Legendary Items Summon Goblins and Vortex foes

Posted 18 August 2012 by Elly

A concern raised by Neoreturn that the monster abilities soon to be given to some of the reworked Legendary items may be difficult to distinguish from the ones inflicted by monsters. For example ‘on fire’ – how will we determine if that effect has come from a monster or a player’s weapon. Additionally, when from a player’s weapon will it inflict damage to allies. Vaeflare fielded this one:

The effects from Legendary procs will not damage other friendly members of your party. There are quite a range of proc effects we’ve added, and while some share similar visual effects with monster affixes, we tried to ensure that there was a visual distinction as much as possible. Also, there are quite a number Legendary procs that haven’t been discovered yet, and many are rather … interesting.

So, visual distinction, which seems the logical way to handle it, maybe the colourings will be slighted more muted.

She/he continues:

Take, for instance, this lovely ring:

Puzzle Ring (Ring) – This ring gives heroes a chance to summon a Treasure Goblin when they’re hit. The tooltip will be something along the lines of: “This ring sometimes calls forth a Treasure Goblin when you are hit.”

…I bet that will prove to be entertaining during a boss fight. ;)

Sure will. I’ve done this myself when they’ve spawned at the edge of a large fight and I can’t resist the promise of loot, seduced by my greed I balls up an entire battle, die, lose the goblin and suffer the wrath of my team mates. Sticky sausage fingers, see. If the ring has some additional decent stats I’ll be grabbing one of these babies. I wonder if they’ll reduce the loot drop rate or quality from player-spawned goblins.

Later on Vaeflare reveals another Legendary item skill…

Well, perhaps you or one of your friends could offer the Butcher a piece of your mind by using one of his special attacks against him!

The Butcher’s Sickle (1h Axe) – This item will now give players a chance to cast the Butcher’s sickle attack, dragging enemies to them. The tooltip should read something along the lines of: “X% chance to drag enemies to you when attacking.”

I suspect such an item would, at the very least, be appealing when chasing down those rogue Treasure Goblins. ;)

Could be interesting, or not, if you’re half dead and it casts dragging a tough melee foe right to your nose. “You rang?”

And finally, a little something for Demon Hunters…

Hellrack (Crossbow) – This weapon will have a chance to cast Jailer on enemies, rooting them to the ground. The tooltip should read something like: “Chance to root enemies to the ground when you hit them.”
Tagged As: , | Categories: Legendary Items, Skills
  • @This item will now give players a chance to cast the Butcher’s sickle attack, dragging enemies to them.@
    Realy? A melee weapon that has a chance to proc on a melee attack with a range effect. wtf

  • +8
    ginger_powder

    “Puzzle Ring (Ring) – This ring gives heroes a chance to summon a Treasure Goblin when they’re hit. The tooltip will be something along the lines of: “This ring sometimes calls forth a Treasure Goblin when you are hit.”

    so in theory can you just stand inside a weak mob pack and let them hit you to get infinite goblins spawning? or is there more to it?

    • Even if severely limited (0.1%), that ring is now must-own. Every farmer and their follower will wear two each. Exploitz!

      • It will be much less than 0.1%. Some melee characters must get hit 1000 times every 5-10 mins, never mind stacking.

        Anyways, I want some of Azmodans skills.

      • have fun trying to equip two of the same legendary item…

      • You can only wear one of a certain Legendary at a time. I learned that when I tried to dual wield Legendary one hand crossbows on the DH. So, don’t worry about it, bro.

        • I honestly didn’t know that about legendaries, so thanks. I’ve only ever found 3. I’ll leave you to wonder whether they were good.

          • I didn’t know that either, and find it very odd considering they specifically renamed them FROM uniques TO legendaries. Yet still keep them unique, the only difference in the name…

        • oh crap! there goes my plan of dual-wielding Skycutters! grrr

          • When I was levelling my monk in the first few weeks of release, I was eyeing off two Arreat’s Law’s. Guess that wouldn’t have worked after all.

            How did they forget to include gameplay in their game?

    • Maybe there’s a hidden cooldown on goblin spawns?

    • I can just see it now, fighting Belial with an exploding toad-setup: Just getting every tenth to fifteenth toad to actually hit him while having trouble avoiding his attacks because of all the items lying around from the gobbos eating up the rest of the toadies :lol:

    • There will probably be a cooldown of 1 hour or so. Even if it did have a 0.01% chance, would you sit in the middle of a weak pack for an hour waiting for a goblin? I would, with 5 NV stacks of course.

    • This proc would make more sense if it was really ambiguous, like increases the likely hood goblins will appear.

      I can just see 4 player games of people sitting around a bunch of wretched mothers, all equipped with the ring, until a t.g. appears. Repeat.

  • Ah great. Puzzle ring was the first and one of the only 2 good legendaries I’ve found. Now it’s crap. Sweet.

  • Hmmm… this update leaves me with the feeling that Blizz is trying to counter designissues and to much weight on visuals with … more weight on visuals. That’s not really the route your going, is it? If it is, it’s more like releasing a manifest stating that you’ve dug your own grave from the start. Your able to be more creative like that, so please proof to me that my feeling now is wrong, Blizz.

    • Proofread your posts.

      • Sorry. Even in my native language I have problems with grammatic and punctuation. Thinking/writing in english just amplifies this weakness. But I’ll keep trying to get better…

        edit: I would like to, but can’t reedit above post…
        edit2: And thinking/writing english adds some spelling difficulties, too ;)

  • I didn’t think treasure goblins are susceptible to any CC.

  • Soon:
    The Fine Line (Legendary Chest Armor): Players now how the ability to change into a monster. The text will read something like: “We’ve run out of monster affixes to give to players so this item has an x% chance to just turn you into a monster and let you kill other heroes.”

    • “We’ve run out of monster affixes to give to players so this item has an x% chance to just turn you into a treasure goblin and let you be chased by other heroes.”

      • We realized that this x% chance was too low, so we doubled it.

      • How did this get more “recommends” when all you did was quote the poster above you?

        Weird….it’s like youtube.

        • he wrote something different, and you have reading incomprehension

          weird…. its like the internet.

          • i think Blizzard is on the right path with this idea, but I think it would make more sense if they would finally buff something for the poor and underpowered wizards and make it a rune effect on their ‘signature’ spell Blizzard:

            “When applying this rune, Blizzard always summons a troll from the Battle.net realms, even when not cast, and just does whatever it wants for an unknown period of time. However, EULA states this could also apply to you, friendly party members or the entire game. But we are not responsible.”

            How is that for build variation, buffs, etc, AND it does not feel weird or out of place. I think it is even in the lore somewhere!

          • in just 10 minutes taking a shower i just solved the endgame and PVP problem as well. And it is very easy to implement. Only need 1 blog post:

            “The battle for Sanctuary has begun!
            |
            As you might have noticed, we have underrated how powerful the recent troll buff to a Blizzard rune is. Although we thought it was viable at the time, implementing code from another game mechanic we had laying around anyway without testing it first, was not the right decision. Going into details maybe later, in this preview we only present the awesome solution we came up with. We understand that nerfing takes away fun, bla bla so we decided to BUFF the reward you get when killing a TROLL!

            Instead of whatever they could drop (to be honest, we don’t really know) before, they now summon 3 other trolls upon death!!!!! This will generate ALOT of randomness and variation everywhere in Sanctuary!!!

            We recognize also we forgot the endgame, so this will be it! A massive serwide event we give a name, and it might well be endless!! Exactly what Diablo is all about right?

            comments below please, we do still have some AH issues to fix ofcourse, so that has a higher priority for me now after this weekend. So wait for the full details in the patch notes. Who someone else will write.”

  • I want the item that has +1 to making this a good game.

    • Oh, it is a good game. Just a good game. What we need is the item that has +1 on making it as great a game as D2 was ;) (edit: Little correction: As great a game as D2 still is…)

      • You should have played D2 when it was released, it wasn’t as great as it is now, but since 90% of this forum’s users started playing way after LoD, you’ll never know.

        • I had D2 on release day and LoD 4 days before release. (Was working at a videoshop at the time ;) ) Played vanilla every day for about 10 to 12 hours each until 1.06 hit the road, then again when LoD was released. (And most of the time offline-hc …)

          edit: Ok, after LoD-release it wasn’t vanilla I’ve played anymore…

          • I played a lot of D2 as well, beginning with classic but I don’t really remember much from the pre-LOD era. The main thing that sticks in my mind is 640×480 :P

            I just remember how much excitement, changes and new stuff LOD brought to the already great game. Here’s to hoping it’ll be the same in D3, which still has a lot in store for me especially with 1.0.4.

          • I still remember the helluvalot of bugs at release, how I liked spamming the screen with skeletons, how great of an idea the thornskills appeared to me in the beginning (: Where something new then that no other gaming company has thought about before…), finding out about the different length of weapons and their importance (by myself, as I didn’t had internet available for a time after release), how much more fun the game made online (when internet finally became available to me) and how much hate I received when … *tadaa* … spamming the screen with skeletons, how I got hooked on the Hydra/Frozen Orb/Thunderstorm-Combo, or even my disappointment that the Druid didn’t make it into vanilla – iirc him beeing planned was in the rumormill around three months before release. (Was disappointed again when the Phoenixform didn’t make the expansion.) Those where times for great memories :)

            D2 had a lot of technical issues at release. (Balance issues didn’t matter so much when playing offline ;) ) But the general design was sound, quite logical, refreshingly complex and with a crystalclear vision behind it. D3 is quite the opposite there: Apart from the beginning server issues, the technical part of the game is the best for arpgs I’ve ever encountered, but the general design is lacking in complexity, defies logical reason at times, also appears to not been thought through at other times and is back to the simple vision of “this would be cool” the first Diablo started the series with.

    • 60 dollars you’ll never get back!? You people are dwindling hard. Either they’ve come to their senses and moved on or they’ve changed their opinion of the state of the game. You’re in limbo, guy.

  • Dont cross that Line (Legendary Amulet): “We’ve run out of monster affixes to give to players so this item has an x% chance to just turn you into Jay Wilson, eveybody will stop chasing treasure goblin and run after you”

    Sorry cant help it, lol

  • +1
    failureboy

    GET RID OF THE DAMN STREAMING ADS.

    Also, they won’t close when I hit the “x” button. :evil:

  • I guess these are ok, and *somewhat* ‘unique’ as far as effects for items go. Also glad they’re doing something to make uniques stand out, but it does seem to lower the ‘unique-ness’ of the monster/boss abilities. Easier to use mechanics already written to the engine I suppose… I dunno, will wait and see to fully judge. Only ever found 3 uniques in a few hundred hours of play… so… you know.

    Would be nice if it creates some niche builds, like the Shuriken ninja assassin in D2 with Last Wish and max crushing blow for Blade Fury or whatever it was called.

    Hopefully they expand on their ideas for expansion items
    - Mask of Horror, unique helm – has a x% chance to shout “TERR-ROAR” causing enemies to facepalm
    - The Hidden, unique boots – has a x% chance to reveal all hidden footprints
    - Just A Skirmish, unique spear – has a x% chance to spawn champions on hit
    - Constricting Ring, unique ring – only allows you to join public games

    • I’m singing a song. A song about people that will never be pleased.

      TEE DOO LAAA LAAA DOOO TEEEE RRR RRROOOO AAARRRRR

    • Haha I just laughed out loud when I read your description for Mask of Horror. I know I face-palm every time I hear Diablo say “TERR-ROAR!” Glad I’m not the only one

      As far as the changes to legendaries go – my expectations have been greatly exceeded. It’s a bit early to say that they are all based on monster mechanics since we only know a small fraction of what will be appearing. I can’t wait to see! :D

    • OMG, I spit out my oat-meal when I read your unique items ideas, they are f***g brilliant:D the hidden and constricting ring just made LOL uber hard