- Aggiunto un effetto "diretto" (es. aumento percentuale di danno a certe abilità) per quegli oggetti che non lo possiedono o solo come temporaneo;
- Aggiunte statistiche ad oggetti con effetto "non-diretto" (es. fornire uno scudo con Sparizione del Mago);
- Rework o miglioramenti per i Leggendari i cui effetti non sono apprezzati o ben pensati;
- Bilanciamento generale;
Cosa ne pensate? Bastano queste modifiche per rendere il sistema più interessante?
Seph ha scritto
In an upcoming PTR patch, you will see adjustments to a number of legendary items. These changes can be categorized into:
- Added throughput effects to legendaries with non-throughput bonuses, or only occasional throughput benefits.
- Example: Promise of Elune, the Moon Goddess (Balance Druid boots that grant a utility healing effect via casting Lunar Strike/Solar Wrath), will now also increase the damage of Lunar Strike and Solar Wrath by 8%.
- Added extra secondary stats to non-throughput legendaries where that makes more sense than to add throughput to the legendary effect itself.
- Example: Belo'vir's Final Stand (Mage chest that causes Blink to grant an absorb shield) now have an extra 3rd secondary stat. We don’t want to turn Blink into a rotational DPS button, so instead of adding an effect like “Blink also increases your damage dealt by X% for Y sec”, we’re adding an extra ~650 secondary stats to the item.
- Improvements to legendaries whose design isn’t working well in gameplay.
- This has been and will continue to be an ongoing effort, and we’ll be making such changes as time goes on, including after Patch 7.2.
- Numbers tuning to bring the throughput benefits of other legendaries more in line with each other.
- This has been and will also continue to be an ongoing effort.
Legendaries have different use cases and we want their power level to be tuned with that in mind. Universal throughput legendaries - legendaries that increase output in most situations - should be good but not always the best in every situation. Situational throughput legendaries – legendaries that perform very well in the right situation - should be better than universal throughput legendaries in those situations, but then aren’t ideal in other situations. Non-throughput legendaries will soon include a small amount of consistent output through either an adjustment to their legendary effect or an extra 3rd secondary stat, and continue to provide their utility benefits.
By narrowing the power gap between throughput legendaries and non-throughput legendaries, we’re hopeful that 1) the first two legendaries a character acquires will have some reliable throughput increase and 2) once you acquire more of them, you’ll feel more freedom to swap them around based on the situation.