new unique belt The Mortal Coil idea

is there anyone who could help me form this idea into something that could be implemented into the game that would be powerful yet balanced because you would have to build around it?
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Muugly667 wrote:
Skills cost 25%-50% less mana ( not a variable just don't know what % would be balanced
50% less mama reservation
Reduces elemental resistances by 10% per active aura
Blood magic

-this is the base idea for the item

Maybe increase physical resistance based on number of active auras

Thoughts?


OK, here's my 2 cents. It seems that you have a number of different ideas that are all tacked on together. Looking at existing uniques, they tend to have one, sometimes two (and often 0) unique/unusual mechanics or keystones. This belt has 3 (4 with the phys res idea), and a keystone.

This is likely what's causing a lot of the grief that you're getting about the belt being OP. Additionally, it makes it extremely hard to balance. So I'll go through each mechanic, and mock up a belt that uses one or two of them (and any drawbacks as necessary) in a similar method to many existing uniques.

The Immortal Coil:
Skills cost XX% less mana
Attack+Cast speed is reduced by XX%

The Immaural Coil:
50% less mana reservation
Reduces the effect of each skill reserving mana by 10% for each skill reserving mana

The Imemental Coil:
Decreases physical damage received by 10% for each active aura
Increases elemental damage received by 10% for each active aura

Blood magic is really a neutral mod (or even a drawback) on any of these and can be put on if you choose.

If you're going LL auras, you need to take the actual keystone to reach the reservation reduction node behind it. If you're using auras, but not going LL auras, you probably don't want blood magic. If you're having skill costing issues, BM is a possible solution -- but The Immortal Coil is already designed to handle that, so adding BM doesn't seem to add much.

If you're not happy with these, I'm happy to continue -- what exactly is your intent behind the item?
IGN Stuns_McNutshot | Ichimans_McIchimans | Balls_McCritterson
Last edited by tsftd#4843 on Apr 18, 2015, 6:29:59 AM
My idea behind the item was to allow the player to run more auras so they can be either more offensive or defensive or both but depending on which one they pick they have to come up with a way to compensate for the drawback either by more passives or through more focused gear. I get that 4 keystones is probably op and I get that so either the drawback needs to be more severe or there needs to be several different variations on the belt
What if blood magic was removed and the mana reservation went from 50% less to 15%-25% reduced so it's a different multiplyer
nope, using less reservaion rather than reduced is critical to prevent abuse. you can already get so much reduced that i'd be surprised to ever see them add more.

that being said, ill take anothe look at it when i get home and see if we can't figure something out.
IGN Stuns_McNutshot | Ichimans_McIchimans | Balls_McCritterson
Last edited by tsftd#4843 on Apr 23, 2015, 7:44:44 PM
how about something like this:

similar to Dryani's, there are 3 variants of the belt. they are:

the "offensive" variant:

50% Less mana reserved
3% Less effect of auras on others per skill reserving mana
7% Less life per skill reserving mana
7% Less ES per skill reserving mana

the "defensive" variant:

50% Less mana reserved
5% Less effect of auras on others per skill reserving mana
7% Less damage dealt to enemies per skill reserving mana

the "balanced" variant:

50% Less mana reserved
4% Less effect of auras on others per skill reserving mana
4% Less life per skill reserving mana
4% Less ES per skill reserving mana
4% Less damage per skill reserving mana

Numbers may need some tweaking, but shouldn't be too far off, and ratios look about right. Defensive version needs a larger effect on others nerf to prevent a dedicated aura party member with 0 deeps but all auras maxed. offensive version can get a smaller nerf in this arena since you can't survive with 91% Less life/ES. balanced should be less life/ES/dmg nerf than either off/def separately, but more total, and average in the less effect on others arena.

you can pretty much just globally slide the numbers up/down (75%/5-12-12 or 25%-2-4-4 for offensive) depending on what you want. and you can add some additional minor mods, this is just tackling the major mechanic.
IGN Stuns_McNutshot | Ichimans_McIchimans | Balls_McCritterson
Last edited by tsftd#4843 on Apr 24, 2015, 1:55:35 AM

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