Design a Legendary Item: Power Choices!


We ignored missed this in the rush of patch news late this week, but Blizzard posted a new installment in their ongoing community “Design a Legendary” project, with a vote that fans can use to select the special power for the weapon. Earlier returns in this crowd wisdom project resulted in a one-handed sword with a Mephisto-theme, and here are the new options.

Legendary Power #1: You radiate an aura of Hatred. All monsters near you deal and receive additional damage.

design-a-legendary Legendary Power #2: Attacks have a chance on hit to cause your current target to be hated by all nearby enemies, taunting them to attack that target for the duration of the effect.

Legendary Power #3: When you are near death, your hatred for your enemies grows, significantly reducing your resource costs and cooldowns.

Legendary Power #4: Elemental attacks have a chance to trigger one of powerful abilities inspired by the Lord of Hatred himself: Charged Bolt, Poison Nova, and Freezing Skull. Lightning damage has a chance to trigger a Charged Bolt. Poison damage has a chance to trigger Poison Nova. Cold damage has a chance to trigger Freezing Skull.

Legendary Power #5: Summons an Evil Force to fight alongside the player for a period of time. This force would take the form of a non-attackable melee pet, and it would be possible to potentially have more than one Evil Force active at once.

You’ll need to visit the Blizzard blog to vote for your choice. I think #4 sounds like the most fun, though I’d probably just stick that on a follower to enjoy the bonus visual effects. In any event, I think the item should include a big cumulative buff to MF, but only if you kill the same enemy over and over again, while capping the maximum possible quality of the gear they drop.

That was the main result/function of Meph runs in Diablo 2, after all…

Tagged As: | Categories: Blue Posts, Community Relations, Legendary Items

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  1. Glass cannon, CC, Stronger when low on life, brainless sfx – more damage, pet – more damage.

    ………… #4

  2. Yawn. standard d3 legendary effects. At least the item’s concept art was cool.

    • Hmm. Ok, most critiques of ROS’ legendary design that I’ve seen on this site hold that the items are still meh, gimmicky and not a real improvement on that of D3V. And most seem to agree that D3’s unique design is the gold standard. Personally, I find many of them to be cool/interesting, granted I am a casual player. So recently I went browsing through the uniques in D2 to see what I was missing….and I dunno..those didn’t seem terribly interesting..at least to a layman like myself.

      Most were +damage type, +defensive property, +some attribute, +skills or group of skills, chance to cast things to cast x…….things that when done in D3 are deemed boring/gimmicky.

      So I’m curious, is it the balancing of the game that made the difference? Or is the arrangement of these standard stats/gimmicks that did the trick. Or maybe I missed some of the truly interesting ones, in which case, I’d like to be pointed in the right direction.

      • Imho: Differentiation, beginning with the different lengths of weapons and not ending with cast speed alongside attack speed (, which is even working differently depending on the slot the item is put in)… But my opinion is shaded by roleplay tinted glasses, so…

  3. Isn’t the second power tsimply the same as Attract from the Necromancers curses?

  4. Everything except #2 feels like it would be totally useless.

  5. QUOTE

    Hmm. Ok, most critiques of ROS' legendary design that I've seen on this site hold that the items are still meh, gimmicky and not a real improvement on that of D3V. And most seem to agree that D3's unique design is the gold standard. Personally, I find many of them to be cool/interesting, granted I am a casual player. So recently I went browsing through the uniques in D2 to see what I  was missing....and I dunno..those didn't seem terribly interesting..at least to a layman like myself.
     
    Most were +damage type, +defensive property, +some attribute, +skills or group of skills, chance to cast things to cast x.......things that when done in D3 are deemed boring/gimmicky. 
    
    So I'm curious, is it the balancing of the game that made the difference? Or is the arrangement of these standard stats/gimmicks that did the trick. Or maybe I missed some of the truly interesting ones, in which case, I'd like to be pointed in the right direction.

    RoS legendaries seem to be in a better shape than D2s uniques.
    Just the rest of the itemization is not.

    In their attempt to make legendaries interesting they might also have gone too far with some legendaries, but that is a difficult balancing act, so I wont hold that against Blizzard just yet. As long as they are not afraid to nerf things after launch.

  6. I voted for #4, as in my opinion it’s the only one that has the potential to change our skill set.

    #3 is a really cool effect as well, but the problem is that we can’t maintain a certain level of HP in D3 reliably. This is the same issue that make the Relentless passive of the Barb fairly useless as well.

  7. I didn’t vote yet, but if/when I do, it would be for either #2 or #4. #4 seems more like a reference to the Mephisto fight, but #2 feels more like Mephisto the character. Ultimately, I think that either of them would work: #4 seems better from a gameplay perspective, as it changes between builds rather than simply giving another proc; on the other hand, the point of Mephisto is that he the Lord of Hate, and while #2 really gets that across through the gameplay, #4 doesn’t really have anything to do with Mephisto’s role as Lord of Hate. Generally, for items like this that are based on well-known lore, I tend to go more for loyalty to lore rather than impact on gameplay, so I’d probably end up voting for #2.

    That said, if I was the lead designer and had full control over what the item would do, I think that I would make it have a proc that creates an orb (maximum limit of 1 orb) that charms all enemies within a certain range of it for X seconds. The orb would go away when the charm ended and the orb would be targetable and destroyable by enemies. This design mimics both the main quest in D2’s third act, and also plays well with Mephisto’s mythology. The point of the Compelling Orb from D2’s Act III was that it contained Mephisto’s compressed hatred, and in a few short decades it corrupted the holy Church of Zakarum into hate-crazed zealots, turning Mephisto’s staunchest enemies into his greatest protectors. As a result, having the Mephisto weapon create a Compelling Orb to do the same to your enemies would be a nice callback to D2 while at the same time remaining very true to Mephisto’s essence as a character. Also, I just think it would be hilarious to have it make demons become ‘demonizing self-hating racists’ in the literal sense.

    Of course, just because I had that idea, I never sent it in to Blizzard, so I don’t really blame them for not using the idea (after all, how could they?). That said, I don’t think it would be too hard to code, and I definitely think it could be balanced. Most of all, I think it would be fun, and would bring back good memories of D2.

    P.S. A final, joke-only version of the item’s effect: legendary/set drop rate for Bosses is multiplied by 10 while using this weapon. The above weapon idea captures Mephisto’s character, but this version truly captures Mephisto’s legacy: an eternity of boring boss runs, starting and ending the same game over and over again while ignoring every other kind of run because it wasn’t lucrative anymore. I truly, truly never want to see this version of the weapon made, but I can’t deny that it would be just as reminiscent of Mephisto as my previous Compelling Orb idea. Also, it might be more in line with Mephisto’s personality than the above idea: after all, breaking the 4th wall and forcing players to run bosses over and over ad infinitum, until their fingers break and their eyes bleed and their brains melt from the sheer boring ‘sameness’ of every run, sure feels pretty in line with Mephisto’s personality 🙂

    • See how you’re using word charm 🙂 The guy on twizzcast noticed this as well – weapon based on Lord of Hatred charms enemies. It just doesn’t seem right 🙂 Throw #2 there and it’s really nice idea, expending current one.

      • I don’t really see a problem with a weapon based on the Lord of Hatred charming enemies, simply because this is a different usage of the word ‘charm.’ This isn’t charm as in ‘act in a charming manner towards;’ this is charm as in ‘magically take away the target’s free will.’ The first definition of ‘charm’ doesn’t really fit Mephisto, but the second definition definitely does. If it still bugs you, whenever you read ‘charm’ in a description in D3, mentally substitute it with ‘dominate’ (as in ‘Dominate Person’ from D&D). The effect is essentially the same: stealing the enemy’s free will and forcing it to do your dirty work/be your meatshield.

        • I still remember Pokemon (looking like cute cat) with charm skill. After that it’s hard to think about charm different way :). But you’re right and I like the idea :).

  8. Haven’t seen the new legendaries in RoS yet so can’t compare, but the + skill in Diablo 2 was amazing and could completely change the way you played. Put in a lot of points in a mediocre skill and use +skill to get them past maximum and you could have something unique and powerful due to some skills scaling well past the max level.

    Even better if you got +1 skill point of a skill from a different class, and used the + all skill items to buff that one.

    This all would require a skill system that involves some levelling choices though (skill tree), not Diablo 3’s more boring system (skill selector).

    • Well, the “skill selector” technically contains a lot of skilltrees with one simple choice with five options available. But yeah, nothing to excite a roleplayers heart there…

  9. I’d vote #2 simply because it’s the only one that does something no other mod does. We already have proc-attack and pet-summoning uniques so no need for another on. Plus it sounds fun to watch. Of course, for it to mean anything the Hated monster would need to take like 50 times more damage from monsters….

  10. Not necessarily. It could be fairly useful as a defensive weapon. A free tank with a ton of HP.

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