Design Philosophy of Affixes
" I must have misunderstood the OP. I've been suggesting non-specialized affixes that are competitive with existing affixes while being difficult to compare. The idea being to force players to make apples-to-oranges evaluations when replacing gear, as opposed to looking for the same properties but bigger numbers. Then again maybe that's semantics. I rather liked some of the OP suggestions and thought they had broad value. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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" It is semantics. Build, Playstyle, Specialization, those can often mean the same thing in PoE. |
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Bump
Replaying the game self found has been good. Affixes do leave something to desire however. Some incentive to switch main skills during the game would definitely improve itemization. As it is, it's hard not to stick with Spectral Throw or Lightning Arrow for the entirety of the game. That's a shame because encouraging skill and playstyle switches makes for a much more dynamic experience. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Oct 27, 2013, 10:20:45 PM
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Playing through the game again, I'm reminded of all the bad affixes that really do stick out like a sore thumb.
I'm just gonna list them here: 1. Thorns 2. Light Radius 3. Reduced Attribute requirement 4. Stun Recovery 5. Life gain on Kill 6. Mana gain on Kill All of the above should either be removed in favor of playstyle-oriented affixes, or changed drastically in order to become one. |
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Some ideas for improving the above-mentioned affixes:
Thorns Changed to "Reflect % of attack damage back at enemy" Life Gain on Kill Changed to "Max Life gain on Kill". Meaning, that after you kill an enemy, you gain 10 max life for 10 seconds. Reduced Attribute Requirement Affects slotted gems as well, like Atziri's Foible. Stun Recovery Changed to Status Recovery (meaning it affects freeze and shock as well) Mana Gain on Kill Changed to "Increased Mana Regen on Kill". Meaning, that after you kill an enemy, you get 100% increased mana regeneration for 10 seconds. Light Radius Spread some "increased damage to mobs in your light radius" around the skill tree. |
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It would be great if those things were used. If one had to compare between apples and oranges not which item has more life and resists, it would add a layer of depth and expand character customization even more. Non-Unique equipment would become interesting.
I do also agree with need of buffing those mods " Thorns are useless but they could be a basis for a quite interesting builds. Light radius need either be combined with other mod or get proposed "increased damage to mobs in your light radius". Gain on kill could be switched to regen(or regen boost) on kill, creating alternative to leech. Reduced attribute requirements are useless as long as item requirements stay the same. |
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We also need less "generic" rare affixes, such as IAS and Crit Chance, and replace them with more "good for playstyle" affixes:
1. More attack speed before taking damage (3s cooldown). 2. More crit chance when standing for over 3 seconds. 3. More crit chance against frozen/burning/shocked/stunned targets. And some more alternatives to generic armour/evasion stuff that help address their weakness: 1. More evasion for each nearby enemy 2. More armour after taking a critical hit Last edited by Novalisk#3583 on Nov 4, 2013, 5:09:07 AM
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" The alternatives you gave for these were spot on. GGG needs to steal them immediately. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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Thanks Veta!
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D2 had some great mods I almost forgot.
Ignores Target Defense
Ignores Target Defense is found on various Unique items and can also be added to a weapon by socketing the Jah rune. The name is somewhat misleading, since it does not mean you will always hit the target. It means that the target's defense is set to zero, so your odds of hitting are greatly increased, but since your character's level is factored against the target's level, the actual to/hit will depend on how that formula plays out. The greatest to/hit possible in Diablo II is 95%, under any circumstances.
Piercing
Piercing is a property found on numerous unique bows and crossbows, usually set to 100%. A 33% bonus to it can be found on the unique Razortail Belt as well. Piercing is identical to the Amazon skill Pierce; it gives a projectile a chance to pass through one target and continue on to hit a second for full damage. For Amazons, % bonuses to Piercing stack with the % granted by the Amazon's Pierce skill.
Absorb
Absorb grants a powerful defensive bonus. This is a fairly complicated modifier, with the order of operations crucial to understanding its benefits. Check the absorb article for full details.
Absorb comes in two types: % and absolute. The % absorb is calculated after your character's resistance to that type of damage, and works on whatever damage you take after resistance. Absolute absorb is absorb of a set value, such as the +20 lightning absorb found on Thundergod's Vigor unique belt. This is calculated after % absorb. High resistances combined with high absolute absorb can result in attacks actually healing your character.
Demon Heal
Demon Heal is a fairly uncommon (and useless) modifier. It provides a small healing bonus for each Demon that your character kills.
Deadly Strike
Deadly Strike grants a % chance that your characters's total physical damage will be doubled. It works just like the Critical Strike bonus granted by various character skills. Both Deadly and Critical Strike are checked (when present), but only one will ever be applied, so there's no way to get both and 4x damage.
Crushing Blow
Crushing Blow is a powerful damage modifier. It deals damage based on a % of the monster current hit points, and can be extremely effective in high percentages, especially against higher hit point enemies. The % applied varies by target type, weapon type, and game version, so check the article for full details.
Open Wounds
Open Wounds is a type of physical damage that has a poison-like effect, causing "uncontrollable bleeding" and a steady hit point drain. The damage will stack with poison so both can drain at once. Targets will not regenerate hit points while Open Wounds is in effect. Open Wounds' damage is based on the Character level of the player who inflicts it, with higher level characters dealing much higher damage.
Defense vs. Missiles
Defense vs. missiles adds a bonus to your character's defense that is only checked against incoming missile attacks. This bonus helps against attacks like arrows, quills, spears, and projectile elemental attacks from skeleton mages and Abyss Knights. It does not work on damage over time spells like Firewall or Poison clouds.
Slows Target
Slows Target decreases the movement speed (but not attack or casting speed) of the target. The target turns blue and slows down, as though they were chilled, but there is no damage associated with this modifer.
Set items and breakpoints were another facet of itemization which made for interesting choices. A side by side comparison might be obvious but add another item slot or set bonus and things became harder to judge. Powerful magic-only affixes, like +life and mana per level or +3 skills, are also sorely missed. They gave you a good reason to pick up blues. Perhaps magic items could receive a magic-only buff of 50% increased properties. So then +2 Levels to Gems would become +3 Levels and +60 Life would become +90 Life. If there's a problem with regal orbs, then regaling could reduce a property back to its non-magic exclusive form. Admittedly that may confuse some players. Runes and gems had pretty diverse properties as well, which touches on the subject of crafting. Diablo 2 allowed a great deal of control over basic item properties compared to POE. Notably through, horadric cube crafts, horadric cube recipes, runewords, and jewels, which themselves could be crafted. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Nov 5, 2013, 5:33:14 PM
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