Avatar of Bodhi #1778
Bodhi #1778
Comprehensive Affix Suggestion List !!! :D(1)Category: GeneralSeptember-3-2013 1:54 AM PDT (9 years ago) Go to Blizzard forum post
We were promised epic loot when D3 was originally released and ... well we all know how that turned out. Now that xpac is coming and Diablo has new game director at its helm there is an opportunity to change the wrong design from past, but some people remain skeptical since few items that we saw aren't considered build changers as we hoped they would be.

Our skepticism could very well be misplaced since there is a whole lot that we aren't seeing yet, but none the less I decided to make my own affix list with hopes that it might be of some use and hopefully help devs with their own creativity.

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CURRENT ITEM AFFIXES

-Thorns - increase the damage amount drastically, also you can strike attackers for huge hit (lets say x6 your total thorns damage) when ever you block with shield.
Self explanatory and this might also be interesting way to play the new crusader class.

-Health Globes Potions and Heals grant X extra Life
Breath of Heaven or runes like Peaceful Repose are never used on inferno as heals (they are used for damage%spirit regen etc.) with this change they could have their place now, with enough healing stacked those could be "ohh !@#$" buttons beside the potions.

-Life after Each Kill >>>> X% chance to restore full life after kill
This is utterly useless now and this change could be interesting new mechanic added to game

-Monster kills grant X experience >>>> Monster kills grant % experience

-Ignores Durability Loss (Remove it)
With out ethereal items I dont see the point for this, might as well be removed.

-Reduces damage from elites by X%
Very useful stat in PvP, there should be few more Legendary items that roll it as well as make it so that rare items have chance to roll lesser number for this affix. It has to be lower number on rares then legendary items since people might over stack it and become immortal. This will also fix pvp itemization that people cry about.

-Chance to Knockback/Stun/Fear/Slow/Freeze/Immobilize etc on Hit.
Increase the chance from few% to 10-20% (not every item needs to be Windforce with 50%) so that if player decided to stack % on few different items it can be a build defining statistic. Rares should be able to randomly roll it as well.

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MONK

-Fists of Thunder - always teleports to target independent of which rune is used.

-Deadly Reach - 1st.) increased range by X
2nd.) Each attack has chance to double your attack speed for X seconds.
Could work well in combination with faster lashing tail kick, semi range monk.

-Crippling weave - each 3rd hit pulls enemies in x radius to you
Basically weaker version of cyclone strike

-Way of the Hundred Fists - 1st.)adds 2-3 extra attacks.
2nd.) Lightning fast attacks blind your enemies time to time

-Lashing Tail Kick - Each hit adds cast/hit speed charge, can stack 5 charges, they last for 4 seconds each greatly increasing your attack speed
It can become a good long range nuke vs fleeing targets be it monsters or players, I have a feeling spell is a bit to slow atm.

-Tempest Rush - Reduces channeling cost for spell by 4-7 spirit

-Wave of Light - X% chance to cast secondary Bell free of spirit cost

-Blinding Flash - Adds secondary flash that has its own cooldown
I saw this mechanic in HoN. You have number on the spell icon that's showing if you have 2-1-0 chargers left. Each Flash has its own separate cooldown.

Screenshots showing what I mean, look at the rocket icon:
http://i.imgur.com/w9eKCGZ.jpg?1 - 1st
http://i.imgur.com/vZWF5vv.jpg?1 - 2nd
http://i.imgur.com/RrETpCo.jpg?1 - 3rd

-Breath of Heaven - Heals all allies in X radius
Would work great with new extra life from pots/heals/globes affix.

-Serenity - When serenity ends deals 70-100%(depends on rune) of damage absorbed to enemies in X radius.
Remove that it cant exceed 100% of players life since that makes Reap What is Sown virtually useless. Also numbers can be tweaked so that item affix gives 50% and rune another 50% to make it more useful.

-Inner sanctuary - 1st.) Duration Increase
Can be good defensive or offensive buff depending on rune used.
2nd.) Inner sanctuary traps target in its radius
This could be super useful for chasing goblins or in pvp

-Dashing Strike - Spirit cost reduced to 0
Jawbreaker wont cut it imo, people that want low cost already use quicksilver (which is most used rune) and they wont have much use for this item in its current iteration, with 0 cost suddenly it becomes true build changer and people can choose from wide selection of runes.

http://www.youtube.com/watch?v=nheYyPQmKWA
Example of how with quicksilver dashing strike is already virtually free no matter if its used on short or long distance . Spirit regen and high spirit pool assure that it is so and in turn people only go for that rune.

-Exploding Palm - Spreads to X number of targets in Y radius.

-Sweeping wind - we already got a buff to it on Innas set, just buff other set bonuses or set items for Inna.

-Cyclone strike - Spirit Reducing stat that is in the game is fine imo.

-Mystic Ally - Summons 1 additional ally.
They can both cast dashing strike with rune that you have selected for dashing strike.
Imagine monk with jawbreaker and 2 crazy dashing allies!

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DEMON HUNTER

-Hungering Arrow - Level 70 Buriza will take care of that

I was told that buriza doesn't work to well with this, since I don't have game installed to test it my self and I didn't receive answer as to why it is so I am only speculating now. IF Hungering Arrow has capped number of time that it can pierce single target that should be removed, that way players who choose to do so can specialize in this skill can do so.

-Entangling shot - Hits 2 additional targets, Gains 5 hatred each time you crit
This attack combined with number of other skills can be Demon Hunter's way of rapid hatred regen for spamming Cluster Bombs and similar attacks.

-Bola Shot - 50% Chance to proc secondary explosion
That is 50% chance flat, not 50% based on proc coefficient.

-Impale - 1st.) Throws 1-2 additional knifes in parallel with original attack.
or
2nd.) 20% chance for double damage, 10 for triple, 5% for quad
Chance for some very high crits.

-Rapid Fire - Allows your sentries to cast rapid fire for lower % of players damage instead of their usual attacks
Turrets would fire rapid fire for lets say 225% wep damage instead of standard 175% and they would benefit from rune that you have selected. Webbing turret or poison piercing one could be interesting.

-Sentry - Adds 1-2 extra turrets.
You could reduce the cooldown on that spell for few second as well.

-Elemental Arrow - Multi shot in 3 directions like Scoundrel

-Smoke Screen - Blinks and Invises your to the targeted location
Could be broken with legacy Natalia if anybody will still use that, so maybe its not such a good idea.

-Shadow Power - Deals Extra damage to targets proportional to amount of life that you steal.

-Vault/Smoke Screen/Back Flip - Gain "Tactical Advantage" bonus with out having to take that skill.
Essentially frees up a passive skill slot.

-Marked for Death - Target loses X% of its max life per second.
Number would differ from normal mobs(10%) to elites (1-2%) to bosses(0.5%), this would also work great with Calamity.

-Companion - Summons a 2 Hellhounds that kick !@# for and do all kinds of awesome
All kinds of awesome could be that they get perks from different runes, 1 of them could have slow from spider and damage from wolf, while other has hatred regen from bat and tank from boar. They could also scale with players defensive stats because some of those pets die to easy on higher MP.

Velocity suggested that it should be a Hellhound, which is definitely a theme that fits the class..
http://static.ddmcdn.com/gif/hellhound.jpg

-Evasive fire - 1st.) Slows target for X%
2nd.) When target is killed with evasive fire it violently explodes for 250% wep damage.

-Rain of Vengeance - Adds 5 second extra duration

-Cluster Arrow - On impact location creates a fiery hole that burns for X% damage
Mini version of desecration.

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WIZARD

Signature spells are more or less useless once wizard is geared with arcane power on crit so I will skip them.

-Arcane Orb - Turns it into traveling black hole which is slowing and pulling enemies into it while dealing damage over time

-Ray of Frost - X% chance to freeze the target.
This could work well with increased freeze effect percentage that I talked about.

-Disintegrate - Weakens targets resistance to magic for 5 seconds

-Teleport - Reduces cooldown by 5 seconds.

-Slow time - 1st.)Automatically reflects projectiles in opposite direction.
Weave of Force type of effect or comparable to what act 2 keywarden is doing just constant effect for the whole duration of spell.

-Diamond skin - 1st.)Take X% less damage while its active
Better tank
2nd.) % chance to cast diamond shards all around you each time that you are struck with diamond skin on.

-Hydra - Add additional effect (for it on different item so that it looks something like this)
Serpent's Sparker - Summons Hydras on hit (makes more sense that wand would summon on hit)
Wizard Offhand - Summons Hydras on kill

People complained how this item just wont cut it, since when mobs are dead we dont have much use for additional hydras and when fighting elites/bosses we wont be able to spawn any, this way if player collects both legendary items he takes care of both situations.

-Blizzard - Gives you PvP arenas that were promised
What a game changing effect that would be!!! :p

-Energy Twister - 1st.)Grows in size (damage+spin/attack speed) and pulls enemies in as time passes.
+
-Weave of Force - Pulls targets towards you instead of pushing
=
Cm Wizards Wet Dream

-Ice Armor - Increases damage from Throns by 1000%
This was suggested by MightyTownie on other topic and sounds like a great idea to make least used armor useful.

-Storm Armor/Paralysis/Shock Pulse/Lightning Hydra/Electrocute etc - Gives all Lightning attacks on wizard additional high % chance to stun.
This should be high end item and essentially transforms wizard into Electromancer, also imagine this item is chest piece for example and you combine it with hydra spawn main/offhand or stack Chance to Stun on Hit % ^.^ Now that is customization that player can hunt specific rares and legendaries for!

http://www.youtube.com/watch?v=Z3sPfKzPWTc
Video demonstration of how useless paralysis is now, with this change a wizard that specs fully into electrical spells can finally start stunning targets.

-Energy Armor - While energy armor is active all cooldowns reduced by 10%
Combine it with Evocation and new cooldown reduction mechanic on items and paragon levels and this could turn interesting.

-Archon - has chance to gain charge per "kill/crit/damage dealt/something" and each charge adds 6% movement speed (which can go over the limit set by game) adding up to 5 stacks total.

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BARBARIAN

-Bash - 15% chance to stun
Stacks with clobber rune

-Cleave - Applies DoT for X% wep damage to all enemies hit

-Frenzy - Each Hit has chance to reduce cooldowns by 1 sec.
Could lower CD's drastically but would prevent builds like WW to be used since you need to spam Frenzy.

-Call of Ancients - 15 second duration added, reduced cooldown by 0.25 every time you crit
Another one I took from MightyTownie, seems like good idea to replace perma WotB barb with perma army one.

-Earth Quake - Barbarian becomes epicenter of quake and it moves along with him.

-Seismic Slam - Chance to spawn Earthquake on each hit
Yea baby :D Also effect of spell should be same as selected rune and one must take earthquake as one of his spells.

-Leap - 1st.) when ever you crit it resets your cooldown
2nd.) Barbarian lands with such force that it shatters armor of his foes. All enemies take 30% more damage for few seconds.

-Rend - Enemies take 75% wep damage for every yard that they move.
Better stand still. Distance traveling skills like teleport should not be affected by this.

-Ancient Spear - Adds 3 chargers to it.
Similar to Blinding Flash

I dont care about rest of barb spells, they are Op already:p

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I never leveled Witch Doctor to 60 so I cant really give you suggestions for that class.

These are just some of the possible weapon affixes that blizzard could add, some of the named effects could be used for other spells as well.

Items with effects on them like Schaefer's Hammer or Maximus with its demon chain etc. should ALL scale with players damage.
If those effects dont scale they will become useless on higher MP.

Items that spawn Hydras, Earthquakes, blizzards or any other spell should spawn same version of spell as one player has selected, also having spell selected should be requirement for item to proc its effect.

English is a foreign language to me and I didn't play d3 in 6 months, so if I messed up something you know why that is.

FEEL FREE TO WRITE YOUR OWN SUGGESTIONS HERE!!!!!!!!!
LETS GIVE BLIZZARD TON OF IDEAS TO WORK WITH!!!!!!!!!!!!!!!!!
[Post edited twenty times, last edit by Bodhi#1778 at September-7-2013 10:38 PM PDT (9 years ago)]
Avatar of Lylirra
Lylirra
Comprehensive Affix Suggestion List !!! :D(29)September-4-2013 6:26 PM PDT (9 years ago) Go to Blizzard forum post
Neat compilation, thanks!

Please keep building/adding to the list, and I'll make sure it gets passed along to the devs.
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