06-22-2003, 06:20 AM
D-Dave,Jun 21 2003, 08:10 PM Wrote:Solution:I would suggest that only implementing solution number 2 would be quite enough. This would keep rares from becoming too uber and outpacing uniques. And while the absence of the Magic affix pool would keep most rares from being top-of-the-line items, a guarantee of a reasonably powerful affix set would make rares probably the best items that "most" players would be able to find. In this way, each type of item (magic, rare, unique) would serve a distinct and useful function. And I am certainly in support of anything that will narrow the gap between the haves and the have-nots.
A Rant without a possible solution is rather out of place when trying to defend rares isn't it.
So here we go:
-No more magic only affixes
-when selecting Affixes, always spawn the highest possible for the selected group (for example hell diablo won't drop an Amulet with the "Might" affix but with "Atlas" instead
-a minimum amount of themed affixes (no more grim wands carrying enhanced damage asnd dual leech but no caster affixes [btw, is anyone else puzzeled what drugs were consumed while assigning 8% mana steal to Sander's Superstition])
Voilá problem solved, rares have the potential to rule.
-dave