Gear Affixes Change
Dear GGG Developers
I have been discussing this with others and reading many things one being the difficulty of the game. I think some of the reason why players are struggling with the game is the affixes they get on gear does not benefit the class at all and the market is not much help as the pricing of items is a bit absurd. This then causes some to just give up on the game as getting to endgame content is a HUGE investment and they may not have the time, money, or lost of interest. From what I have read, others have voiced the same concern. You staff has mentioned about making affixes more implicit and I think this is the right direction. Looking at the list of affixes gears can roll, it is VERY overwhelming due to the sheer number. This issue constantly voiced by the player base have been addressed by many other games by either making certain affixes roll on gear based on your class so there is no "dead affix" or limit the number of affixes so it is easier to obtain the ones you need. My suggestion is two fold: having implicit affixes and restricting them to class specific only. I have reviewed many builds and I do not think this is a bad suggestion as many builds run the same affixes with only a couple of adjustments depending build needs. So each piece of gear will have 4 implicit affixes: 2 prefixes and 2 suffixes that are implicit with 1 prefix and suffix that is roll-able to a different affix. Weapons: *** Physical / Elemental Damage +/% --- roll-able *** Weapon / Spell Damage % Mana + Critical Hit Chance For Spells % --- roll-able *** Attack / Caste Speed % Gem Level + Armour: *** Armour / Evasion / Energy Shield --- roll-able Health + Mana + *** Stat + Resistance (1) Elemental --- roll-able Resistance (2) Chaos Boots: Movement Speed 30% Health + Mana + --- roll-able *** Stat + Resistance (1) Elemental --- roll-able Resistance (2) Chaos Rings: Weapon / Spell Damage % --- roll-able Mana + Spirit + Stats + --- roll-able Resistance (1) Elemental Resistance (2) Chaos Amulet: Weapon / Spell Damage % --- roll-able Mana + / % Spirit + / % Stats + --- roll-able Casting Speed % Resistance (1) Elemental I know this is a long post and I do apologize, but I hope you get the picture of what I am trying to suggest. The * in the armour section is that the flat added armour / evasion / energy shield and stat will be based on armour type. Meaning if armour is solely strength based then it will roll additional flat armour and strength for the stat; however, if hybrid like strength and intelligence based then it will roll additional armour and energy shield and the additional stat will also be strength and intelligence. This can also help builds to stay true to their build theme. If building hybrid, they will be more likely using hybrid-based gear based on their build to get the affixes that they need such as split stats. The * in the weapon section is class based so if a caster-based class, then elemental and if an attacker-type class, attack. I really think this would help the game for players especially new players as progress will feel smoother and less daunting. I know some players might disagree with this and think this will restrict builds. I beg to differ as I believe this will open up more possibilities and make for some interesting gear combinations depending on said build. I really hope a GGG Developer takes a look at this and responds. Sincerely Randy Last bumped on Dec 21, 2024, 4:03:19 AM
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