Deicide is 1h? it wouldnt get a full 7%… it would be more like 4-5% again balance and roll numbers are subject to change.
I fell like there already stat sticks. OF course there going to be melee/caster. But what kind of melee? now you hunt for Stun? freeze? bleed? ignite? crit? added void? added cold? Still RNGJesus
Ah i see what ypur saying. Well I mean you can seperste and make a list of implicits for each type. Just like we do for affixes on gear. It can be balanced to work
Crafting like it is seems bound to our character level right now.
-> So you need some level-up’s to futher craft more things on your item. Right? (happen sometimes to me)
We could bound it on items “required level” instead.
-> Every onward going affix tier cost (namely crafting space or something like that) one more so an T1 affix will cost 1, an T2 affix will cost 2 and so on, ends with an T7 affix upgrade cost 7.
-> Exemplary, on the end you can bring/find/craft on an item with required level 4 max 4xT1, OR 2xT1 + 1xT2 OR 2xT2 OR 1xT4. If you craft yourself and there are 3xT1 already you can craft one of these further (overlap) to T2 because there is at least on “crafting space” availible, but nothing more, that’s it for such a “required level 4 item”.
-> On an item with required level 15 you can find/count/craft a single T5 (15 of these crafting points) if you want. (or a T4 (10 points) + 2+T2 (another 4 points) and THEN, because there is one last upgrade point left, you can upgrade/overlap this T4 to T5.
Starting from items with required level 60 there can be found some of them with 4 T5 affixes on them. This way it’s more likely to happen that there will be many good and high rolls on higher items.
If the loot filter become the option to hide all items with less than “x” affixes (or x used crafting space points or something) this should be lead to just these higher tier items we all want on the end.
PS: Wer es deutlicher haben möchte, darf mir gerne eine private Nachricht auf deutsch senden.
Please not, this will lose all Item Identity. Don’t like that at all.
This would be a great change, already suggested several times here in the forums.
The only thing i would like to see is some higher level version of “currently” mid levle bases that are quite interesting. Some of the lvl ~40ish bases are sometimes even considerable for endgame. Those should not be removed from the loot pool, or they get similar higher level base versions.
That is not true for alot of affixes, while some affixes have already “half of it’s power just in Tier 1”, alot of affixes do not scale linearly and increases its potency by a multiple
TL:DR
Keep current implicits for item identity
Add new end-game vialbe implicits
Only make high item level bases drop in high levle areas
This would completely kill Bases. Right now we have bases with different implicit and that is how it should be.
This is an ARPG and loot hunting should never end whether that is a higher tier or better value roll. Making it easier ruins the gear progression that we already lack as it is! More bases, more crafting, more bis items keep in mind we are getting Bazaar when MP comes…
Yeah great point, should have added that to my previous state post.
When we remove low level item bases, in the current state of the game, getting good items might be waaaaaay to easy.
We might want to just get a handful of more different bases and possibly have higher min-max roll ranges on them?
Just a suggesting. More Bases + More Implicit mix-max roll ranges would not lead to finding “the perfect item” to easy, while still not being able to drop very low useless bases should improve the desire for the loot hunt IMO.
Now adding more high-level bases that could drop with “harsh” implicit value would work. This way you get your high-level bases but the loot hunting never ends since getting both perfect affix rolls and implicit rolls would be near impossible but it also means that you are able to get upgrades even if it is very unlikely.
I agree with the vast majority of this, the rest to me is just not significant to me.
I would add one thing though and that is that Exalted should not be possible on lower level items. I don’t know anyone who wants a T6 or T7 on an item that’s a level 20 or lower, beyond that there may be someone who would like to see it but that’s the point I think the break should be at minimum.
Yeah, we could get some “high level” bases, with very generic and boring implicits, for example “just armor”, but some armour value that is at least high enough to be high level worthy.
Agree with FoE on both accounts. The need for more undesirable stuff to drop to keep the loot chase going is important, but adding more high level bases in order to “round out” the high level loot table would be a great help. I would also say there’s already a need for melee weapons in this regard. Right now they all drop with physical base, but so many melee builds would prefer other damage types. A nice set of weapons with other damage types would be great. Spell based weapons could also be separated into specific damage types instead of adaptive so the hunt for a specific weapon that fits the build in every way becomes more realized at endgame.
I agree there should be more than just base Phys. I also think melee weapons are not very exciting at all. Titan blade drops you already know its 90 flat but as an example sorc staff getting 120 adaptive and 20% increased mana cost has that “WOW look at this base” factor that melee completely lacks.
Maybe making the Phys damage on melee weapons roll a random damage type instead would make the item hunting better?
So a Titan Blade could roll with a base 90 of Phys, Cold, Fire, Lightning, Necrotic etc.
It would give more variety to melee weapons and help get the “wow” factor of finding, say, a Sovnya with 7% crit and 88 of your specific damage type. Yummy.
Like I said elsewhere, items should be reworked in the number of implicits and explicits. There should still be 1 static implicit that rolls the number range (Crit chance +1-7% for example).
Then there should be a guaranteed, random implicit that rolls from a chart based on the item.
There should be a chance (maybe 20%) to get a 2nd randomly rolled implicit.
Since the power level of the items stats would increase because of that, the number of affixes and item can have should be reduced to 3. Items should have 1 prefix slot, 1 suffix slot, and 1 wild slot that you can craft any affix on.
This would increase the diversity and strength of items by quite a lot. It could add another layer of excitement to items.
Haven’t read everything. My 2 cents: all item bases should drop at all level tiers. What scales is not the base item, but the base stats. Example: Sovnya is 88 physical with 3-7% crit. At level 1 it should be 19 physical with 2-4% crit (what iron spear is now). Do away with items that duplicate the base stats like iron spear. Keep the base items from others like talon spear and axyon. Have them scale as you reach different item tiers. At level 74 your options are Sovnya, talon spear, and axyon with the base stats at it’s appropriate level but with different implicit stats (crit vs. haste vs. elemental).
This allows each base item to retain its flavor (am I going crit or elemental damage?) It doesn’t punish players who want a different implicit that has lower stats. And it allows items to drop in its appropriate level. No more level 4 item dropping in a level 100 map. It’ll always be the max tier.
Items can only drop if their item level is lower than the area level. Items can no longer drop if the area level is +15 from the item level. Exceptions: last item of the “series”
Example Copper Belt (level 1)
Drops in area levels 1-16
No longer drops in area levels 17+
Bronze belt (level 44)
Drops in area levels 44 + (last item in the series)
Plated belt (level 19)
Drops in area levels 19-34
No longer drops in area levels 35+
Levels obviously needs to be adjusted so SOMETHING drops between the gaps. But I used the above as an example to illustrate my point. If you want to go for maximum potion slots, you would go for the ranger belt at max level. You would go belt and leather belt before you get to the ranger belt since you want maximum potion slots. If you want to go for armor, then your goal is to farm bronze belts and use the copper belt and plated belt before you reach the level you can get bronze belts.
This allows you to “choose” an item path as you progress through the levels. Right now you’re stuck with the noble sash if you want mana on your belt. This also allows you to tie item level to area level. No longer will you get the copper belt drop on a level 100 map when you really want the bronze belt.