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Reddog22
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  • 0. Item Affixes & Modifiers   12/05/2008 01:56:11 PM PST
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Bashiok recently posted in the following thread:

http://forums.battle.net/thread.html?topicId=11296624916&pageNo=6&sid=3000#111

He suggests that we aim our creative juices at new and interesting affixes for items. So this is the place to brainstorm and discuss any affixes and modifiers you would like to see in Diablo III. Don't hold back!

[ Post edited by Reddog22 ]

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Two_scoops
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  • 1. Re: Item Affixes   12/05/2008 02:07:20 PM PST
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I love it!

How about a % slows enemy one? Decrepit, Ensnaring.

Magic damage? (Not fire, ice, or light but pure magic damage) Enchanted, Majestic, Fantastic, Whimsical.

Reduced damage? (Not %)

Greater chance to find health or mana orbs? Lucky, Blessed, Favorable.

I'll think up some more later :)

Do not fear perfection; you will never attain it!
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Mattyman174
  • USWest
  • 2. Re: Item Affixes   12/05/2008 02:50:13 PM PST
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I would like to see a % or chance to hit a 1 hit K.O on weak monsters that may only need 2 or 3 hits to bring down, other more stronger monsters would just take more critical damage.
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Sharkull
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  • 3. Re: Item Affixes   12/05/2008 02:57:02 PM PST
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Extend the concept of Magic Find / Gold Find to all loot types: +% chance to find Runes, Gems, jewelry, armor, melee weapons, ranged weapons...

Damage reflection, based on damage type. Eg. Fire damage reflection, ranged damage reflection...

For weapons: % change to corrode armor / weapon (decrease enemy defense / weapon based attack damage)

[ Post edited by Sharkull ]

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Dark_blood3
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  • 4. Re: Item Affixes & Modifiers   12/05/2008 03:58:50 PM PST
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chance to enflame (insert name here) enemys. Then it works like poison and its like 10 fire dmg a second. that would be cool.

drop rune when killing (diablo(if boss) , other bosses)

chance for set item 2%?

chance to turn enemy into ally

chance to cast magic missile on attack

chance to fill life on kill (very low percent)

chance to get 1/2 money back on buy (this one would probably be hard to do and would probably be a neckalace or ring or charm if they have charms)

ignore shields
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Unl)eal)
  • USWest
  • 5. Re: Item Affixes & Modifiers   12/05/2008 04:05:23 PM PST
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The OP should update the first post with all ideas (and names of people who suggested them?) when he gets time so long as the thread remains active. Helpful for everyone so we don't get a hundred repeats and Bashiok can sift through a little easier.

Alright, affixes brainstorming;

- Neutral skills (active/passive buffs) that come unique to items. None of this "I have Enigma and can teleport now! Hooray!" Buffs could vary quite broadly across different abilities like;

+%run/walk speed for X seconds (good for boots),

+attribute for X seconds (good for anything),

next hit is auto critical (good for weapons/gloves),

next hit has % life steal (I know it's not in the game, but instead of trying to balance a constant flurry of health grabbing items a single shot active skill might be cool - good for weapons/gloves/helmet[?]),

for X seconds ranged attacks have X% chance of being reflected and calculated against their user(good for shields/armor/helmet),

different auras (with a limit of one per character?) that have a passive bonus to you and nearby allies (would be cool if the animation enveloped the entire character instead of being an animated circle at the base of the owning character, party members that benefit from whatever bonus, assuming there is a passive buff given to party members would be some sort of minor animation at the base... looks cool in my head, but such things don't always turn out the way you'd think, but should work - good for anything),

a possessed item that had the ability to release it's spirit and give you a bonus (could be positive or negative) for it's time released such as X2 attack speed, damage, strength, or convert all damage to a certain element (could list more) but have the bonus be chosen randomly each time it's enabled but have negative buffs that could spawn as well, like 25% of damage dealt is reflected onto the character (iron maiden is back but for everyone! Hooray! o_O), attack speed slowed by half, defense is decreased by %, accuracy is halved, damage is decreased by %, spell cool downs are doubled etc...

make "knockback" an active cleaving ability and have it knock stuff farther (could be used to knock stuff off cliffs maybe? =D - good for weapons/shields)

There are a TON of possibilities and all of these would have major cool downs and would apply to all characters whether they use melee, ranged or magic attacks.


- % chance to stun for X seconds


- Whenever a critical strike kills an enemy, instead of simply dying it explodes in a violent burst of magical energy damaging all enemies surrounding it. (If bosses and enemies have special kill animations against us, it's only fair that we should have something equally as cool in return! =D)


- Heal charges that are recharged when repaired - for those especially desperate situations


- (for gloves) all projectiles thrown or released from the character are returned to the character's possession. Aka: throwing knives without the replenishes 1 every 2 seconds rule never run out essentially making it a viable weapon. This would be especially useful for unique throwing weapons.
This would also apply to arrows and bolts and any other kind of ammo for ranged users.


- (for armor) Ethereal buff: % chance that damage, upon being calculated will be nullified (stackable % with a max % value)


- (for weapons) Spectral hit OR if that's too strong, low % chance your damage will not be negated by your opponents resists/armor.


- Mana burn (or % chance to silence) for those pesky casters/summoners!


- % chance to debilitate your opponent momentarily (knock him down or something)


- (for longer weapons, ie: halberds, spears, scythes etc..) piercing - damage dealt extends to enemies X distance behind the enemy targeted by the character, would be enough for one or two enemies depending on the weapon, could be more for uniques.


That's all I could think up off the top of my head, when I think of some more stuff I'll just make another post.
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Reddog22
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  • 6. Re: Item Affixes & Modifiers   12/05/2008 04:25:38 PM PST
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Just a few clarifications:


Q u o t e:

The OP should update the first post with all ideas (and names of people who suggested them?) when he gets time so long as the thread remains active. Helpful for everyone so we don't get a hundred repeats and Bashiok can sift through a little easier.



I would quickly run out of room. Hopefully people will read the thread to build on ideas already posted as well as come up with some unique ones.


Q u o t e:

- Whenever a critical strike kills an enemy, instead of simply dying it explodes in a violent burst of magical energy damaging all enemies surrounding it. (If bosses and enemies have special kill animations against us, it's only fair that we should have something equally as cool in return! =D)



Their are already special animations for critical monster deaths. But in general I like this idea as an extension to the "when enemy is killed" modifier in Diablo 2. This could even be expanded to include modifiers like "on poison death" or "on ice death" etc..


Q u o t e:

- (for gloves) all projectiles thrown or released from the character are returned to the character's possession. Aka: throwing knives without the replenishes 1 every 2 seconds rule never run out essentially making it a viable weapon. This would be especially useful for unique throwing weapons.
This would also apply to arrows and bolts and any other kind of ammo for ranged users.



I know there is no longer ammo in Diablo 3. ie. no bolts/arrows. Not sure how they will handle throwing weapons/ranged weapons though.

Good ideas! Keep em comin!
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Unl)eal)
  • USWest
  • 7. Re: Item Affixes & Modifiers   12/05/2008 04:32:44 PM PST
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Q u o t e:

I would quickly run out of room. Hopefully people will read the thread to build on ideas already posted as well as come up with some unique ones.


Of course. Still, if you can manage it, I'm sure a lot of people would appreciate it. It's just way too common for people to say, "didn't bother reading that giant post or X number of pages due to [insert reason]" and then find their suggestions are all rehashes of previously posted ideas OR they simply choose not to participate.

I would guess that those with valuable input would take the time to read through the thread anyways, but hey, lots of people don't.

No obligation, but it's what I try to do when I make threads of these natures. The initial attribute system compromise thread is a good example... however I kinda dropped the ball when I took a break from forum surfing and left the thread alone (later I find out after it's finally moved off the front page that it had 60000 views and 17 pages of posts o_O)
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  • 8. Re: Item Affixes & Modifiers   12/05/2008 05:26:58 PM PST
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To quote Unl)eal)

He suggested +x attribute for x seconds.

Perhaps this should be a proc (chance on hit)? I personally love this idea.

Wizard's Globe of the Magi (Wizard, Horadrim) - Chance on spell HIT (multi-target spells can stack bonuses at once) to add +2 Intelligence (Wisdom? I forget) for 3 seconds

Same idea with multi-target melee hits in increasing strength. (Of the Giant, Titan, Ancient)

Another idea is to have very rare ones that increase all stats. Clearly I have no idea if any of this is even able to be balanced. The +all stats (remember how godly that necklace was in Diablo 1?) one seems to have to be extremely rare...but that's part of the balancing issue. Not what we're after here.

Just an idea. I'll post more when I have more. Or can expand on someone else's.

[ Post edited by Ninj ]

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Tehc
  • USWest
  • 9. Re: Item Affixes & Modifiers   12/05/2008 05:53:42 PM PST
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It's hard to think of ideas that firstly, aren't obvious, and secondly, still fit the game... Anyway, I've come up with a couple.

First idea, a damage range amplifier... Basically the modifier decreases your minimum damage and increases your maximum damage. Would suit people who love playing with Flails or having additional Lightning damage, because they would no longer be limited to these few weapons and bonuses. Could be named [Item] of Skill, Chance, Luck, etc. For example, if a Maul dealt 50 to 75 damage, a Maul of Skill, Chance, Luck, etc, would deal 25 to 100 damage.

Secondly, a chance to deal area of effect damage... Basically, for each enemy hit with the weapon, there's a chance to deal small area of effect damage. Would suit people who love using abilities like Cleave and Whirlwind by increasing the chance of the area of effect damage proccing, thus increasing the overall effectiveness of the abilities. Could be called [Item] of Devastation, Fragmentation, Impact, etc.

Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?
Abd al-Hazir
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Nth
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  • 10. Re: Item Affixes & Modifiers   12/05/2008 06:45:20 PM PST
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+Infravision (shout out to D1) the higher the % the greater the ability to see mobs behind walls.

+extra drop. small chance for loot drops on hit prior to mob death. thats right! possible loot dropping as you hit mobs. the game wants to reward battles rather than 1 hit kills right? And dont worry, you cant pick these drops up until the mob is dead so you cant game mobs you cant actually kill.

+show route. this will hint towards the shortest route to quest points and way points. for example a short line is briefly revealed either on map on in game. continuing example, higher % is slightly longer line. alternatively small blips may appear towards your quest objective and / or way point. chance on hit.

+mob push. this affect increases the chance a non ranged mob will maintain minimum distance from your location.

+mob pull. this affect increases the chance a ranged attacker will come in to use said ranged attack within your melee range

+dealer. this affect will increase a merchants loot table.

+hunter. the increases the spawn of rare mobs.

+astute. increases the chance of discovering a small hidden area

+pliancy. increases how powerfully health/mana restorative items and shrines work on you.

+discerning. increases the chance all drops will be for your specific class.

+specialist. increases the chance a drop will be of a specified type. example, "of the nape" will drop more amulets. "of swords" would drop you more swords. this could be really involved and quite rewarding for item finders. (read: anyone who beat the game a few times)

+masochism. increases mob spawn density (if item finding or just plain rambo)

+opposite of masochism. decreases mob spawn density (if struggling with difficulty progression)

+flinging. increases missile speed

+homing. chances increase for target lock

+mirror. chances increase for a double attack. works with ranged and casting spells as well.

+the cat. chances increase when slain for an immediate rez and 5 second immunity bubble.

+affixes specific to hirelings if they are in the game.




tip: DO NOT COMMENT ON PEOPLES IDEAS. IT WILL CLUTTER THE THREAD.

[ Post edited by Nth ]

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Sharkull
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  • 11. Re: Item Affixes & Modifiers   12/05/2008 08:25:52 PM PST
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Some type of affix that makes killing sprees easier (allowed time without a kill increased).

Affixes that give attack / armor bonuses while on a killing spree.

Affixes that give elixir / potion effect boosts.

Weapon:
%chance for a slain monster corpse to turn into a mob magnet for x seconds

%chance for a slain monster to be revived as a minion for x seconds

%chance for target to panic (with panic = running in circles, attacking anything in range at random... no coherent flee or attack strategy).

%change for target to go berserk (zero defense, but with attack bonuses... kind of a catch-22)

%chance to curse target (with a variety of curses)
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Wormcaptainoik
  • Asia
  • 12. Re: Item Affixes & Modifiers   12/05/2008 08:57:47 PM PST
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suffixes
of anger/ire/fulmination/rage - %chance to go berserk and hit all targets in an area for x seconds
of tendency/proclivity/propensity - %chance to find class specific items
of indemnity - lowers vendor prices

prefixes
bleak/dreary/mournful/abysmal - reduces enemies attack speed and power by x%
unfettered - enemy attacks will not slow/stun/freeze you

if in doubt, say it in a pirate voice
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Bstapylton
  • USWest
  • 13. Re: Item Affixes & Modifiers   12/06/2008 02:14:02 AM PST
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I posted these on the huge attribute thread - so I'm copy/pasting them here so they are in the right spot.


Prefixes:
Gurgling
- adds +poison damage, or +skills to the toads skill or something
Reeking
- creates a small AoE damage around monsters recently killed by this character.



Suffixes:
of Gnawing
- add physical damage over time
of Threading
- adds armor to cloth items
of Ownage
- chance for monster to be converted for certain amount of time on struck
of Return / of Investment / of Savings / of Income
- add % to gold dropped
of the Win
- easter egg item?
of Mis-appropriation
- adds an effect that isn't something you would expect for that item type - like +cold dmg to an item with prefix "firey" or "flaming"

What I love about Diablo III:
+ Taking the game in a new direction
+ Random adventures as a primary form of exp-gain.
What I hate about Diablo III:
- Possibility of no LAN play!
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Jdvincen
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  • 14. Re: Item Affixes & Modifiers   12/06/2008 09:46:21 AM PST
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Compassionate [item] / [Item] of compassion

Works like paladins sacrifice skill. Lose x% of health upon strike, damage increased by 3x the health used.


Empathic [item] / [item] of empathy

causes any curses/buffs from anyone around you to have the same effect on you.

(this would be helpful when fighting bosses with auras, or mobs with a unique monster, but could also be detrimental if fighting with a party who uses curses. Would make you consider strategy with it.)

alt. for empathy - causes curses/ buffs to be transfered to/from any monster upon strike.
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Rampaged3
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  • 15. Re: Item Affixes & Modifiers   12/06/2008 11:45:09 AM PST
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I would like to see a "Reflecting" affix for shields and armors that reduces and reflects a small percentage of magic damage.

For example:

Reflecting Kite Shield of Life
18 Armor
Magic damage reduced by 10%
5% magic damage reflected to attacker
+ 20 to Life

A Higher level version could be:

Mirrored Kite Shield of Life
18 Armor
Magic damage reduced by 15%
10% magic damage reflected to attacker
+20 to Life

The reflecting and Mirrored mod could be used on all classes of shields and armors.
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Sharkull
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  • 16. Re: Item Affixes & Modifiers   12/06/2008 01:25:31 PM PST
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Vision related affixes (more than just +light radius) highlighting things like: mobs, treasure containers, traps, breakable environment.

Gambling gear: increase the chances of gambling rares / sets / uniques, decreases the cost of gambling, %chance for a gamble to be free...

Charismatic gear: decreases vendor costs, increases quality of "gossip" tips, increases gold / item based quest rewards given by NPC's...

Sage / lore gear: automatic identification of loot (no identification scrolls needed)... could be a scaled system (based on treasure class or blue/yellow/green/gold...).

Levitation gear. Eg. walk / float across the broken bridge in the gameplay video.

Mana / fury shield gear: takes a percentage of damage from mana / fury reserves instead of health.

Stoneskin gear: decreases run/walk and attack speed, but with a huge armor boost.

Frightening gear: chance for mobs to flee when near (great for ranged attack characters, bad for melee types).

Barb (Fury) specific:
"Short Temper" gear, amplifying fury gain from combat.
"Grudge" gear, decreasing fury drain when not in combat.
"Idle Rage", fury regeneration when not in combat (this one would have to be exceedingly rare, perhaps on a complete elite Set).
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Sharkull
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  • 17. Re: Item Affixes & Modifiers   12/06/2008 07:56:19 PM PST
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Thought of more:

%chance for slain monster to have an (elemental) AoE explosion on death (eg. frost nova, poison nova...).

%chance to blind target for x seconds

%chance to pierce all defenses (armor / resists) on critical strike

%chance to root target in place (mob gets sticky feet, but attacks within its range still possible).

%chance to transform target into (insert mob type here). Eg. hit a zombie and it transforms into a skeleton.
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Tehc
  • USWest
  • 18. Re: Item Affixes & Modifiers   12/06/2008 08:12:19 PM PST
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Q u o t e:
Barb (Fury) specific:
"Short Temper" gear, amplifying fury gain from combat.
"Grudge" gear, decreasing fury drain when not in combat.
"Idle Rage", fury regeneration when not in combat (this one would have to be exceedingly rare, perhaps on a complete elite Set).


I love these ones. Idle Rage might be a bit too difficult to implement, but Short Temper and Grudge bonuses on items would just be awesome.

Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?
Abd al-Hazir
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