Several crafting ideas for further item perfection

It can be far in the future, but i want to suggest to

  1. Mb all or mb not all of them (exclude high lvl and unique even among uniques) Legendary items can be further upgraded by switching their item base (it can be random or deterministic), value of implicit modifiers will be capped at some % of the original base (with 2 or more indicators for “dmg” and “stats”(crit\random dmg types etc. that will be bound to each other- u can more one type of stat, but it will lower other stats on resulted item base)
    for example:
    If i’m playing poison build with daggers - i wonna create legendary dagger based on [Drought’s Release], but i don’t like its base (Kris), i need (Chitin dagger) base for my “dream weapon”. So, after i create a legendary Drought’s Release, now i can modify it further. There can be many different random elements for this process (let alone the way to get the chance to do so), such as: new base stats will be lesser than original base, mb we will have an option to balance - do we want to get more flat dmg and don’t care at all for additional stats such as crit strike chance\ crit multi etc. or opposite - like mentioned chitin dagger, we need poison chance the most from it, and don’t care about flat dmg
  2. Additional rune or unique mechanic for additional skill slot. Mb it will be available for new item category (earrings for example) mb it will be crafted onto already existing items on your chose (mutually exclusive with other mechanic, like 5th locked affix sealed with glyph of despair for example). U can lvl it up, allocate points etc but u can’t use it directly. It can be deterministic or not and can have only 1 this kind of trigger relying ability. It will give more variations for build construction

This is why Staffs/Wands are garbage with the legendary system

No this wont ever happen …‘something balancing apparently too powerful etc’

basically as it stands now if EHG DONT create every unique Staff/Unique on a Dragon//Bladed/Gate Staff they honestly may as well not make a Staff unique because Adaptive spell dmg is everything

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