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Old Wed, 4th-Jul-2012, 12:11 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 5
Cyanide
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Quote:
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Item diversity that makes sense and is widely understood is good for the game, MF fits this bill. Unfortunately, just making up a new stat would almost certainly fail to achieve this goal as well (Eg: "+% chance to remove debuffs on kill" might not be so cool).
Yes, item diversity makes sense. I agree with that. However, MF DOES NOT fit this bill.
Here's why I think so.

The current "end game" is about loot farming. The process, is not fun however. MF is necessary to achieve that. By making MF a highly desired stat on gear, you're forcing players into making a choice to be more efficient in their farming, or more efficient in killing. You can't have one or the other, something has to make way. The other desired end-game, is the ability to kill hordes and hordes of monsters, but I digress.

Gear swapping on the other hand, gives you the option to do both. Yes, it's a little bit clunky. Having to click 10 times before a kill. This is why I'd rather play with a few pieces of MF gear on. I've geared up enough to the point where I am able to do that. People will get there, eventually. For bosses, I switch to max MF at the last moment.

The main complain was that it was "annoying to do", and you agree with that. So I say, fine tune the process, don't kill it.

This is where there's a balance of sorts. And that is also why I threw that tinfoil argument out there. Changing MF now seems like a good way to force people to get GOOD MF sets specifically for farming. Good meaning 6 props (5 props being your standard dps/survivability stats and 1 being MF). Eventually, people will want all their gear to be like that, your min/maxing is affected.

I'd rather magic find be a "nice to have stat" as opposed to a "must have stat".

Here's where they tried with item diversity, and failed.
2.1% Chance to stun on hit
23.5% chance to inflict 654-1249 Bleed damage over 5s

Effects like this HAD the potential, but they screwed it up big time because the effects are ignored. They do too little. I'd rather have 60 All resist then a 2.1% chance to stun.
I'd rather have 50 Dex over a chance to inflict bleed damage.

What they want is something that really affects your decision in gear min/maxing FOR FUN AND SMASHING MONSTER FACES IN. Not for maximizing your efficiency in farming.

Here's what I think is good for item diversity.

10% Chance to proc chain lightning that deals 6000 damage, can chain up to 3 targets and damage is split equally over the targets.

It's just an example.

But it's things like this that make me go "hmmm, do I want a really fun proc or do I want 200 dex on my weapon? Maybe if I go IAS heavy, I can maximize my proc chances! Cool, i'll do a IAS build around this weapon"

Last edited by Cyanide; Wed, 4th-Jul-2012 at 12:37 PM. Reason: Poorly worded in some parts, just cleaning it up.
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