Things I would like to see in PoE
1. Currently the aura system has some flaws. Some aura's are extremely op, and pretty much everyone uses at least 3 auras without investing much, if anything at all, in aura nodes. My way of fixing this issue would be to first nerf some of the op auras like wrath and anger. To still make the elemental builds viable there should be introduced a new aura that increases weapon elemental damage. This should be balanced in such a way that these 3 auras combined to roughly the same damage as before, but require you to run an additional aura, this should make ele builds more balanced. Next auras need to be limited to 2 auras per player. To increase this number the aura nodes should add max auras allowed instead of reduce mana reserved. Aura costs should be reduced across the board, since mana isn't going to be the primary limitation anymore.
Also, can casters get some love and get an offensive caster aura? Melee is getting all the love in terms of offensive auras. 2. I would like to see more build, or even skill enabling/altering uniques. There are a few, but I like to see a few more uniques that are aimed at 1 specific build. A good example would be a weapon that does not allow you to attack with it, but instead alters the way that animate weapon works. Instead of animating weapons on the ground it allows you to make spectral copies of the unique weapon, making it scale with weapon damage, and shares copy count with max spectrals. So basically some uniques that are really straight forward and clairly aimed at 1 specific build. I understand you want items to be usable for different builds, but that way you miss out on some really interesting uniques as well. 3. Farmable Bind on Account (BoA) uniques. Yes, you read that correctly. Being able to grind a certain boss over and over again can be extremely fun, especially if you know he might drop that one item you want has a realistic chance of dropping. The thrill of grinding a boss over and over again to complete your item set is something i really miss in PoE. A unique that you can't simply buy but really have to work for, that is what PoE needs IMO. These items should be balanced properly, and should be designed in such a way that most builds can benifit from one, but at the same time 1 build is not able to just stack like 5 BoA uniques and stomp all the content. An option could be that you can only equip 1 BoA item at any given time. I would like to see the boss fights in a way like corrupted zones work. Areas can randomly spawn an entrance to the side boss area. The path to the final boss should be a bit longer though. This could also be like a cranked up version of current corrupted areas. Bosses each have a BoA item that they can drop with a small chance, as well as map fragments. After you collected 4 fragments you can open a portal to an uber version of the boss. This uber version drops the same unique BoA item, but with higher stats. This way you can add another progression system. With a max 1 BoA item equiped at all times limit you can design a system where most players run with one of those items and make players farm for that item. After they got their item and get into the very late game and decked out their character they can still 'progress' by farming the uber version and get an upgrade for their BoA item. 4. A new item type: trinkets. Trinkets items are kind of a hybrid between flasks and vaal auras, but rather have a straight up time based cooldown rather than having to rely on charges, or could even have a passive effect. For example, it could be a secondary panic button, like absorb 1000 amount damage for 3 sec, or a dps buff like deal x% more damage next 5 seconds. You could also have a killstreak like bonus, like how power siphon and power charges work. The goal with the trinkets are to give add some interesting mechanics that are otherwise not really possible in the game. 5. Skill Morphing. Allowing to morph your skill and alters the way it works gives your skills a bit more personality, and might even allow completely new builds. An example of how morphing could work is with fireball you get 3 options: You increase the base AoE, so you have more AoE potential, replace the explosion with an molten strike projectile like effect, or completely remove the AoE for damage gain, essentially a mini conc effect, but no longer scaling with AoE damage, but also free up a gem slot. Another example would be molten shell, you can increase your armor gained, make it shield from ele damage as well, or reflect fire damage on hit, which might just enable reflect builds. Morphing can be done on several ways. You could implement a new orb that allows you to morph a skill, implement it in the upcomming forsaken masters system, or allow you to do so at a certain level, level 15 would be a nice number in that case. These skill morphs often just involve changing some values or reusing existing mechanics, so it should be RELATIVELY easy to implement. Last edited by Meraxas#4277 on Aug 10, 2014, 9:28:18 AM
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" People still do this because of their greed, i hated this part of D2, it was... repetitive over reasonable limits. Randomness is good. In this game you can't aim for a specific item running a boss, you can aim to it by gaining enough stuff to trade it to the lucky guy who found one. It's intended, and it's the wise way; if every player could make every build, this game would loose interest by the players. It's not a common arcade game where every player has the same "game experience"; it's meant to be like this. ♦▲◄▼►▲♦ Last edited by jeonitsoc#7346 on Aug 9, 2014, 9:53:03 PM
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" You make it sounds as if every single unique can be farmed and everyone has access to a shavs, kaoms, soul taker or mjolner. Of course that is not the case. These should obviously be NEW uniques, and players should be limited to being able to wear only 1 of these BoA items at any given time. |
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" Since when can i wear more than 1 piece of armor? |
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at item 5: This is how I expected that skill gems would work (a long time ago)... I though you would have a fire ball, and modify it with an earth gem, to create a molten magma ball; or modify it with water for an air effect... essentially something more dramatic in crazy ways, similiar to how chain, fork, lmp/gmp, pierce work, but also with other elements to create crazy new effects (think of rune words for example... like crazy hidden combinations... where the combinations essentially create new skills, and GGG could then balance those directly )
At Item 1: I'd like to see aura keystones that add choice. Imagine being able to choose between the percent reservation, max number of auras, and a mana cost/drain option... Choice could expand build options... the max system would be great for blood magic keystone pairing, a mana cost/drain option could be made the default... New Default ~ Aura's drain 8-20 mana per second Commander ~ Auras have no cost ~ 1 Max auras ~ +1 max aura per 20 aura effect Natural Talent ~ Auras instead reserve mana at 3% per 1 mana drain (20 drain -> 60%) |
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" I think you misunderstood me. The idea is that you can only equip 1 of the suggested bind on account items at any given time, meaning the other item slots need to be filled with regular gear like it is the case now. This is so you can not just farm bind on account items and exclusively wear these, making item drops useless, and so you won't kill the market entirely. These items could just be a nice stepping stone, meaning you can farm for 1 good item to get you into the map system if you don't have any currency, but wont completely destroy the need for trading for gear. |
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" I like your idea about skill gems. It was actually a thought i had myself. The reason why that idea is not that great an idea is because it requires a lot of work. It would require a lot of new mechanics, artwork/particles and balancing. Especially when you want to do something for every skill, this is going to be a massive time consuming task. With my current idea you can alter pretty much every skill with relative ease. The required artwork and particle updates would be minimal. Often it is just a matter of tweaking numbers and reusing existing mechanics, making it much more realistic to accomplish, and at the same time adding a lot of personality to skills and altering how builds work, or even enabling new ones. I like your idea with auras. It has some potency, but it should be ironed out a bit. I'm all for choice, most of my ideas are about choice. To a lesser extend the 1 BoA item limit and auras (more options with a limited amount at any given time), but especially skill morphing and trinkets. Trinkets are supposed to have a very broad range of possible things they can do, but you have to pick 1 or 2 at any given time. Skill morphing is self explainitory. I definately would like to see more choice. Rather than you can stack this, this AND this i would like to see choices like you can pick this, this OR this. |
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" But i dont really trade at all anyways, so what good would a bind to account item do for me? Not that this game needs D3/WoWish bound to account stuff anyways. |
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" There should be specific auras to boost spell damage aswell. |
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" Do you mean arcthic armour mechanic for auras? |
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