Rework Item Quantity/Item Rarity Idea
My idea plain and simple:
-Remove IQ/IR Affix/Prefix on all items but the Unique ones -Increase the drawback on the unique items that got IQ/IR -Introduce a sort of PARALLEL leveling that starts from level 80 and ends at level 100, each level you gain starting with the 80th gives your character 5-10% Item Rarity, 2.5% Item Quantity and 0.5% Map drops Quantity. (at level 100 you'd have +100-200% ir, +50%IQ and +10% Map drops) Note: I know the above can sound quite diabloesque in its worst meaning (the third one ^^), but please try to go past that and just consider it fairly. My view on pro's and con's: Pro's: 1- More build diversity (you could actually focus more on building the character the way you want to, instead than being forced to build a cookie cutter build that can stack huge "MF" to feel rewarded when playing). 2- A strong hit on Multi boxers/Botters (a char below 80 would have, in avarage, less drops compared to one that is 80 and beyond, so that would encourage the making of a few strong and reliable chars). 3- An increase on focus on survivability and power (to get more drops you'd want to level^^). 4- A possible increase in the game difficulty, but in a more homogeneous way. 5- There would still be the choice of getting some mf uniques or not to do it, but it would be a more extreme choice rather than an obvious one as it is now. 6- A possible positive revaluation of some affixes/prefixes on non-unique items. 7- A natural increase in map drops (and possibly the levels^^) as you get higher level (it'd be +10% at level 100, which in my opinion wouldn't be game breaking but it would help on the frustration of some players complaining on map drops). 8- It would boost the search for a high level player/friend to play with that can open maps and could benefit from a natural ir/iq/map drops boost. 9- Would help GGG on balancing difficulty/drops for everyone as the avarage MF would be more linear compared to how it is now and maybe, because of that, to rebalance some drops (ie getting most of the uniques now it's just like: oh another one of this..uff). 10- A steady transition of the player objective as he plays his character: reaching 80 to kinda end the basics of his build and past 80 to start getting more drops and have a more rewarding experience from playing the game (as of now after 80 it gets less rewarding both in terms of experience and in terms of drops as you're just hoping for that specific lucky drop most likely). 11- Reaching level 100 takes a huge commitment on the player and would still do (and i think it should do!), tho i think it would make the journey more fun/rewarding. 12- Uniques like goldrim and goldwyrm would have probably an increase in value on the market. Con's: 1- can sound diabloesque 2- ggg would most likely have to rebalance alot of things 3- ... Final note: excuse my english as it's not my first language. Last edited by Hypertension#2204 on Jul 12, 2013, 9:12:34 AM
This thread has been automatically archived. Replies are disabled.
|
![]() |
overall good ideas, thank you for this post
i especially like "point 10" =) greets IGN PPPPanddddaPPPPanicccc
still waiting for that 'Chris Wilson-director's cut' version oh wait, I finally got it. Thanks team! |
![]() |