Thesis I wanted to bring up an idea Travis said in an interview about having tier rolls on items such as CC/CD/AS so I wanted to talk about adjusting the trifecta stats (cc/cd/as) into a tier roll that will ultimately allow more choices in armor stats and, how it will effect the addition of creating a balance to add in elemental effects such as chilled,stun,poison,fire. I also want to talk about how to make resistances more dynamic relating them to elemental damage similar to monks except it'll benefit all classes. This may not be perfect and may have holes in the idea but I think these ideas will improve the dynamic of items, choices, and depth. It may not be the silver bullet but it is certainly a good start. Fixing the Trifecta crisis Adding tiers on the item rolls where CC/CD/AS would all be part of the same tier so that only one of those could roll on that tier - This helps reduces the necessity that in order for an item to be considered "good" it has to have all 3 trifecta stats where this will no longer be a MUST. Players then have more freedom to work in other rolls for their characters, while still choosing whether they want to use builds that benefit from AS or use a build that benefits from CC or try to get a combination of all 3 from all of the different item slots, IMO this tackles the trifecta issue perfectly while balancing the value to bring other stats into play and possibly new stats for the expansion. I think that this could also allow the devs to un-nerf that Attack Speed nerf they did a long while back in the beginning not completely but maybe allow up to 12% instead of 16% AS on gloves,amulets,rings, also increasing crit chance by 2% allowing up to 12% gloves and amulets and 8% on rings and so on for Crit damage too - because now that only 1 can be rolled on an item it makes sense to slightly buff them over all. "Resistances" - Converting them into elemental damage for ALL classes and bringing their "special attacks" such as stun/chilled etc into the game. First off, I think single resists for example such as Cold Resist should be able to roll a higher max than "All Resists" where AR rolls can go up to 80 on an item, a single resist such as cold should be able to roll up to 120-160 these will also be in the same "tier" roll so only AR or a single resist can roll. Why? I think resistances should effect elemental damage as well for characters not just for monks. If barbarians want to focus on fire elemental damage because they have weapons with fire damage which will have a DOT effect and its procs, they're going to want to focus on Fire Resistances on armor. If resists have an offensive capability where it improves the elemental damage on weapons, players may want to choose which resists benefit the elemental damage on their weapon(s) and with higher rolls of single resists up to 160 players will be faced with a choice to decide if they want to use single resistances to get better damage or they can go for All Resists to be well rounded in their elemental resistances. So, since trifecta rolls are constricted to only 1 tier roll along with AR and single resists in one tier rolls, native elemental damage on weapons that players can benefit from can be implemented." Stun" on lighting, "slow" on cold, and DOT's on poison and fire spells. Players will have another dynamic to specialize in where they will choose their element. Since the trifecta stats are reduced to 1 roll on an item it creates a better blanace so that its not too powerful and it can work with the elemental damage procs. Players that focus on lightning which will have a native stun effect will most likely focus on Attack Speed to ensure their stuns are happening more often, but players that focus in poison or fire will not want Attack speed, they'll want to focus on CC and CD where the ticks of damage happen over a period of say 5-8 seconds and focusing too much on Attack speed will overlap from proc'ing the burning/poisoning effects where crit chance/cd will make the most out of those ticks of damage. I hope those who read this will find this idea interesting. I think these ideas can benefit choices and depth for Diablo3 and I hope you agree. Thanks!