​Moving from spell-locked bonuses to spell type

Hello everyone,


The game Diablo II, items could roll + X to gain a skill or group of skills like + 2 to teleport , or + 1 to use fire skills, etc...

In Diablo III, items were specific to particular skills or groups of skills, for example the Etched Sigil, which can casts and increases a particular spell when you use three specific spells.

This means that it can only be used when using one of these spells, which limits the number of classes and builds equipped to use it.


We assign to spells to one or more of these properties:


- Projectile

Channeling

- On normal attack

- Summoning/Summons

Chaining

Aura - Aura

- Attainable

Zone of impact (or not intended for)


Perhaps even and possibly (but I believe that this should be sufficient to cover all spells)


There are a myriad of legendary affixes and bonuses which apply to a particular characteristic of spells.

For instance, we could include the Affix "When throwing an object, there is an opportunity of 25% to throw it two times". This is a good idea for magic spells used by the Sorceress and for bows of any built for the Rogue and also for the Barbarian when he's got weapons to throw.

It also works efficiently with current running systems, which includes Condition as well as Effect runes.


You can also alter the probability of a spell's Proc Coefficient (like in Risk of Rain 2 for an example). Spells that have high cooldowns/resource costs could have a higher proc ratio than spells that can be spammable.


I'll offer other examples of such words to show that this is a great idea and, if you'd like to participate in this you can comment on the post using additional affixes. I'll then add them to this post with your name:


When you throw projectiles, be prepared for 25% of the chance to throw it at least twice.

Chaining spells bounce up to 1-3 times more.

Nova spells can be performed by the point of the cursor.

On normal attacks for summons, you'll have a chance of casting a equipped nova spells.

If a projectile strikes it, you have an opportunity of 10% to bounce it to the closest opponent (then transforms into an affixing spell, and the bounce can benefit from Chaining attaches).

When you channel, summon one of the summoning spells you are equipped with until you cease channeling.

...

I believe this will assist in increasing the variety of the classes and build and also bring lots of enjoyment when trying to design a flawless combination of effects and help players move away from the % damage that is associated with everything.


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