@Stealthmaster: they are too random as in "they are not generic stats". It's the same logic for reanimates.
[spoil=What about jewerly ones...]I know that same thing can be said about jewelry ones (wyrd, summons) - but this is just a part of a process. The jewelry ones serve a determined role right now at least (wyrd-based builds, lolsummons) but they should be eventually replaced as well. Wyrd should probably be re-designed into UMO. Lolsummons would need to become low level runewords instead so that the builds based on them (mainly summoner necro) keep existing.[/spoil]
The problem with mystic orbs is general. They have killed item diversity big time. What is the point of an item with -25% enemy lightning resistances when you can just put a few of those MO in your empyrean band. Basically, all stats that meet the condition of "X of this is enough" (resists and pierce for the most part) have become almost dead stats on items. With these removed, people will seek a wider range of stats in their equipment. Imagine a very dumb scenario: 1% time strike on striking is implemented - how much people would continue using items like SotS? While it seems such change would hurt runewords/crafts more than unique items, that is actually false.
I am not saying MOs are bad design - in fact, they are a fanstastic feature. But they should be limited to crafting and honorifics only. Maybe runewords too. But certainly not uniques - unique items are clearly the superior kind, making them MOable does nothing but extend the edge they have over the other itemtypes.
@Naabaanit: the goal here is to slowly remove MO dependency. This only gives us good things:
- shorten the viability gap between uniques and crafts/rws
- spend less time cubing
- prevention of easy gear-checking / unintuitive ways to play the game (%res for qt, lc2, lolsummons vs witches, pierce vs heroics, etc.)
- lower the advantage of old players over new ones AKA "reduce the amount of knowledge required to beat the game" (MOs are far from obvious if you're new to the game)
- reduce that feeling of "what the fuck is going on" when it's your first time playing MXL and you go speak to akara.
As I said this is just part of a process. And yes, the shift in the game will be big, not only thanks to this change, but to more upcoming ones. Removal of MOs isn't equal to making the game harder, the necessary changes and adjustments will be done to enemies to keep the difficulty of the game similar. And weakening all monsters allows the possibility of stronger monsters - which lowers the necessity of mechanics such as heroic shields and whatnot.