Affixes that are odd on some items

Posted 13th Feb 2009 07:13 PM by Medievaldragon

Bashiok enlightened us as much as he .. umm, befuddled us. From what can be extracted in his latest forum post, Diablo 3 will offer many means to create different class builds, powerful ones. So powerful that new items and features might be put in place when Diablo 3 hits stores to balance and nerf anything smarty players come up with to overpower their builds. So powerful, it scares Blizzard. I liked this post to be honest. It sounds like your character will be so powerful your Physix video card is gonna get blown out of your mobo’s PCI-E slot!!! Groovy, right on!

Blizzard Quote:

Ezk: In D2, its very common to see wands and staffs with mana/life steal, elematal damage, and others affixes that are useless in these type on items. I hope it isn’t back in D3.

In the Arreat Summit (the site), at general magic prefixes/affixes we can see there are restrictions on which item the affixes may appear on, but why the developers of D2 permitted that wandsand staffs can have affixes that do not help casters, since these item are for casters?

It only works to make useless items apear at the vendors, instead of apearing with +mana, +resist, +life and others that are realy useful.

Bashiok:You raise a valid point but I’ll propose some of my own thoughts on why I think limiting random attributes can be a bad idea.

First of all you’d probably end up limiting the item pool by ensuring that only optimal items are dropped. It may not sound amazingly cool but we do want some amount of non-optimal items dropping and circulating. This helps build out a drop-pool so that you can drop a lot of items. Which is one of the things that makes Diablo awesome, seeing items thrown out all over the place. Sure you might pass over some of them, but there’s that “oooh! aaah!” feeling when you see a ton of loot flung out of a monster or chest. It wouldn’t be the same game without it.

In addition, even when the game launches we’re probably not going to have an idea of everything that can be accomplished with what we’re providing. We want a lot of variety in how characters can be built, and in that variety there’s going to be a lot of unknowns. I doubt that until it’s actually on the shelves and in everyone’s hands for a while we won’t know all of what can be done. It’s a scary thought for us, but also really exciting, and by building items completely how we “think” they should be, we’d be removing a lot of that ability for you to try out crazy things and maybe find the new hotness build for a class.

All that said I don’t think it’s out of the question, I think you could intelligently limit some factors but for the reasons I gave (and probably some I haven’ t thought of) I don’t think it’s something we’re inclined to explore at this point.—source




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Mackan
Posted 14, Feb 2009 02:31 AM
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Yeah, they better not limit anything with regards to items… Finding good unexpected stuff, and build a character out of the norm is what is exciting. If they control everything completely, Diablo 3 will be boring.

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Kunzaito
Posted 14, Feb 2009 02:37 AM
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I get what he’s saying, but it doesn’t make sense from a logical perspective. What craftsman would imbue his items with useless properties? And there’s just something tainted about getting a good item drop (say a rare) with one vestigial property like “attacker takes damage of 1.” Like a stain or a wart. Not hurtful, but it mars the item I feel.

And they already restrict properties in certain ways - you don’t see any swords with Faster Cast Rate or +Skill trees. You don’t see gloves with Faster Run/Walk. They killed dual leech for awhile.

If anything, at least make all properties useful to each class the way they are doing with attributes. + elemental damage could affect cast spells in some way (convert X points or percent), +AR could calculate for a chance to have critical strike damage, etc.

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Jugalator
Posted 14, Feb 2009 10:53 AM
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Yes, no only-optimal stuff thanks. It may sound good in theory, but wouldn’t make sense in practice. What would boss runs turn into, for example? One of the good things in Diablo is to me that what you find *might* be very good. Why take that surprise factor out of the game?

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stillman
Posted 14, Feb 2009 02:23 PM
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It’s a tough call.

All I care about is that there are about 250 more mods than what we had in d2. When a rare drops for the hundredth time, we’re seeing the same little hadfull of mods on it. There are about 5 or w/e useful ones. That kind of variety can hardly be called variety at all.

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tommerbob
Posted 15, Feb 2009 12:56 AM
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I think you have to have a good balance.

It’s no fun when every single drop has retarded affixes like “attacker takes damage of 1”.  But at the same time, it makes the game start getting old if EVERY drop is important. 

While I say keep the drops and affixes random, I also say rares, and magics to an extent, need an improvement on their possible stats/procs.  There’s a reason that item is “rare”, and its not because it’s got only 2 stats (which BTW are both PoS), whereas my white superior crown shield has 3, and good ones too.

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Kunzaito
Posted 15, Feb 2009 12:08 PM
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I certainly don’t think every drop should be “important,” just relevant. Especially if they are going to greatly expand the number of affixes/properties, a lot more attention needs to be paid to grouping them such that the chance to get something useful doesn’t become infinitesimally small (which I am sure they will do). +2 mana on a wand is as useless to a good char as +2 max dmg, but at least it makes sense as a property. At the very least some tighter controls should be placed on what will spawn on rares, like you said. These items became worse than magic items because there was a good chance 3-4 of the properties they spawned with were usually crap (due to the abundance of useless properties) and the top tier of the useful properties was disallowed on rares.

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The Rockman
Posted 22, May 2009 11:19 AM
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The easiest way to fix some of these problems is imo this have a lage amount of possible bonuses for each type of item that makes sense. (IE weapons have good +damage +attack/cast speed etc but not good +defence that more for armour) secondary the best bonuses should only be found on rares not lesser magicals (IE a lvl 5 magic item can have +3 to +6 damage but a lvl 5 rare can have +5 to +8 damage etc)

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MichelRPG
Posted 11, Jun 2009 10:10 PM
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some limiting wouldnt hurt though. Honestly, who needs an orb with lifesteal? Or a wand with increased AR on it? If anything it would have made more sense to block those affixes on wands and orbs and replace them with single digit fcr%, or dmg taken on hit.


You’d have to be a failure as a wand-maker to decide “Hmm… this orb should do 20-30 FIRE damage! Who needs that 10% FCR really, it blows!”

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