Suggestions for upcoming patch

Threads that no longer serve a purpose. Read-only.
User avatar
Willshaper
Grubber
339 | 30
Common Popularity Badge
Has a thread with over 10.000 views
Common Love Badge
Earned over 20 cookies
Great Supporter Badge
Donated 5 times
Common Guide Badge
Created a complete character guide
Can we get shrines that feel more rewarding?

At the moment shrines are "worthless" kind of. You can burn through 50-100 or more without any decent item, and that feels totally unrewarding.

Here is what i suggest:

Reduce shrine drop rates significantly.
Add new three new tiers of Shrine Crafting Catalysts, "Tier 1, Tier 2, Tier 3".

Rare item + Tier 1 Catalyst + Shrine of your choice: Ilvl 60 Crafted item.
Rare item + Tier 2 Catalyst + Shrine of your choice: Ilvl 90 Crafted item.
Rare item + Tier 3 Catalyst + Shrine of your choice: Ilvl 99 Crafted item.

Tier 1 can roll decent crafted items, and can be found all the way from Hatred. Common.
Tier 2 can roll good crafted items, and can be found from the beginning of Terror. Uncommon.
Tier 3 can roll the best crafted items, and can be only found in Destruction. Rare -> Very Rare.

The affix pool would have to be fixed so that Tier 3 can't roll all those low level crap stats etc, so it would take quite some work.

This will do so that if you just want a decent item, you can get it without too much trouble.

But if you want the best, you will have to put in the time to farm it doing Destruction content, and when you do find the Tier 3 Catalyst, there is a high chance of a good roll.

No more farming NM Fauzt endlessly for easymode shrines.

-----

Example: (Most likely not balanced, just an example)

Rare weapon + Tier 1 + Weird Shrine:
Guaranteed stats:
50-150% ED
50-150 Min Damage
150-200 Max Damage
+2 low level random stats

Rare weapon + Tier 2 + Weird Shrine:
Guaranteed stats:
150-250% ED
200-300 Min Damage
300-400 Max Damage
+3 midlevel random stats

Rare weapon + Tier 3 + Weird Shrine:
Guaranteed stats:
250-350% ED
300-600 Min Damage
600-1000 Max Damage
+4 high level random stats.
User avatar
Stealthmaster
Godsman Guard
3902 | 155
Great Posting Badge
Posted over 2.500 messages
Legendary Popularity Badge
Has a thread with over 250.000 views
Great Love Badge
Earned over 100 cookies
Great Guide Badge
Created 3 complete character guides
Common Contribution Badge
Has collaborated to our forums, realms or mod
Make Great Marsh great again. Atm its only purpose is to serve as Hemoplagues' spawnplace.
User avatar
Icegod101
Djinn
534 | 17
Great Supporter Badge
Donated 5 times
Stealthmaster wrote:Make Great Marsh great again. Atm its only purpose is to serve as Hemoplagues' spawnplace.


I was thinking it could act as a hub for some alternate pathways to an uber.
User avatar
Taem
Groupie
2606 | 191
Great Posting Badge
Posted over 2.500 messages
Legendary Popularity Badge
Has a thread with over 250.000 views
Great Love Badge
Earned over 100 cookies
Common Supporter Badge
Donated 1 time
Solfege wrote:With so much emphasis on new content, I was wondering about the possibility of perhaps freshening up some of the old main storyline quests to make them worth taking the time to complete.

Take the "Rescue on Mt. Arreat" quest in Act V, for example: what if the reward were dependent on how many men the player could actually bring back alive--rescue zero, the quest is simply marked as completed and the player gets nothing; rescue five, get the low-level runes; rescue ten, get mid-level runes; rescue all fifteen, get high-level runes--something like that. And to make it a challenge, once their prison cell is breached, the prisoners become targetable and extremely vulnerable to enemy attack. As well, because they are imprisoned as a group, they die as a group (i.e. if one in the group dies, they all die).

I'm sure the idea's been discussed before. It's just a flittering thought from a low-level peon. Take it for what it's worth. :D


Is it even possible to soft code quest rewards? Ormus has been bugged since the beginning, always giving you a clvl 1 rare jewelry. Would be nice to see that fixed, or better yet, replaced with a dragon reroll. I'd still like to see the personalize item quest from Anya give out a somewhat random set item affix modifier when you personalize three separate items and wear them. Yeah, a lot of the original quests could use some serious love, but I'm fairly certain that'd require code edits. If whist has already done this, then perhaps these changes could be implemented into a future Sigma patch.
User avatar
AzureGladiator
Heretic
434 | 95
Great Popularity Badge
Has a thread with over 50.000 views
Common Love Badge
Earned over 20 cookies
Common Supporter Badge
Donated 1 time
Common Contest Badge
Has won a forum contest
With the bulk of the mod focusing on Destruction difficulty content, I think it would be cool to spread out some of the endgame quests to all difficulties. I know that you can still play the ubers, heroics, summoning... etc in all difficulties, but you only get rewarded upon completing them in Destruction. If there were a system for charms that gives you 3 different tiers of that charm (one per difficulty) that would make early and mid game more interesting. Here are a couple ways I thought of this system:
- You get a weak base charm in Hatred that can be upgraded on each successive difficulty completion (for each quest charm)
or
- You get a better version of the charm upon completing a higher difficulty, but you can only hold 1 charm of that type (meaning you can skip ubers if you choose, and only do the higher difficulties for the better charm)
also
- Trophies only drop in Destruction
- There should be certain quests that are only available on destruction, with a unique reward
lordalexander74
Bone Archer
77 | 0
Aren't the LC0 and LC2 challenges being removed in Sigma? I'd like to see more early/midgame stuff to do as well.
D24Ever
Prowler
19 | 2
Common Supporter Badge
Donated 1 time
Please rework the crafting system. Either make oils stackable and alt click to move in cube or make oils permanent so u only need to buy 1 ever.... Its so annoying atm
Fumbles
Tantrum changes fan
1412 | 183
Common Posting Badge
Posted over 1.000 messages
Great Popularity Badge
Has a thread with over 50.000 views
Great Love Badge
Earned over 100 cookies
Great Supporter Badge
Donated 5 times
Common Guide Badge
Created a complete character guide
^ why has no one ever though of that?
User avatar
Crash
Madawc
6801 | 329
Great Posting Badge
Posted over 2.500 messages
Legendary Popularity Badge
Has a thread with over 250.000 views
Great Love Badge
Earned over 100 cookies
Great Supporter Badge
Donated 5 times
Common Showcase Badge
Median XL Broadcaster
Common Guide Badge
Created a complete character guide
Common Contribution Badge
Has collaborated to our forums, realms or mod
Common Auction Badge
Won 50 auctions
Fumbles wrote:^ why has no one ever though of that?


I can't believe people still treat this as a "Yes, we will consider all of your input and make all changes that you suggest" thread.
User avatar
Khrono-S
Invader
9 | 0
Move the itens to in and out of the stash/cube by using "shift+Click"
and by "ctrl+Click" equip the weapon/armor (like move the weaopon to the weapon spot :) )