Life after kill was OP earlier in the game. If you were a monk / wizard, you could spawn an ally and respawn it when cd is off to get free health and still keeping the ally up. With cd reducing build as wizard would give you alot of health in short period of time.
In D2 there was a chance that dropped gear would be "ethereal" and have increased armor and damage, but at the cost of not being repairable. This weakness could be circumvented through affixes such as "repairs 1 durability every X seconds" or a socket with zod rune in it. These items had the potential to be truly godly. Not to mention that even normal ethereal equipment where awesome for companions as they do not wear down the items durability.
extra health from health globes is a must have stat on one of your items. It heals for a lot more than the number given in the stat. and now it also works with potions.
Good points and ideas all around. The health globe thing affects potions now too, but it's still pretty much useless. I like the "int/spectral blade" sort of synergy idea where you group up certain stats. Also I like the idea of having stats like indestructible be so they don't count towards the actual amount of stats the item has.
This reminds he how -light radius in Diablo 1 was awesome. Had a Doombringer and Goterdamerung (sp?). The two items decreased your radius to only your adjacent squares. Really helped for pulling rooms in hell one mob at a time.
To be fair for Extra Health on Globes, Blizzard did add that amount into potions as well. So your 12.5k health pot can be boosted through the use of health globe affixes.
I agree with you, there is just too many stats in D3. They have sort of kept to the simple main stat RPG kind of setup and then gone crazy on all sorts of silly stats. They could no doubt have halved the amount of available stats on gear.
Thorns and Life on Kill were useful at one point in D3, you used to be able to stack both those stats and stand next to a spawn pillar in act 2 to AFK farm gold for hours.
The extra health from globes now effect potions as well, which is sweet. Still needs to be a decent roll to be worthwhile though. I like to have a piece with 10k+ if I can.
I agree with this video entirely, In regards to individual resists there can be benefits to stacking them especially physical resists, however since there a less "valuable" option than the all resist, they should roll at higher values maybe upto like 120, however the monk passive would need adjusting for this! Life on kill is so frustrating, a modification such as life on % heath could maybe work, life when reducing a targets health by a certain percentage,which could be stackable to lower the %
Kripp's actually incorrect about the extra health from globes stat, as it now affects pots too. One single item with 10k+ of the stat will actually be a great resource. One item basically doubles what pots heal, and up to quadruples what globes heal. In tight spots, this stat can really help. Now, the stat is boring and flat, and they could easily do away with it and just use % based pots and globes instead.
It means it doesn't lose durability. Ethereal gear does normally lose durability unless it rolls that stat. That's the whole point of ethereal gear, its durability actually matters. And then you have a small chance to get indestructible ethereal gear as well. Adds a ton of diversity to items.
extra health from health globes is quite good stat now, because it boosts health from potions also. the best potion gives 12,5k health, if you have another 12k from an item it makes quite nice difference.
I agree on the special bonus effects on skills! Items should have a secondary form for sockets instead, and you would be able to put in crafted meta-gems or something, maybe glyphs, into the item, to give them the bonuses!!!
As a DH I found Life after Kill really useful on MP0. I have over 1000 on my amu and can just walk straight into groups of mobs while shooting Elemental Arrow and it also helps negate reflect damage so I can skip Gloom.
I feel like the class dependent bonuses such as "Demon Hunter Skill Bonus: Strafe" should be at class dependent items such as a "Torso" in this case or a Barbarian Mighty belt for a barb bonus.
extra health from globes is very good if you stack few items with it, +40-50k and every small globe heals you to full insteantly also potions heal you to full, it affects potions
as always, good points kripp....but Life after kill is one of my favorite stats for my wizard, it saved me countless times when blasting ranged enemies from a distance, and helps out when facing reflect dmg....its definetely not a useless stat for a ranged class imo
what they should do for the health globe thing is make it a per level stat. thus the numbers don't really need to change and you'd get something somewhat decent in the higher levels
Thnx Kripp. I agree on a lot in this video. Skipp the small ressists and make it all. Let the design team take half the stats away and let them think more about the cool-factor. I wish Blizzard hired you!
Extra health from globes is useful if your character happens to lose a lot of life - AND - you stack up, like, 20~30k or so. Because it also affects potions. So, say you have a 45k HP char, and you're in a situation where there are no remaining mobs, except the damn elites; you're low on HP (say, less than 2k): use a potion (+12.5k + bonus, say, 20~30k) and you can breathe a little. Ofc, stacking like 2.5k+ Life per second may be better in many cases...
Extra health from health globes fix: Make it boost heals by a percentage - health pots, health globes, skill heals such as Breath of Heaven, Safe Haven, Mantra of Healing, Hedge Magic, Healing Journey, Siphon, For the Master, Phelebotomize, Consuming Spirit, Ghost Trance, Diamond Skin, maybe a few more. As it is, most of those flat-heal skills are absolute TRASH. Add in some item reliance, and see them become useful.
amen to this. the flaws you pointed on out on some skills are so obvious that its just unbelievable they have remained untouched patch by patch. lets hope some of the devs can take constructive criticism and do something about it
They should make a damage affix that increases the chance of you hitting for max damage on weapon. Then getting +max affix and the chance to hit max dmg on wep would be a new direction to try for adding more diversity.
I like the singular resists on armor items. Like Poison and Arcane. You can usually get those two resists along with All Resists for free. Others are useless on my barb.
This topic comes up in a lot of games. Mark Rosewater, the head designer for Magic: the Gathering explains the reasons for including 'bad' items (or cards) in the game. I think these ideas are relevant here. (I can't post the link here, but you can Google: Mark Rosewater The Good, The Bad and the Ugly Truth)
Could be interesting if they made thornz do damage to attackers, based as a percent of ones own lifepoints. That could give an extra dimension to stat stacking, as in combine thornz and vitality to make fun stuff happen. Perhaps passive life regeneration could be made percent-based as well. As it is now, the use of an ilevel 63 item with "regenerate 47 life per second" is absolutely useless as well.
Kripp I was thinking maybe if they re-introduced ethereal to the game indestructible would suddenly become much more sensible. It would also add more depth to itemization as ethereal items in d2 had massive stats.
that's the best part!!!!! that's what gives it it's longevity. i've maxed out my torchlight 2 character already and it's not actually possible to find any better gear, and i played it for 70 ish hours.. D3 has a much deeper item game
indeed. and since 1.0.5 it also works on health potions. if you find an item with +10k health from health globes and potions I think that's a nice stat.
the extra health globes stat was buffed for adding extra health to potions too, not very important but i have a hellfire ring that rolled good stats as well as +12k of health globes and potions and i can now make good use of potions.
Yeah pickup radius is bad for most other classes. However it is very convenient to have one item with it. My friend who is a DH couldn't pickup gold which was stuck behind some object and he doesn't have an item with that.
The problem is blizzard thought very short-term in their stat design. If you notice, most of these stats (including thorns, life on kill (maybe), extra health from globes) were useful at the start of the game where everyone had shit gear and inferno was just ridiculously hard. At that time you would want to squeeze out every ounce of potential damage or survivability out of the existint stats. On the long term, however, this is the result: Worthless garbage that needs proper scaling.
Hey, I don't think health globes are as broken as the other stats you mentioned. It is disappointing to get it with a low roll, but if you get a high roll it makes a huge difference since it affects health globes and potions. For me, this is really important against reflect damage mobs since I don't have a lot of life gaining options. Btw, I play an archon wizard.
The likelihood of an item to roll useless stats is the reason good items are so damn good. If Blizzard removed the useless stats, every item would be OP. I agree, a stat table for certain items would be spectacular!
health globes is kind of ok for hardcore, because there you hvae so high life, that then potions can heal you again - general flaw: this value is sometimes very low and maybe should add a percentage. this is also nice for witchdoctors with the pick up build, they can run without lifeleech (ros) and still be full health all the way with this stat + pickup radius. and ehp + damage.
Imo Blizz should make like bonus stat on all items. And move all "useless" affixes which dont give direct power to character like experience, goldfind, bonus health from globes etc. Make them independent from the stuff everyone actually want.
the level requirement reductions stat is really nice in so many ways. It is useless for players who play too much and have 10 level 60 characters now (1 of each, on both normal and hardcore) untill new classes come along. but there is always new players joining, so its far from a bad stat.
Gold find -> Gem find, like magic find, but for higher quality gems than fl.square Life on kill -> + life regen per kill for 10 seconds, doesnt stack, just refreshes timer Experience -> + % experience Thorns -> "Drain", you drain resource from enemy when you get hit by melee attacks (this also makes topaz in weapons useful, since you can gain fury or spirit when you get hit) Gems in offhand -> same as effect in weapons Topaz in helm = % resource regen instead of magic find HELMS ON FOLLOWER :D
for the res stat..if you have a monk you can opt for all res + single res + one with everything. on a single item in theory you can get 80all res and 60 single el res... thats 140 all res..its not bad, i think
This video explains a lot of the problems with D3 that motivated me to leave. TL2 doesn't fall short in this area and is a much better gaming experience imo. Frustrating that Blizz doesn't understand the failed mechanics of their own game.
excellent idea - but the problem is that the % would have to be tiny not to break inferno... and that would make it useless while levelling, which is when current reflect is good (actually thanks to gems current reflect is broken while levelling XD)
Isn't bleed on weapons affected by your primary stat, like with the damage of your weapon? Weapon damage might only be 1000-1500 (for example), which seems small, but after all the multipliers you do much, much more than that per hit. Isn't bleed the same?
Kripp, do you think we're going to get a Druid-like class in the expansion? Since you kind of invented the Paragon Level, maybe you should make a prediction video of the expansion... (which I hope isn't the PvP release) so Blizzard can get more ideas.
I get that it's useful for WD's (I play one and use that build), but it's the most throwaway stat in the game for any other class or build. In fact, there are times when it can be outright bad.
Sure you skip them when you play, but I still sometimes roll the Ball at the gates of Arreat just for the "It seems like your terms ... are not acceptable."
Health from healthglobes now affects potion use also, so come PvP this could be amazing considering you could literally heal yourself to full hp from 10% with one potion.
It would be interesting being able to craft "useless" stats on existing items, customizing gear and giving some role to crafting. I think singular res IS good, at least in pve. I always suggest getting extra fire res (and/or pshysical, if one doesn't have reduced melee/ranged dmg). Of course, you don't go crazy on it... but look for it as a "free" affix when buying. In pvp? Depends. Defense-wise, I also love stun on gloves. Even that little 4.3% I have on gloves gets amplified with the WW barb.
Thumbs up For All of his ideas that would partially fix this game. Also he said at that 1 of 20 should be indestructible, well same for ethereal. Cuz I want ethereal/indestructible again. Also Maybe the can make a spread window to hold charms. Blizzard did say they don't want to fill up inventory space with them. Well there you go. ANNI's were amazing and fun to get, same with torches. plus more real money ah revenue.
actually life after kill can be rly useful because globes dont drop from every mob like you said. with paragon farming, you are killing fast enough to not buy pots if you have life on kill.
Much props of course to Kripp but he undervalues Life on Kill. Works nicely for me and means in mobs when they're hitting hard and my 1.8% nerfed (from 9%) life steal isn't cutting it, I can kill the weenie in the group and get a quick 6k life bump per kill without kiting. Saved my bacon against the running bomb a-holes too when caught by surprise. Potions have a cool-down so not always available.
he isnt saying they should do away with the stats, he said that they should change them into something that can be viewed as usefull in the current state of the game, and i agree with that. Currently there are Class specific items, but they can roll with non-primary attributes....i mean....Wizard Head with +strenght but no +int?......yea im sure a lot of Wizards will want to wear that crap.
for a tanky witch doctor build having powerful health globes paired with a decent pickup radius is very useful, IMO. I agree with everything Kripp says here, especially when it comes to resist gear that's not all resist and maybe arcane resist. How are those stats viable . . . at all?
As much as i agree with krip on all his insight on D3 mechanics and ideas i feel he got it wrong with single resist & OWE. OWE is the only passive that enables monks to gear to a decent level of all res without breaking the bank on AR for each piece. our gear is being sought after not by a single class but by DH and sometimes wiz (for innas pants). 1 str=1% dmg & 1 armour for barb without turning on any passives. 1 dex = 1% dmg and to get half armour we need to turn on a passive (STI).
The problem with singular resists is that Blizzard did a horrible job making each element type have a threatening presence on the battlefield. Who the hell gives a damn about cold resist, when the only cold attack in the game (frozen affix) has its primary threat in immobilizing you, and its SECONDARY threat as doing a little bit of damage?
Need to change thorns into a reflect dmg, so say you have 2k thorn/reflect and you get hit for 10k dmg it becomes 8k and other 2k is reflected, might be a bit of overpowered dmg reduction thing in this case if stacked enough but could be cool
Kripp there was an error in your review regarding the health globes, now with the new patch it also affects pots, so its.not so bad as it used to be, peace out Neckron
Life on kill works really well in Act3 where there is tons of enemies it adds so much surva to your character you almost never die it's crazy Only real problem with this stat is that in multiplayer it becomes rather useless And same with the bonus health from health globes = insta heal if you have 10k + I play DH with 38k life Kinda reminds me of full rej pots from D2 ^.^
Something else about stats is that primary stats' secondary bonuses have terrible design. The only one that's okay is Dex giving you Dodge, as you can't get Dodge any other way in gear, and small Dodge ammounts scale decently as it's a percentage value with diminishing returns. You never want to get resists and armor from Int and Str though, as the ammounts are minor compared to just getting the stat itself on gear. Str and Int should probably give unique secondary bonuses of their own.
Life after kill was OP earlier in the game. If you were a monk / wizard, you could spawn an ally and respawn it when cd is off to get free health and still keeping the ally up. With cd reducing build as wizard would give you alot of health in short period of time.
+ health from health globs was updated recently. It now also applies to potions too. Making it not as bad.
Blizzard hire this guy, he has more good ideas making a 16 min video than you guys had in 7 years
In D2 there was a chance that dropped gear would be "ethereal" and have increased armor and damage, but at the cost of not being repairable. This weakness could be circumvented through affixes such as "repairs 1 durability every X seconds" or a socket with zod rune in it. These items had the potential to be truly godly. Not to mention that even normal ethereal equipment where awesome for companions as they do not wear down the items durability.
Being drunk + watching Kripp videos? Good times are being had.
extra health from health globes is a must have stat on one of your items. It heals for a lot more than the number given in the stat. and now it also works with potions.
Good points and ideas all around. The health globe thing affects potions now too, but it's still pretty much useless. I like the "int/spectral blade" sort of synergy idea where you group up certain stats. Also I like the idea of having stats like indestructible be so they don't count towards the actual amount of stats the item has.
This reminds he how -light radius in Diablo 1 was awesome. Had a Doombringer and Goterdamerung (sp?). The two items decreased your radius to only your adjacent squares. Really helped for pulling rooms in hell one mob at a time.
To be fair for Extra Health on Globes, Blizzard did add that amount into potions as well. So your 12.5k health pot can be boosted through the use of health globe affixes.
I agree with you, there is just too many stats in D3. They have sort of kept to the simple main stat RPG kind of setup and then gone crazy on all sorts of silly stats. They could no doubt have halved the amount of available stats on gear.
eyes shut, big smile. life is good
This video deserves a sticky on the official D3 forum.
Thorns and Life on Kill were useful at one point in D3, you used to be able to stack both those stats and stand next to a spawn pillar in act 2 to AFK farm gold for hours.
The extra health from globes now effect potions as well, which is sweet. Still needs to be a decent roll to be worthwhile though. I like to have a piece with 10k+ if I can.
Hey Kripp, Extra health from health globes now affects potions too so it adds to the amount of hp u get from a potion which is pretty cool...
I agree with this video entirely, In regards to individual resists there can be benefits to stacking them especially physical resists, however since there a less "valuable" option than the all resist, they should roll at higher values maybe upto like 120, however the monk passive would need adjusting for this! Life on kill is so frustrating, a modification such as life on % heath could maybe work, life when reducing a targets health by a certain percentage,which could be stackable to lower the %
Kripp's actually incorrect about the extra health from globes stat, as it now affects pots too. One single item with 10k+ of the stat will actually be a great resource. One item basically doubles what pots heal, and up to quadruples what globes heal. In tight spots, this stat can really help.
Now, the stat is boring and flat, and they could easily do away with it and just use % based pots and globes instead.
It means it doesn't lose durability. Ethereal gear does normally lose durability unless it rolls that stat. That's the whole point of ethereal gear, its durability actually matters. And then you have a small chance to get indestructible ethereal gear as well. Adds a ton of diversity to items.
extra health from health globes is quite good stat now, because it boosts health from potions also. the best potion gives 12,5k health, if you have another 12k from an item it makes quite nice difference.
Can't stop speaking along "Heyguyshowsitgoingkripparrianhere" every single time I watch a new video.
I agree on the special bonus effects on skills!
Items should have a secondary form for sockets instead, and you would be able to put in crafted meta-gems or something, maybe glyphs, into the item, to give them the bonuses!!!
As a DH I found Life after Kill really useful on MP0. I have over 1000 on my amu and can just walk straight into groups of mobs while shooting Elemental Arrow and it also helps negate reflect damage so I can skip Gloom.
I feel like the class dependent bonuses such as "Demon Hunter Skill Bonus: Strafe" should be at class dependent items such as a "Torso" in this case or a Barbarian Mighty belt for a barb bonus.
extra health from globes is very good if you stack few items with it, +40-50k and every small globe heals you to full insteantly
also potions heal you to full, it affects potions
as always, good points kripp....but Life after kill is one of my favorite stats for my wizard, it saved me countless times when blasting ranged enemies from a distance, and helps out when facing reflect dmg....its definetely not a useless stat for a ranged class imo
what they should do for the health globe thing is make it a per level stat. thus the numbers don't really need to change and you'd get something somewhat decent in the higher levels
Thnx Kripp. I agree on a lot in this video. Skipp the small ressists and make it all. Let the design team take half the stats away and let them think more about the cool-factor. I wish Blizzard hired you!
Usually those worthless stat in diablo 2 are useful as a bonus effect because items have many properties.
Extra health from globes is useful if your character happens to lose a lot of life - AND - you stack up, like, 20~30k or so. Because it also affects potions.
So, say you have a 45k HP char, and you're in a situation where there are no remaining mobs, except the damn elites; you're low on HP (say, less than 2k): use a potion (+12.5k + bonus, say, 20~30k) and you can breathe a little.
Ofc, stacking like 2.5k+ Life per second may be better in many cases...
Extra health from health globes fix:
Make it boost heals by a percentage - health pots, health globes, skill heals such as Breath of Heaven, Safe Haven, Mantra of Healing, Hedge Magic, Healing Journey, Siphon, For the Master, Phelebotomize, Consuming Spirit, Ghost Trance, Diamond Skin, maybe a few more. As it is, most of those flat-heal skills are absolute TRASH. Add in some item reliance, and see them become useful.
great vid kripp, one of your best
amen to this. the flaws you pointed on out on some skills are so obvious that its just unbelievable they have remained untouched patch by patch. lets hope some of the devs can take constructive criticism and do something about it
They should make a damage affix that increases the chance of you hitting for max damage on weapon. Then getting +max affix and the chance to hit max dmg on wep would be a new direction to try for adding more diversity.
i dont play any of those games Kripp's playing, but i just LOVE to listen what Kripp has to say about anything
So close to 100k subscribers Kripp!
If the developpers would implement every good idea people had in their game, D3 would be AWESOME
I like the singular resists on armor items. Like Poison and Arcane. You can usually get those two resists along with All Resists for free. Others are useless on my barb.
This topic comes up in a lot of games. Mark Rosewater, the head designer for Magic: the Gathering explains the reasons for including 'bad' items (or cards) in the game. I think these ideas are relevant here.
(I can't post the link here, but you can Google: Mark Rosewater The Good, The Bad and the Ugly Truth)
Could be interesting if they made thornz do damage to attackers, based as a percent of ones own lifepoints. That could give an extra dimension to stat stacking, as in combine thornz and vitality to make fun stuff happen.
Perhaps passive life regeneration could be made percent-based as well. As it is now, the use of an ilevel 63 item with "regenerate 47 life per second" is absolutely useless as well.
Kripp I was thinking maybe if they re-introduced ethereal to the game indestructible would suddenly become much more sensible. It would also add more depth to itemization as ethereal items in d2 had massive stats.
that's the best part!!!!! that's what gives it it's longevity. i've maxed out my torchlight 2 character already and it's not actually possible to find any better gear, and i played it for 70 ish hours.. D3 has a much deeper item game
indeed. and since 1.0.5 it also works on health potions. if you find an item with +10k health from health globes and potions I think that's a nice stat.
i can listen to you talk for days son
+health globe also increases healing amount from potions, that could be something useful in pvp.
the extra health globes stat was buffed for adding extra health to potions too, not very important but i have a hellfire ring that rolled good stats as well as +12k of health globes and potions and i can now make good use of potions.
Yeah pickup radius is bad for most other classes. However it is very convenient to have one item with it. My friend who is a DH couldn't pickup gold which was stuck behind some object and he doesn't have an item with that.
The problem is blizzard thought very short-term in their stat design. If you notice, most of these stats (including thorns, life on kill (maybe), extra health from globes) were useful at the start of the game where everyone had shit gear and inferno was just ridiculously hard.
At that time you would want to squeeze out every ounce of potential damage or survivability out of the existint stats. On the long term, however, this is the result: Worthless garbage that needs proper scaling.
I remember seeing Green and Black Paladins... in public games... when they were fun.
Hey, I don't think health globes are as broken as the other stats you mentioned. It is disappointing to get it with a low roll, but if you get a high roll it makes a huge difference since it affects health globes and potions. For me, this is really important against reflect damage mobs since I don't have a lot of life gaining options. Btw, I play an archon wizard.
The likelihood of an item to roll useless stats is the reason good items are so damn good. If Blizzard removed the useless stats, every item would be OP. I agree, a stat table for certain items would be spectacular!
The extra hp on globes could maybe give a shield or something up to a cap.
yet again wisdom flies from his mouth
Life on kill was really strong back when hydra spec was really strong for wizards at the start of inferno
health globes is kind of ok for hardcore, because there you hvae so high life, that then potions can heal you again - general flaw: this value is sometimes very low and maybe should add a percentage.
this is also nice for witchdoctors with the pick up build, they can run without lifeleech (ros) and still be full health all the way with this stat + pickup radius. and ehp + damage.
Imo Blizz should make like bonus stat on all items. And move all "useless" affixes which dont give direct power to character like experience, goldfind, bonus health from globes etc.
Make them independent from the stuff everyone actually want.
the level requirement reductions stat is really nice in so many ways.
It is useless for players who play too much and have 10 level 60 characters now (1 of each, on both normal and hardcore) untill new classes come along.
but there is always new players joining, so its far from a bad stat.
Thanks for this Kripp. Keep em comming :)
Gold find -> Gem find, like magic find, but for higher quality gems than fl.square
Life on kill -> + life regen per kill for 10 seconds, doesnt stack, just refreshes timer
Experience -> + % experience
Thorns -> "Drain", you drain resource from enemy when you get hit by melee attacks
(this also makes topaz in weapons useful, since you can gain fury or spirit when you get hit)
Gems in offhand -> same as effect in weapons
Topaz in helm = % resource regen instead of magic find
HELMS ON FOLLOWER :D
Man, I really enjoyed this video, don't really know why though :P
Keep em coming!
for the res stat..if you have a monk you can opt for all res + single res + one with everything. on a single item in theory you can get 80all res and 60 single el res... thats 140 all res..its not bad, i think
I remember stacking Life on Kill when Hydra was bugged lol.. every time you recast hydra it counted as killing 3 mobs
cc reduction is really awesome, after some point u become immune to boss abilities like Butchers hook etc
im usually not thinking of d3, but thats what i was thinking about this morning :)
i love kripp, he knows what the fuck he's talking about...
This video explains a lot of the problems with D3 that motivated me to leave. TL2 doesn't fall short in this area and is a much better gaming experience imo. Frustrating that Blizz doesn't understand the failed mechanics of their own game.
excellent idea - but the problem is that the % would have to be tiny not to break inferno... and that would make it useless while levelling, which is when current reflect is good (actually thanks to gems current reflect is broken while levelling XD)
"quit in may" is never really started...
Isn't bleed on weapons affected by your primary stat, like with the damage of your weapon? Weapon damage might only be 1000-1500 (for example), which seems small, but after all the multipliers you do much, much more than that per hit. Isn't bleed the same?
Kripp, do you think we're going to get a Druid-like class in the expansion? Since you kind of invented the Paragon Level, maybe you should make a prediction video of the expansion... (which I hope isn't the PvP release) so Blizzard can get more ideas.
actually, lightning has been hurting me more than any other affix lately.. I dont get it
extra health from globes +20k on a 30-40k hp character is really useful. specially for WDs with the frog offhand
I get that it's useful for WD's (I play one and use that build), but it's the most throwaway stat in the game for any other class or build. In fact, there are times when it can be outright bad.
Sure you skip them when you play, but I still sometimes roll the Ball at the gates of Arreat just for the "It seems like your terms ... are not acceptable."
Health from healthglobes now affects potion use also, so come PvP this could be amazing considering you could literally heal yourself to full hp from 10% with one potion.
It would be interesting being able to craft "useless" stats on existing items, customizing gear and giving some role to crafting.
I think singular res IS good, at least in pve. I always suggest getting extra fire res (and/or pshysical, if one doesn't have reduced melee/ranged dmg). Of course, you don't go crazy on it... but look for it as a "free" affix when buying.
In pvp? Depends.
Defense-wise, I also love stun on gloves. Even that little 4.3% I have on gloves gets amplified with the WW barb.
How do you feel about Pickup Radius?
Do you think they should better balance the weapon skill bonuses? Some of them are REALLY bad, some are good.
I not sure if krip knows that health globes increase the healing of health potions, which is good for high HP builds.
Thumbs up For All of his ideas that would partially fix this game.
Also he said at that 1 of 20 should be indestructible, well same for ethereal. Cuz I want ethereal/indestructible again. Also Maybe the can make a spread window to hold charms. Blizzard did say they don't want to fill up inventory space with them. Well there you go. ANNI's were amazing and fun to get, same with torches. plus more real money ah revenue.
actually life after kill can be rly useful because globes dont drop from every mob like you said. with paragon farming, you are killing fast enough to not buy pots if you have life on kill.
lightning res is really really good on a WW barb on higher MP levels
Much props of course to Kripp but he undervalues Life on Kill. Works nicely for me and means in mobs when they're hitting hard and my 1.8% nerfed (from 9%) life steal isn't cutting it, I can kill the weenie in the group and get a quick 6k life bump per kill without kiting. Saved my bacon against the running bomb a-holes too when caught by surprise. Potions have a cool-down so not always available.
he isnt saying they should do away with the stats, he said that they should change them into something that can be viewed as usefull in the current state of the game, and i agree with that.
Currently there are Class specific items, but they can roll with non-primary attributes....i mean....Wizard Head with +strenght but no +int?......yea im sure a lot of Wizards will want to wear that crap.
for a tanky witch doctor build having powerful health globes paired with a decent pickup radius is very useful, IMO. I agree with everything Kripp says here, especially when it comes to resist gear that's not all resist and maybe arcane resist. How are those stats viable . . . at all?
If you scale thorns you should scale it to defensive, not offensive stats to allow more passive aggressive tank and spank action
extra heal from heal globes is awesome dude
As much as i agree with krip on all his insight on D3 mechanics and ideas i feel he got it wrong with single resist & OWE. OWE is the only passive that enables monks to gear to a decent level of all res without breaking the bank on AR for each piece. our gear is being sought after not by a single class but by DH and sometimes wiz (for innas pants). 1 str=1% dmg & 1 armour for barb without turning on any passives. 1 dex = 1% dmg and to get half armour we need to turn on a passive (STI).
The problem with singular resists is that Blizzard did a horrible job making each element type have a threatening presence on the battlefield. Who the hell gives a damn about cold resist, when the only cold attack in the game (frozen affix) has its primary threat in immobilizing you, and its SECONDARY threat as doing a little bit of damage?
Dude krip is so smart he should literally replace Jay Wilson for D3 developmenet
Need to change thorns into a reflect dmg, so say you have 2k thorn/reflect and you get hit for 10k dmg it becomes 8k and other 2k is reflected, might be a bit of overpowered dmg reduction thing in this case if stacked enough but could be cool
Why does it have to be worthless stats instead of Effectiveness of good stats to balance things out?
Kripp there was an error in your review regarding the health globes, now with the new patch it also affects pots, so its.not so bad as it used to be, peace out
Neckron
the stat health from health globes also gives health from potions... they already buffed it
Kripp takes his stats serious!
Life on kill works really well in Act3 where there is tons of enemies it adds so much surva to your character you almost never die it's crazy
Only real problem with this stat is that in multiplayer it becomes rather useless
And same with the bonus health from health globes = insta heal if you have 10k +
I play DH with 38k life
Kinda reminds me of full rej pots from D2 ^.^
I always knew Kripp was the banana man!
Depends on what is considered as 'good ideas' by Blizzard
Don't mind kripp, he's just tearing apart your bad game.
Something else about stats is that primary stats' secondary bonuses have terrible design. The only one that's okay is Dex giving you Dodge, as you can't get Dodge any other way in gear, and small Dodge ammounts scale decently as it's a percentage value with diminishing returns. You never want to get resists and armor from Int and Str though, as the ammounts are minor compared to just getting the stat itself on gear. Str and Int should probably give unique secondary bonuses of their own.
Soon its 100K subs kripp. Good work:)
Im Surprised kripp didnt talk about Level requirment reduction!