Diablo III

Legendary Item Improvements

Legendary Item Improvements

Soon after we released Diablo III, many of you had comments about Legendary items. Most of those comments were fairly harsh, but they were also dead-on accurate. In many ways the Legendary items that we released with the game initially were just Rares with flavor text. You called us on it, and we’ve listened.

Since then I’ve been working hard with the team to give Legendary items some of the flavor and feeling that they deserve. With patch 1.0.4 just around the corner, and the new Legendary items coming in that patch, I wanted to share some of the changes with you here today.

Let’s talk about the biggest complaints we heard from you all, along with some we had from our team, and look at what we’ve managed to do to address them.

They Should Feel Unique
Many of you commented, rightly, that the Legendary items in the game didn’t feel unique enough. Something that Diablo II did really well was to create some very memorable items, and they were called “Uniques”. While we call them Legendaries now, the word “unique” was something we tried to keep in mind when making these changes. The rarity of Legendary items combined with their color means that when they drop you should feel like you’re getting something special, something that isn’t just another sword. Something that has history behind it, something that you can imagine a powerful Wizard crafting in the depths of his library, huddled over for days to imbue special magics into it.

Part of that feeling comes when you equip the item, and you see that it has special, custom artwork that nothing else in the game has. The artists had already nailed this part of it, but with 1.0.4 they’ve gone the extra mile to ensure these items show off, visually, how truly epic they are. But we’ll cover that in a bit.

On my end, the design end, to get the uniqueness into Legendary items, we’ve added custom spells to over 50 of them. Here are just a few.
 


We’re letting players exact some revenge on rare and champion packs by giving players monster affixes through Legendary items. This is just one example.


Reminiscent of the Enchantress ability, this lets you turn enemies against each other.


Aside from looking really cool as you leave a trail of fire behind you, it lets you create some interesting traps.

Old New 
 

A giant column of light shoots down, summoning your very own Angel to fight by your side. Nuff said.




There’s some just-for-fun stuff too. Everyone wants to be just like Ghom! These pants make you “stinky”, complete with debuff and gas cloud effect, as well as anyone you come into contact with.
 

Old  New

This sword has a chance to summon a demon to fight with you – with a twist. This demon has the Fire Chains affix, and the other end is attached to your character. Mwahaha!

Promote Build Diversity
Because Legendary items are unique, we can do some fun stuff with them that we can’t really do with other types of items. One of the main goals of Diablo III and the skill/rune system is providing a huge amount of character customization. With Legendary items we can help support those goals.

In 1.0.4 we’ve added a number of items that really fit into a niche skill kit. This can help people to branch out into less common builds by seeing this item and thinking, heck, why not give it a try! They may not have the highest DPS stats in the game, but they can help you play your class in new and different ways.
 


Some people want to try out a ranged barb. We think that’s awesome. Here you go.


The melee wizard concept is pretty popular, and we think this wand will be too.


Certainly not an uncommon build, but this is a great item for any pet-focused witch doctors, and with the pet buffs also coming in 1.0.4 we think it’s going to be very desirable.
 

Provide Interesting Choices
With great power comes great responsibility. There are some affixes in the game which just seem like they’d be too unbalanced if we let them stack too high. So how do we make sure we can go higher?

Goldskin is a good example. 100% gold find on it, plus monsters have a chance to drop gold when you hit them. Not too bad, right? But the tradeoff is it can’t roll core stats. We instead follow the flavor of the item, and being a skin of gold (!), provide you with some additional resistances and mitigation. It’s going to create some interesting choices on how you can make this item work for you. You have to find other ways to get the stats that you really need if you really want all that sweet, sweet gold. Balancing your items out like this can provide some fun and interesting challenges.

Honoring Our Ancestors
We brought a lot of items back from the Diablo franchise for Diablo III, but in many cases all we really did was bring back their name. I don’t think we did a great job initially of bringing back the way that they helped you play the game. We've done a pass on all the “ancestor” Legendaries to make sure they remain as true to their name as we could make them, and in some cases we've made them even better.


New Frosties feel a lot more like old Frosties, with big bonuses to Cold Damage and Cold skills.


Honoring the original by giving all projectile attacks a chance to pierce through the target’s defenses.

They Feel Powerful
We used to reduce the value of certain affixes on Legendary items because we were concerned that having fixed affixes would make them unbalanced. What it actually did was make those items kind of crappy. For example, if the item’s level (ilvl) was 50, the first affix would always roll at 50, then the next would roll at 47, and the next would roll at 43. This was done to offset the power of fixed affixes in a random world, but we've learned it’s not necessary, and Legendary items being powerful is OK. So lesson learned, we no longer reduce the value of any of the fixed affixes on Legendary items.  For example, if an ilvl 50 Legendary item had Strength as one of its fixed affixes, previously it may have rolled a range that you would have seen on a level 45 item, making it seem really underpowered, but now it will always roll within the range of a level 50 affix.

In addition, Legendary items used to cap out at ilvl 62, making it near impossible to find a weapon that had strong dps. No more. We’ve promoted a LOT of the new Legendaries so that they will roll at ilvl 63, giving them access to the highest possible affix rolls that are in the game.

We’re also working on some changes for 1.0.4 to make Two-Handed items better in general, and this will affect Legendary items as well.

Here’s a good example of all-of-the-above.

Old New

BOOM.

Everything Else
That probably about covers it for the major points we’re hitting with Legendary items in 1.0.4, but there’s a few extra details on how they’re going to work once the patch hits we want to make sure everyone is prepared for.
 

Going Forward - As a reminder, these changes will only affect Legendary items that drop after the release of patch 1.0.4. This includes items that haven’t been identified yet (as items are rolled when they drop). With the extensive changes being made we can’t exactly translate 1:1 old Legendary items to new. What might have been a decent item could become worse if we re-roll it, and vice-versa.

Not Everything is Changing! - Sometimes a Legendary just being really powerful is enough, and some Legendary items are already really good. Helm of Command, for example, won’t be changing in 1.0.4.

What About Sets? - It’s worth clarifying that green Set items are Legendary items (just with a set bonus) and so all of the above philosophy points apply to them as well. Some set bonuses are changing, they’re becoming more powerful, and a lot of them are having their base ilvl increased to 63.

New Set Names - As set bonuses won’t interact between pre-1.0.4 and post-1.0.4 sets, the new Sets will have new names, as well as each individual item, to prevent confusion.

Crafted Legendaries - If you currently have a crafting plan for a Legendary item, and if we change the item that you’re able to craft in any way, you will NOT have to get a new crafting plan for that item. If you craft something right after 1.0.4 comes out you’ll get the new item.


We thank you for your continued feedback, and look forward to seeing how the new Legendaries treat you in 1.0.4 and beyond. Look out for additional 1.0.4 info blogsas we near the patch release.

One More Thing…
I’m really proud of how the entire team came together to make these changes – and it truly was a team-wide effort. When we were first discussing buffing Legendaries and making them cooler, a bunch of the artists got really excited and went out of their way to make them a whole lot sexier. Here’s a sneak peek at just a few of the changes they’re making to the items themselves, as well as some of their proc powers.

Please enjoy!

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Comments (35)

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PointOfOrder #1905
PointOfOrder
26 seconds ago
Are the maps going to get any bigger? Clearing an act in less then an hour is still fundamental problem.

I Really wish I could of got ahead in this game and was able to stock up on more mats before the Great AH Depression last July. It sill takes a day or two just to sell an item, and most of my stuff is under priced. I did start collecting legendary recipes, I don't know if I can finish getting them. I got 7 when the gold was good for under 5m each, but I could never get 40m together for the larger ones. I feel so under powered and far far behind in this broken game. Guess part of it is that I don't bot for gold or AH deals.
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PrzemekTGK #1966
PrzemekTGK
1 minute ago
Now I must say that when I first bought D3 and the day of it's release I was quite happy to play yet another part of the epic series but this part wasn't so epic to me and I felt disappointed...

Now this is going to change the game completely and now it is going to be really EPIC. I'm loving all the changes coming up so far!!! Can't wait for 1.04, Thanks Blizzard.
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Conan #2319
Conan
27 minutes ago
im impressed seems like u fixed em all. i have high expectations for witch doctor changes now
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Sechtdamon #2795
Sechtdamon
34 minutes ago
i feel like ive spent 400 hours for nothing after i saw those items...
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Now that's what proper Diablo items look like! Sweet! :)
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slarur #2999
slarur
46 minutes ago
like I said before, Blizzard has a plan and something big is happening!
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atomanti #713
atomanti
51 minutes ago
This is great. Can't wait. Keep the good stuff coming!
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First and likely only post on the forums.

Wow Blizz. I'm impressed.
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Karghzadak #1640
Karghzadak
1 hour, 10 minutes ago
the bots are already dreaming on goldskin
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looks ace guys im looking forward to some good set items and my zombie dogs doing more than die before i summon them
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Critical hit damage increased by 193% oO.

Anyways, pretty nice changes, but I hope that they don't become too mandatory (the melee wizard wand already looks like that)
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nailed it blizz!!!! great job...thank you.
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Alright, I'm officially excited. In a perfect world, each of these interesting items won't cost 50 million gold each on the AH, but we do not live in such a perfect world. I hope to have the good fortune of finding one of these, or some plans.
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musstang62 #1778
musstang62
1 hour, 17 minutes ago
Signed in just to comment. Awesome job, this alone would be enough for me to check out the game again. It is great to finally see changes suggested in the forums actually being implemented. Seriously, well done
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iNTUITION #2592
iNTUITION
1 hour, 19 minutes ago
This sounds REALLy awesome, Blizzard. Good job so far. Keep it up!

There's just ONE thought that concerns me.
If you go out of your way to buff these items, then also make Legendary items drop more often than they do now. Why? Because the problem Diablo 3 is facing is a lot of people being bored. You want people to be ale to find these items for themselves. And for them to want to find them, like they did in D2. Not just buy a decent one from the AH and then not have any incentive to find a new one.

Right now I have about 4000 Elite kills logged, and I have only found 4 Legendary drops. That includes Set items.
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diablo 3 can become on a best games ever we all know it didn't start out well but at least it can be the best one so plz make it the successor of diablo 2...

P.S. the items sould ahve been like the at the release of the game but anyways....
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Read the whole thing, watched the video and now I CAN'T WAIT for 1.04. Legendaries are going to be exactly what they're suppose to be.
Some of the extra bonuses on them look great also, noticed a staff with 115% crit damage? that's without a socket, i for one cannot wait to get my hands on some of these.
Great job on the designs also.
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So basicly guys, dont ID any legendary item until 1.04 hits, noted!
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@Kymo: Didn't read the whole post? Legendary stats are rolled when they're dropped.
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@Hotshot: ah my bead i read it wrong
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kantlivelong #1217
kantlivelong
1 hour, 22 minutes ago
Awesome!

This totally added the feeling i was expecting from D3 to begin with. The random casting of spell and random effects.. Definitely a step in the right direction. HOWEVER. The Burger needs beefing (ah ha)
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193% Crit Damage on the 2h! This looks pretty sweet!
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Really awesome!! cant wait :)
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SaltyDaveIV #1453
SaltyDaveIV
1 hour, 30 minutes ago
Love it, ladies and gentleman, this is the blizzard quality we were looking for since the Burning Crusade.

But I'm still really worried about 2 handed weapons.
"Crafted Legendaries - If you currently have a crafting plan for a Legendary item, and if we change the item that you’re able to craft in any way, you will NOT have to get a new crafting plan for that item. If you craft something right after 1.0.4 comes out you’ll get the new item."

Attack speed defines your character pretty much, in crowd control, in surivability by Life on Hit, etc. The new 2 handed Legendary pictures still show a very very low attack speed on them. +100 vitality or +50 resist, forgive me but even +300 vitality cannot compensate this. I'm really worried about 2 handed weapons, and the question of will they ever become useful? All of them should have at least 1.40 attack speed, if not 1.50. If somebody uses a 2 handed weapon, he loses the option to compensate his 1 handed wep's weakness by another (high damage on main hand, low damage but good stats on offhand, just like players do it now) or to go for a completely different, 1h+shield build. With 2 handed weapons, I feel a huge attack speed buff is really something that's necessary to make them viable.

Dear Blizzard: please check Cabal Online, and how it handles the question of using a 2 handed weapon. Trust me, it's worth the time to check it.
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Frostburns still isn't Frostburns but the direction is right :)
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This looks to be an interesting read.
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:D I like this
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derp.
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Make them paintable
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so, now the item descriptions in the books are wrong...what else will be wrong in a year?
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@Kilgoth: everything ;)
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Love it!
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Nilleftw #2752
Nilleftw
2 hours, 1 minute ago
Yay, replying.
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Awesome, just awesome!