In a recent thread I gave some information on our customization options in Diablo III. In that thread I also let everyone know that we’re adding a ton of new item affixes. We’re looking to have a lot of interesting stats and to really kick down the gates and see how many different modifications we can throw out there. To help us with that we’d like you to throw out some of your own ideas.
An affix is essentially is just a stat or modifying statement on an item. It may increase a basic stat like Strength, or it may do something a bit more interesting like cause an enemy to take nature damage over time. An example of the kind of post we’re looking for (these aren’t final):
Increased chance to find gold
Additional XP gained from killing monsters
Restores life for each successful hit
It’s not necessary to worry about how balanced it may or may not be, if it scales or is a fixed amount, or any in-depth details on how it will play out. This is essentially a brainstorm. Throw out your ideas however crazy they may sound and let us worry about seeing if it’ll work or not, and how. A list just like the one I gave works perfectly well for us. If you want to also throw on an affix name feel free but it isn’t necessary.
Let's keep any discussion to a minimum too please. It's a brainstorm, this isn't a place to critique off the wall ideas.
Also I know a thread was already started, which I’ve now locked, and I wanted to thank Reddog22 for starting that and everyone that’s already posted. Please go ahead and copy and paste what you’ve already posted into this thread to keep it consolidated. Thanks!
One thing I can think of that could be fun:
+1% chance to critical hit every time you hit an enemy (lasts for 5 seconds)
And, just to clarify, the effects do stack, but each 1% only lasts for 5 seconds after it's applied. This means that the faster you hit, the higher your crit % will rise. Could make for some fun interactions with e.g. whirlwind. :D
I'd like to see a an affix that has a chance to be negative or positive. For example: Chance to blind enemy on hit, but also a chance to do the same, or possibly different effect on you. The percentages can be changed depending on what the effect is and how powerful it may be.
Another example can be a % of making the monster explode on kill, thus hurting surrounding monsters but also hurting you.
A chance each attack will cause a health or mana globe to drop rather than waiting for the enemy to die before it drops. This is primarily for boss battles when you might otherwise be fighting a long time before the health globe drops.
A chance of deflecting an attack so that instead of harming the hero, it damages a random nearby breakable part of the environment. The hero is undamaged from the attack but should take care lest this cause a wall to collapse on him or destroy a door to a room with more enemies.
Attacks degrade or even break enemy's armor/shield
A chance to break the enemy's weapon (including natural weapons such as claws or tusks), decreasing the damage they do.
Enrage enemies so they fight stupidly. Enemies with sword/shield will throw those items down and attack with their fists/claws/teeth, Ranged attackers will close in to melee, etc.
A chance that a physical attack will turn into a random elemental attack.
A chance of a random effect from a pool of 50+ possible effects (like the Wand of Wonder from D&D)
Draw less aggro than normal (enemies will still attack you, but if you're on a team it becomes less likely that they will target you than your teammates)
Movement buffs become a group movement aura when there are no enemies within attack range
Slight chance for any buff to become a group aura
Slight chance for a whirlwind to form around the hero when struck. Missiles fired at the hero through the whirlwind suffer an accuracy penalty. Melee attackers have a chance of being sucked into the vortex and flung away.
- adds +poison damage, or +skills to the toads skill or something
- creates a small AoE damage around monsters recently killed by this character.
- add physical damage over time
- adds armor to cloth items
- 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?
- 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!
New Standard Affixes (Been in Blizzard's other games): Feedback (Mana Burn)
Cleave (AoE Splash Damage)
% Bonus damage to all skills/weapon damage of a certain element.
New Non-Standard Affixes: Jewels/gems placed in this item can be removed/swapped freely without having to be destroyed.
Jewels/gems placed in this item receive a 25% modifier bonus.
Fury Swipes - Successive hits stack and increase damage. (Fury Swipes 5 = +5 damage the first hit, +10 the next, +15 and so on)
Chance To Restore Mana On Cast
% Damage Taken Gets Subtracted From Mana (Think Mana Shield)
Adds bonus damage based off of the total of one of your attributes. (+Damage based off of 15% of your dexterity from stats/gear for example)
Slow Target's Cast Speed
Spell Eater - Chance to consume a spell that hits you, recovering both life and mana.
Affixes that NEED to make a return or else it just won't be Diablo: Faster Cast Rate (please supply this in droves, so our characters feel like gods)
Increase Attack Speed (" ")
Faster Run/Walk (" ")
Magic Find, More Gold
Affixes that should make a return: Deadly Strike (Critical Strike)
Crushing Blow (Damage based off of % of target's current life)
Open Wounds (DoT with bleeding visual effects)
Make Monster's Flee When Hit (Could also be made to work in pvp, as a fear type effect... for better or for worse)
Mana Leech (Could be made to work for Fury as well)
Slow Target's Movement Speed, Slow Target's Attack Speed
Increased Block Rate, Faster Block Speed
Faster Hit Recovery
Affixes that'll make a return no matter what: +Stats
%Enhanced damage, +Minimum damage, +Maximum damage, +Damage based on Char Level
%Enhanced Def, +Def, +Def based on Char Level
Lower Target Resistance
+Regeneration Over Time (Life and Mana)
Kills Heal Life/Mana
+All Skills, +Class Skills, +Skill Tree Skills, +Individual Skills
Damage Reduction, Magic Damage Reduction
Thorns (Damage Return)
Lower Target Defense
Prevent Monster Healing (Could also be made to work in pvp, to nullify the effects of life leech and regen)
Repair Durability, Indestructible
Affixes that shouldn't make a return: +Light Radius (No more light radius in the game; and even if there were, this has always been a useless mod)
Ignore Target Defense (Not very helpful for regular monsters; players and bosses were immune to it, and would be overpowered if they weren't)
Affixes that have no place in the game: Spell Evasion (Spells should always connect if they hit their target)
Increased Spell Hit Rate (See above)
Evasion (Already covered by defense and would be redundant)
Reduce Target's Evasion (See above)
Stronger With Each Kill (Any type of mod in which the item gets permanent bonuses is never a good thing)
Related but, nowhere else to put this: Fire can add a chance to splash and a chance to burn the target, which would act as a DoT.
Cold can add a chance to chill, which would act as a slow to movement and attack speed.
Lightning can add a chance to paralysis, which would act as a stun.
Poison will poison, either kept as is in Diablo 2 or buffed into a stackable DoT.
Arcane can mana burn, or have a chance to mana burn.
- Chance to briefly do a random move/damage from the old runewords
- Maybe Briefly do some massive damage and a random Burning Rune from old D2 Flashes over you and you do a move.
- Heck if its a random runeword flash the small runes for that runeword above, or something very neat with the runes.
- If i had the choice Flash the Zod, make em invulnerable for 15 seconds!
I'll Edit this post when i get more ideas so this is a sorta reserved.
Extend the concept of Magic Find / Gold Find to all loot types: +% chance to find Runes, Gems, jewelry, elixirs, armor, melee weapons, ranged weapons...
Damage reflection, based on damage type. Eg. Fire damage reflection, ranged damage reflection...
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.
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).
%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.
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).
%change to corrode armor / weapon (decrease enemy defense / weapon based attack damage)
%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)
Basically the modifier decreases your minimum damage and increases your maximum damage. Would suit people who enjoy playing with weapons like flails and love additional Lightning bonuses, etc, and those would want to further randomise their damage and live on the edge with for more risky fights, without having to be limited to flails and Lightning bonuses. Could be named Risky [Item], or [Item] of Chance, Luck, etc. For example, if a Maul dealt 50 to 75 damage, a Risky Maul would deal 40 to 85 damage.
Conversely, a damage range concentrator...
Basically the modifier increases your minimum damage and decreases your maximum damage. Would suit people who don't enjoy playing with weapons like flails, etc, and who want to further concentrate their damage for more consistent attacks so they can fight intelligently, knowing their strengths and what they've got at their disposal. Could be named Pure [Item], or [Item] of Concentration, Saturation, etc. For example, if a Maul dealt 50 to 75 damage, a Pure Maul would deal 60 to 65 damage.
Lastly, 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.
[ Post edited by Tehc ]
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?
Here is my list copied from another forum were people are nice. Sorry if some ideas have already been mentioned here.
-Maybe unique rings (extremely rare) that make you immune to fire, but that ring won't have much else on it so it won't be too OP'd. Also, not all elemental immunuties are available as affixes.
-Shields or plate armor that have a reflecting mod to send some spells back at the enemies.
-Expand on knockback: the barb seems to have kb tacked on to most of his attacks, but what about other chr's? Maybe they could have kb on items, along with mods for distance of kb, chance to kb, and even kb resist.
-I'd also like to see knock down and knock out, with additional mods like how long each knockdown or knockout lasts. Mosnters knocked down have to waste time getting up again and they are easier to hit. Monsters knocked out cannot attack or move for X seconds and you have 100% chance to critiacally hit them.
-Instead of just magic find, they should split it up into magic find, rare find, unique find and set find. There could even be rune find and gem find. Mods Mods Mods!
-A very rare mod that increases 'all damage by X%' whether it's physical damage from your weapon, elemental, pest, summon or anything.
-Take the 'attacker takes damage of X' mod and make it hell viable. Have items that do 200 damage to attackers. The way it stands in d2 now, even if you go all out and wear gear to maximize this mod, it still won't do much in hell mode.
-Divide frw mod into separate mods; one mod for faster run, a different mod for faster walk. And, make it so players actually walk in the game. If you leave walk mode on for 20 seconds, you would then get a 30% damage increase which stays until you switch to run. Not so hard to leave run on all the time now, is it?
-Chance to confuse/convert on strike.
-Chance to silence on strike.
-Thievery mod: gold droped gets teleported to your inventory so you don't have to walk over to it.
-Walk through doors/barrels mod, no need to click.
-A mod that makes spells/arrows fly through the air faster, making them harder to dodge.
-knockbacked bodies can do damage to whatever they hit.
-Corpse explosion on a mod, except the damage is a small percentage or large integer. When an enemy dies it has X% chance to corpse explode causing X damage over X range. All three mods can be increaed with separate gear.
-Posion explosion on a mod.
-Actually, take a ton of other d2 skills and turn them into mods for items. For instance, a mod on a bow that gives X% of shots to become multishots turning one arrow into X arrows. A mod that keeps blaze on all the time, etc.
-Inteligent weapons: the sword shoots out a fireball or electricute spell periodically and auto aims it. Also, a helm that sometimes fires out a disentegrate beam and aims it while you are walking/running.
-A mod that creates a small aura of silence so a melee chr can kill caster monsters up close with more ease. Overpowered? Sure, but you need to wear the mod which means less damage gear.
-Chaos mods: an item that keeps switching some bonus, not sure what yet; just an idea.
-Earthquake mod: the whole screen trembles slowing all mosnters down a bit and/or lowering their AR a bit.
-Urkle mod: all destructable things in the environment collapse right away.
-Shrine mod: increaes the number of random shrines the party finds.
-Medusa mod: all normal enemies on the screen turn to stone, but this only happens once every 2 minutes or w/e. The statues revert back after for X seconds.
-Ghost mod: chr becomes translucent and invincible, but only once every minute for X seconds. You can also walk through walls/doors in ghost form.
-Invisibility mod: chr is invisible if you collect an entire set.
-Expand on cannot be frozen mod: cannot be stunned, cannot be slowed, cannot be critically hit with weapons, etc.
-Ignore target's chance to block.
-Mods that break specific immunes: ignore target's fire immunity, etc.
-New absorb: the fire damage visually gets soaked up into your weapon and the energy gets converted to life, mana, temporary str bonus, or temporary fire damage on weapon. There could be seperate mods for each of these bonuses and more mods for each elemental absorb.
-One hit kill mods (obviously, the maximum stackable total should be low, maybe even single digit %. And, this only works on regular mosnters. AND, it's a very rare mod AND it would ocupy a whole ring w/o other mods).
-Lore mods: seeing how much gold each monster has, or seeing which monsters will drop health globes, map info, that sort of thing.
-Super Fun Mods: A mod that lures XX% more regular monsters to your area. So the battles rage on in one dungeon room for 10 minutes sometimes! Also, another mod that increases the number of super unique bosses that are thrown at you.
-Hunting mods: +X% damage to particular monsters groups. So not just demon/undead/animal but sub categories like skeletons,gouls,goatment, lizards, cultists, etc. So zombies, hungry dead, embalmed, or anything undead with flesh on it falls under 'goul' category.
-Experience mods: +x% exp for killing demons/undead/animals
-Goldtouch mod: X% chance for a slain mosnter to tranform into a big pile of gold. It's basically like goldfind but you get the fast reward instead of slowly gathering gold.
-Contagous mods: Poisoned enemies have X% chance to spread the poison to all other monsters in X radius.
-Hit causes blindness, but make blindness reduce chance to hit big time. Blindness should be permantent too.
-Mods that let you fire off arrows or melee swings while walking or running.
-Ninja mod that lets you do massive damage in mid air while jumping and colliding with another airborne enemy.
-Mods that increase the range of missiles so you can kill stuff 6 screens away. There can be a little skull icon in the corner that flickers on each hit to let you know when you're hitting stuff.
-Mods that improve various performace issues with your merc.
-And let's not forget those cursed mods from d1 like brittleness, fools, etc. Some of those could be affixes tacked on to nice mods just to help ruin your day and give you more agonizing decisions.
-Light radius mod that either burns the flesh of undead or illuminates items on the grond that are invisible to those without enough light radius.
-Gini mod that increases magic drops from chests, pots, containers only.
-Gutting mod that is basically find item from d2 except it's a mod for cutting opn the bellies of animals for devoured items.
-Cloak of fire mod where your character is covered in flames that burn anything too close.
-Bloodlust mod that enhances the spree killing bonuses you get from killing mobs in large numbers.
-PLEASE PUT ACID DAMAGE IN THE GAME INSTEAD OF COUNTING ACID AS POISON DAMAGE. Acids are proton donors and poisons require absorbtion for binding to protien receptors.
Probably a good modifier for boots, when critically struck, or perhaps once every 30 seconds or so... a few snakes are summoned around the hero, and slither away in different directions - biting any monster they find. They don't crawl very far though.
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!
+1 rune slot for any skill (ie: you can put an extra rune into any skill you know - more items with this suffix on a character = extra skills that can have the extra slot).
This could be rather difficult to balance, but allows for an even wider variety of character builds. It could be made more interesting by making it so that certain rune combinations have other, unexpected/interesting effects.
Slows enemy 0.5%/(char level) on striking (or 1%/(char level) with X% chance to proc).
I'd also like to expand on Stillman's "cloak of fire" and suggest an affix which damages nearby enemies X amount over time with whichever element is mentioned in the affix.
% for free cast of random known, debilitative (damaging or debuffing) skill on striking.
% for free cast of random known, buffing skill on being struck.
% chance for skills used to act as if they have a striking rune (or any other random rune depending on the affix) as well as the socketed rune (if any).
% chance that damage to the character will be entirely nullified.
% chance that damage to the character will heal them instead.
"Charging" mod (or other appropriate word depending on the element, for the example I'll use lightning). Each time the character is struck, they get an amount of charges based on damage received, once a certain amount of charges are exceeded it releases a blast of lightning in the area around the character. The same could be done on striking (for weapons), so that it's based on the damage that the character does.
% chance that killed monsters will be raised as pets - the more gear with this mod that the character is wearing, the more monsters that can be raised at any one time.
Monsters slowed by X% (based on character level perhaps?) on striking the character.
Surrounds the character with an aura which slows monster movement by X% - stacks.
$ chance to silence monsters that hit the character with a spell, for X seconds.
[ Post edited by Ghede ]
The best thing about waking up is the tears. I drink them instead of coffee now.