2 new attributes

It is difficult for me to believe that.

I value your experience, but since I see that for instance abilities that can be used as default attacks and that can be pretty powerful when maxed can still not always kill everything within seconds, and second since anyway recasting spells is still going to be limited by the casting speed anyways, exactly like the normal attacks are limited by the attack speed, I don’t understand how this could be possible.

The only option here is a reference to powerful spells like Devastation or Doom bolt. I can believe that those ones could let one clear whole places within seconds if their cooldowns were reduced to zero. Especially Doom Bolt since it has a % reduction health feature, which means instant death of whatever is coming, regardless of the amount of health points it would have.

This should not happen with the idea of a cooldown reduction attribute: even if we stick to the original rule of +1% reduction for 10 points, one would need at least 500 or 600 points to get that 100% reduction, which would mean massive loss in health points, gear requirements, offense and defense abilities, normal damages, energy points and magical damages, which would make this build pretty challenging as a matter of gear and survivability. So first the rule can be balanced to +0.8% for 10 points, and second and as I have already stated, this would mean a choice, with losses in the other sides of that build.

Understood.
Thank you for your time explaining this.

My original idea was for the summoners. I have added that cooldown reduction thing since I also had in mind those CDR cap builds. But if it cannot work (it cannot not work with the right tuning, but this could mean massive rework of everything else, which I could understand may be no priority for the developers), let’s just drop it yes, and stick to a new attribute strictly dedicated to the pets and to the summonings.

Well, I am really sorry but I really do not understand why. No suffixes or prefixes on epic and legendary items, are there?

This should not happen with the idea of a cooldown reduction attribute: even if we stick to the original rule of +1% reduction for 10 points, one would need at least 500 or 600 points to get that 100% reduction, which would mean massive loss in health points, gear requirements, offense and defense abilities, normal damages, energy points and magical damages, which would make this build pretty challenging as a matter of gear and survivability. So first the rule can be balanced to +0.8% for 10 points, and second and as I have already stated, this would mean a choice, with losses in the other sides of that build.

Lack of defenses doesn’t matter when you can spam things like Mirror since you have 0 cooldown. Even Blood of Dreeg, Pneumatic Burst or Overguard would become game breaking. Blood and Pneuma don’t have animations iirc, so cast speed is irrelevant. Then you’ve got Demolitionist which could have a permanent Blast Shield or Soldier and it’s infinite health regen on Menhir’s Will…

no, but they still use the exact same logic with a seed and RNG. Instead of having an affix, the stats are on the item itself, that makes no difference whatsoever

This applies to the whole thread, frankly.

While the theory of discussing a change to the attribute system is all well and good, Crate has - on numerous occasions - blatantly proclaimed that no major change to the attributes will take place. Given that this was in reference even to the existing attributes, the probability of having any new ones implemented is more or less negative.

Don’t get yourselves going at each other’s throats for nothing.

100% CDR is not something to strive toward for anything. 200 hours in Titan Quest would tell you that…

Well, I think it does make a difference. It’s not that “impervious” prefix gives you different stats on different levels so that impervious helm with item level of 5 will have 5 pierce res and 8 fire res and exactly the same impervious helm of 15th level will have 9 and 13 accordingly. An epic is an epic. It’s always of the same level and the only thing that is different are the stats which still stay in the same range.
What I propose is the possibility to craft one perfect(or nearly perfect) version of an epic/legendary item after you find 10 copies of it.
You can call me dumb if you want but I still don’t see this fundamental logic which is broken by my proposition.
I admit I didn’t read much on the mechanics of the game so all that I say here is kind of a feeling that I got from the game itself. If you know for sure I’ll definitely trust your judgement.

I think if someone finds 10 copies of the same legendary then the chance of not having a nearly perfect one is somewhat low.

And for end game gear, the exact stats (except some really powerful things like CDR, attack speed, conversion) are doesn’t really matter. The difference between +100% and +120% whatever damage when you already have 1000+% is marginal.

The implementation with seed and RNG is identical for uniques and for items with affixes, so your proposal works with neither

If you know for sure I’ll definitely trust your judgement.

I do know for sure

You are partially right because the difference between 100% and 120% when I already have 1000% dmg is indeed marginal. But when it’s 20% on the weapon, 10% on the chest armor, 10% on head armor, 10% on each ring and so on the total bonus might reach some 100% which is 10% more than you had.
Anyways, Mamba says it’s not possible so whatever.