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Old 10-23-2010, 06:17 AM
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medierra medierra is offline
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Default Affix Skillz

Experimenting with affixes that can add skills to items.



This would basically be a class of equipment above rare but probably below legendary... unless of course you had a legendary item WITH a skill affix?!

btw - please excuse the formatting error in the item bonus text, we're still tinkering around with some of those and there are a couple known errors.
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Old 10-23-2010, 07:00 AM
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What are the blades behind the text? They look purty, do want...
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Old 10-23-2010, 07:37 AM
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ASYLUM101 ASYLUM101 is offline
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Yes! I always wondered why there were none in TQ...

Pretty bad ass, what is it though? Like a wave or just an AoE blast?
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Old 10-23-2010, 07:46 AM
Naven Naven is offline
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Yep great to have shoulders.....more gear to plunder

background looks like a rifle, shield, 2 swords, 2 pistols pots and a ring

p.s. we getting this level of gear early on?...just wondered with the armour level compared with TQ

Last edited by Naven; 10-23-2010 at 07:48 AM.
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Old 10-23-2010, 08:40 AM
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Legendary items with a chance to include a skill affix would be interesting to see. Considering this is pre-pre-pre alpha, why not throw them in, and see how it goes and balances out? It could make some fairly interesting and unique gear.

When it says "activate when hit" is it possible for the game to break down and indicate precisely how often it will activate. Is it percentage based? - say 15% chance to activate when hit to fire off Coldnsap? Cooldown? - 2 minute cooldown before being hit will trigger coldsnap again. Or some sort of funky split second reaction window of being hit, pressing the middle mouse button will trigger Coldsnap making it some sort of reaction counter attack used by the player?
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Old 10-23-2010, 08:44 AM
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Quote:
Originally Posted by Josho View Post
When it says "activate when hit" is it possible for the game to break down and indicate precisely how often it will activate. Is it percentage based? - say 15% chance to activate when hit to fire off Coldnsap? Cooldown? - 2 minute cooldown before being hit will trigger coldsnap again. Or some sort of funky split second reaction window of being hit, pressing the middle mouse button will trigger Coldsnap making it some sort of reaction counter attack used by the player?

We could do something like that. I'll have to consider it. I do like to maintain a certain level of mystery with less essential stats. I think sometimes when you provide too much detail in terms of numbers, you lose a little of the "magic" and intuition that can be fun in these games. Actually trying something out and making a judgement call vs. analyzing stats. For those who truly have to know, there is alway the database.

This sort of hearkens back to my days of playing Age of Empires where we didn't have all the numbers and a lot of the top players were good because they were intuitive and gained a sense for how things worked by just playing the game. I found it unappealing that in later games more of the numbers and mechanics were exposed and learning a game turned into more number crunching and statistical analysis than intuitions based on experience playing. I think there is a place for both and I feel like there is value in maintaining some sort of balance. Showing people what they need and providing some fodder for number crunching but leaving a enough beneath the covers that understanding the game is still a little bit of an art and not all math.
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Old 10-23-2010, 08:40 AM
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Quote:
Originally Posted by Naven View Post
p.s. we getting this level of gear early on?...just wondered with the armour level compared with TQ
I haven't really made much attempt to balance the level requirements or much of anything yet, so I'd ignore the numbers. I think you can expect to see interesting uniques / powerful affixes earlier than you did in TQ, although maybe not something like these shoulders this early. Maybe in the 20s or 30s though? Who knows, maybe you can get it at 18. Since the base stats are those of a level 18 item, the armor value will be so low in 10-15 levels that you'd probably need to upgrade even despite the fantastic magical attributes. So, it sort of balances out.

Of course, one problem I often noticed in play-testing during TQ is that inexperienced players often hang on to items like this much longer than they should and end up wondering why they're getting beaten down by enemies.
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Old 10-25-2010, 03:06 AM
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"Activated when hit"

It reminds me when I play a sort of "healer" in TQ in multiplayer with my friends : I'm so rarely hit (the "tank" take the "aggro") that my own grant skills never activate.

But the idea is great, my experience is not really an issue.

I like the swords design in the background.

Need more info !
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Old 10-25-2010, 06:12 AM
gruevy gruevy is offline
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I think that affixed skills are really only that cool if it's for things you can't do otherwise, like skills no class has, like, i dunno, barbarian's jump from diablo 2 or something. I know that I'd probably never use whatever skill it was because I've already designed my character to function in a certain way, and there's little guarantee that affixed skills from armor are going to be better or complement my character. I'd recommend making affixed armor skills do cool but unnecessary things, like make it snow and stuff like that. Or find things that seemed like cool ideas but won't make it into any classes because they don't fit and do those.
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Old 10-25-2010, 08:53 AM
weirdwolf weirdwolf is offline
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Its an interesting idea so far.It looks good though, and rather experiment to find out how often it triggers if you really want to know

Like the gun though, and think its the right size (same as a bow in TQ)
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