal PVP, it will eventually end up being every class using only a single ideal build. In draft, there will never be an ideal build.
Fun luck - Some luck in video games really sucks, but this one is really fun. I have always loved Magic Draft just because of the uncertainty of what cards you will get. You will have to play according to what luck has brought you in order to be successful. There will also be fun situations - on rare occasion, you may end up having to box enemies to death,
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