That’s the route D3 went, I don’t think I like it. IMO, sets being decent items by themselves with a nice small-medium bonus if you have additional set items.
That would be fine if each item of a set was good. More often than not, if a set has any good items at all, it is just one, or rarely 2, pieces of the set. The set bonus isn’t near enough to offset the cost of a better piece of gear. That makes the whole point of sets moot.
Set items need reworked. Some of the individual items are decent, but every set item should be decent on its own. The set bonuses should maybe not add a great deal of power but instead cosmetic changes. Auras, Halos, Wings, Recolors, etc.
Would also be cool to get a Unique ring that acted as a wild card slot for sets.
Ring of All
Unique Sapphire Ring
+5-15 Mana
+2 All Attributes
This item counts as a set item for any set you have equipped.
I really don’t like the idea of buffing individual set items, the set bonus really should be their “outstanding” feature.
they should be worse than any unique on their own, but if the set bonus is interesting/strong enough they will be worthwhile.
I really do like your proposed Ring!
Altough i would want this item to be a chase item that you get fairly late into the game.
The issue is that a lot of them FEEL bad when I look at some the items, last bear(weak set) helm and armor, Invoker(weak set) amulet, Zerricks(glass cannon set) belt(the crit avoid is situational), Halvar(cool set) staff(staff stats do not fit the set), sunforged(cool set, but only because of the items in it) helm(does not synergise).
This is the list of sets that have some issues:
The last Bear: Useless set bonus, you are usually better off running rares in those slots. The gloves are good without set bonus, so you may run them for swipe build.
Zerrick Exceedingly risky, it is glassiest of glass cannon sets.
Invoker The set bonus requires a setup that lets you do all 3 elements, probably elemental nova or something. The damage bonuses on the items are very specific and do not synergise well with each other. The set is at odds with itself. It certainly does not help that you can get more than 80% to an element with ONE ring(eg. elemental damage+ fire damage). Honestly you may be best off just running two of the SAME ring for the +13 bonus to either melee fire or spell lightning and you will likely find yourself doing more damage then if you used this weak set mechanic.
This is still in the works, unfortunately the set just isn’t mechanically working the way I want it to atm and survivability on the shaman already is tough, but i’ll have one soon
We kinda off topic though what you should be asking will you miss these sets when they are gone. It’s Simple really why should LE keep sets, forget reworks and future sets. Why keep them going forward? With the rogue it’s kinda clear all classes are gonna get a speed boost next patch. The idea of Streamlined Content might be LE future which means faster more engaging experience. Sets clearly don’t add to that fast pace experience instead slows people down to hunt for matching pieces to carry on to next tier.
I would argue the reason to keeps sets is that it is supposed to be like wearing a coordinated outfit. That is why I think each piece of a set should be just like a decent unique that all fit the same theme. The set bonuses should be cosmetic, like putting on a matching suit. The white werebear is a good example of what I am talking about.
Obviously sets should still have some non-cosmetic bonuses, but the full set bonus should be cosmetic.
Agree.
Ring of Royal Grandeur, huh?
I’m against the ring, but I see the purpose:
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make all sets work from very first item! That’s what we talk about from the start of this topic. That will make set items a type of uniques.
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make possible upgrading set items and uniques and problem with their viability will be solved.
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unique and set bonuses should have stable merits: scalable values with character level, based on something that players scale themselves, or something that generally does not scales.
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Every next set bonus must improve previous ones but shouldn’t be mandatory.
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All this means that set items should have 1 affix less than regular or unique items. Or 1 affix reserved for some… set marker? Otherwise set items can become to strong.
My suggestions / examples:
The Last Bear → Might of Bear Kings
- 1 item: 50% Increased health regen if you have stunned an enemy recently. This bonus may stack up to 3 times. Stacks expire simultaneously. (overall bonus is grater than from a single item and chance to get it scales with player’s chance to stun).
- 2 items: +3% chance to stun for every 1 VIT (scales with player’s VIT. Also all / most items of this set should have VIT bonus by default).
- 3 items: +25% multiplicative bonus to Stun Duration and Critical Strike Multiplier (+100% → +125%, +300% → +375%. Good for stun builds and crit builds which obviously are able to stun).
Isadora → Isadora’s blazing wan
- 1 item: +15% Mana Efficiency of Necrotic Spells at 100% health. This bonus may be lowered to 5% at 20% health. Also this bonus it doubled if you have no ward.
- 2 items: Every time you hit an enemy with Necrotic spell you gain a stack of Blazing wan. Each stack has 4 sec independent duration and grants you 1 spell necrotic damage and 10 dodge. Taking a hit removes first half of all stacks.
- 3 items: Killing an enemy also grants a stack of Blazing wan. Killing an elite or boss type enemy grants 10 more stacks and prolongs all stacks by 20 sec.
Boardman → Boardman tools
(is it correct that “boardman” word means some kind of advisor or analyst?)
- 1 item: +50% companion revive speed. While reviving you take 20% less damage. Necromancer’s Skeletal Archmage and Bone Golem, Rogue’s Decoy and Ballista, Sentinel’s manifests become Companion skills (this makes them revivable. Non Primalist classes gain companion limit of 1) .
- 2 items: You’re limited to one Active Companion, but all your companion skills gain +30% cooldown recovery speed and mana efficiency for every companion you could summon starting from the first one. (so, if your maximum was 3, you can summon 1 companion while all companion skills gain 90% increased cooldown recovery speed and 90% increased mana efficiency)
- 3 items: Your companions’ active abilities have their effects powered up by 100% (damage, heal, duration). Also every 21 seconds you gain a 3 second buff that increases your skill usage speed by 40%. This bonus is tripled for minion skills.
Sunforged → Sunforged plates
- 1 item: Every time you suffer from stun, emit a large wave of light that blinds or stuns enemies around. (100% to blind. But the stun chance is based on the damage you took and your bonuses to stun in melee)
- 2 items: +50% stun chance with melee attacks. Also, every time you stun an enemy in melee you emit a wave of light. This effect cannot occur oftener than every 4 seconds (wave’s stun power equals to power of a hit you’ve just made).
- 3 items: Every time you stun or blind an enemy you gain a stack of Sunlord’s blessing up to a maximum of 5 stacks. Each stack has individual duration of 4 seconds and increases your armor by 10% and cooldown recovery speed by 5%.
Zerrick → Zerrick’s poisons
Every item of this set should have hidden unique ability: they may be rolled / crafted with affixes: more potion slots and healing from potions.
- 1 item: Healing from potions is doubled, but every time you use a potion you gain a stack of poison. Every +1 to healing from potions bonus gives 1% to gain an additional stack of poison.
- 2 items: If you have used a potion recently you gain multiplicative bonus: +40% to all poison and necrotic damage.
- 3 items: Your poisons have 30% increased duration. If you kill a poisoned enemy you have 2% chance to replenish 1 potion for every poison stack on that enemy.
Pebble → Master Collector
- 1 item: When your Golem hits the enemy you have +5% chance to replenish one potion. Also your Golem has 50% increased attack and cast speed if you have used a potion recently.
- 2 items: Every time you detonate corpse or sacrifice non expiring minion you have 20% chance to replenish one potion (sacrifice of skeletal mage or any other also counts).
- 3 items: Your Golems gain the ability to detonate corpses every 10 seconds. If you cast “Detonate corpse” and “Sacrifice” spells on your own and have at least one potion, you spend that potion (counts for bonus 1) and have those spells’ damage increased by your bonus to health from potions (+90 to health from potions means 90 added damage to a used spell. And it still may be increased via other bonuses to spell damage. Also in this case a potion still may be replenished via bonus 2).
- 4 items: Sacrificing a minion won’t destroy that minion instantly. Minion gains +15 fire, cold and lightning damage to all its attacks and spells and explodes only 4 seconds later. While in this state minion can’t be a target to Sacrifice spell. (imagine chaining Sacrifice that explodes a minion every 4 seconds but you summon a new one in between)
Harvald → March of Harvald
- 1 item: every second that Avalanche effect is active you gain a stack of Harvald’s Favor that increases cold spell damage by 5. Maximum stacks is 3, they last for 4 seconds and expire one by one.
- 2 items: Doubles mana / channel cost of Avalanche spell. When you finish casting Avalanche spell the second spell is cast. It has tripled area, same duration and follows you, but its damage is halved. (Note: larger area means that Avalanche boulders spread more, so they deal less overall damage to a lesser amount of targets. Also if you have Wild Path node (instant cast), second cast gains same duration. Also you may cast Avalanche several times and get several simultaneous secondary Avalanches)
- 3 items: Maximum stacks of Harvald’s Favor is increased to 10. While Avalanche effect is active you may gain a stack when dealing critical strike with cold spells except Avalanche.
The Forgotten Knight
- 1 item: void damage you deal is increased by your void resistance (overcap included, not multiplicative).
- 2 items: Time Rot effect has its non damaging attributes powered up by 50%. Any your direct void damage has 30% chance to apply Time Rot effect.
- 3 items: Enemies moved in time by Anomaly spell take tripled damage from Time Rot effect (if they were affected and if they’re really moved, because Immediacy node can turn this effect off). If they return with less than 20% of their maximum health they instantly die. Also enemies always return to you after Anomaly ends (by default they return to a place they were affected by Anomaly).
Shattered Lance
- 1 item: +1 health regenerated per second per 3 points of Strength.
- 2 items: +5 strength. +30% all attributes for 20 seconds after killing rare or boss type enemy.
The Invoker → Invoker’s proficiency
- 1 item: Casting fire, cold or lightning spell respectively increases next single Cold, Lightning or Fire spell damage by 40% (multiplicative) but also decreases all damage from the element you’ve just used by 20%. After using all 3 elements you gain “End of Invocation” buff that increases mana regen by 50% for 5 seconds. When this buff expires you also lose elements damage reduction.
- 2 items: “End of Invocation” buff expires when your mana pool reaches maximum.
- 3 items: “End of Invocation” buff also increases all resistances by 15% and maximum of all resistances by 5%.
I am not sure that this is “so clear”.
While some classes might get overhauled movement skills, like lunge and fury leap.
I think rogue being the fastest class is good and should stay that way.
But wel this is off-topic too.
I really don’t get this. Having something to work towards (if you really want to use a given set) is something that helps longjevity. If those sets are strong, but not must picks they are excellent chase items. Simialr to very strong uniques.
I really like the idea of having individual items that are not good on their own, but have very thematic set bonuses.
There are so many things that can be way better balanced with sets. Because there might be unqieu affixes, that are too strong for a single item. That what sets should be for.
- All you do in LE is killing and looting mobs. All you do in endgame is clearing Arena levels or Timelines which basically means resetting mob-areas to kill and loot them. How can this be changed by something you just need? Or how this can be changed by unfinished set?
- Why do you think you need every next tier at all? If 1st bonus is to weak and last one is to strong? But this is a balancing issue - not set mechanics.
Does no see what i see in my head… Lets say you get 2 uniques at level 40 which works perfectly for your build idea… then you get set after set after set with useless affixes towards your build. It would be very frustrating to keep getting the same set never completing the set. or if it was all uniques every drop would be a chance to expand your ideas on build development…
I didn’t even think of that, but I guess it is similar. One HUGE difference, though, is that LE doesn’t have a cube and you would be required to wear the item to get its bonuses, thus taking a slot from your build.
It would be cool, maybe, if they opened up the possibility to roll a unique or set into another random unique or set. Unique item-> Random Unique, Set item → Random Set item. Maybe remove the possibility to gamble for Unique and Set items to somewhat balance it. This would hopefully take care of the people complaining about how hard it is to complete a set. (I don’t find it particularly hard to find any item in this game yet with the gambler).
My suggestion would be to have set items for multiple character levels. Make the lower level ones less impactful and easier to get. Make the higher level items far more impactful and with a lower drop rate.
No mate, you have to go fast if you want to farm sets. You have to go fast if you want to farm anything. The real issue is that set drop rates are a little too low and most sets are not gambleable/do not involve a specific farming spot.
I don’t like the complete changeing of some of these sets, particularly Halvar not having its 1 avalance per second, boardmans losinf its totem focus, and i really do not like the self poison in your zerrick set(better off with just losing the healing and getting marked for death, as that sounds like a “you just die when you drink a potion”)
Maybe 2 uniques → random unique
2 set items → random set
1 set item ->random OF that set
All of which cost 10k per roll, so you cannot spam it
Most sets can be gambled, it’s only those that drop from the monolith end bosses (Shattered Lance, 2 pieces), or the base is not gambleable (Last Near/Isadora helms, Last Bear chest, Halvar’s relic) out of 29 (assuming I can count). 6/29 IMO is not “most sets”.
10k is still pretty spammable, especially is you have a 1 in 2 or 1 in 1 chance of getting the set you want.
You still need to get an item of said set in the 1 in 1 version for it to work, it is just so that if you have 3 set items but 2 of them are duplicates, then you can get the last.
but maybe 50k then
Here we’ve been discussing crafting uniques and sets. And my points is: best equipment is crafted equipment - it is good LE’s approach. At the same time uniques and sets should remain unique, so they must not be available for crafting from zero, but should be available for upgrading and modifying. So, I’ll repeat myself …
- uniques and sets are dropped items only
- most of them are low / mid rank items for you being able to discover them early
- all of them should have non-maximized affixes (amount and grade)
- you may shatter uniques and sets you don’t need for to gain upgraid rune instead
- you may upgrade unique and set items to higher ranks
- you may modify their affixes using existing method
That means that sets and uniques should drop regularly because you need them to shatter and upgrade those you kept to higher ranks.
On the subject of sets, and thus Halvars set, I notice that the 1 second cooldown on the boulder is quite weak, especially given that the avalanche skill is a high cast rate skill.
Apparently Halvars did not have a cooldown in the past, so avalanche probably needs a skill point option that slows down the cast rate and makes each individual boulder much more impactful.
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