Caster/class item prefix clutter could use some tidying up

Look at the below screenshot. There are many prefixes like this, each group has ~27 variations. In total there are several hundred affixes such as this (8 classes * 27 = 216), and then there are various others as well (dual class ones have 3 variations each).
Yellow single class prefixes have 21+ variations each per class as well.

What this means is that it’s effectively impossible to get a specific +3, you probably even have a better chance of getting a Stonehide MI pants of Kings, and those are already “impossible.”
I don’t know the specific spawn rates of affixes but there are 156 total rare prefixes for boots (all level tiers), 150 for pants, 767 for caster weapons, and 396 for medals, to put things in perspective.

My suggestion is to condense several of these mods into one and give each prefix three skill bonuses instead of one for the single class prefixes, and three bonuses instead of two for the dual class prefixes.

This would lower the number of single class affixes by 66% and the dual class ones by 33%, and the total pool of rare prefixes for caster weapons would drop to around ~300, which is much more in line with other item types.

I don’t think this would make these items overpowered, because caster builds rarely use non-Legendary items in their weapon slots unless they have an unbeatable skill modifier, since these slots typically hold a lot of +1 mastery and stackable RR bonuses.
So the non-Legendary items could use some help, because being able to find an item with a +5 bonus to your main skill could make it a competitive alternative to a Legendary, but currently there is no way to get such an item without the use of item editors.

To balance out power creep, skill bonuses that typically aren’t used in the same build could be grouped in the same prefix.
Alternatively the +3 (to a single skill) could be lowered to +2 (for 3 skills).

(This is probably one of those things that no one cares about and is way too much work to implement for what it’s worth, but I thought I’d make the effort to write the post anyway since currently this is a game aspect that realistically can’t be made use of without 3rd party programs.)

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Actually this is something that has annoyed me a few times as well. There’s just so many filler affixes that I have not bothered to try and get decent MI daggers for a long time. Once I truly realized just how awfully the odds are stacked against the player I gave up. I mean, getting a rare non-skill prefix on a dagger or off-hand is just an exercise in futility, you’re right that crafting double rare boots is likely easier sometimes.

It’s the same story with the (to me at least) dreaded spellweaving suffix, which serves a similar purpose, which seems to be just to dilute the affix pool with useless combinations of nearly meaningless damage bonuses.

Sadly, this kind of affix pool dilution always seems to happen in this kind of game, and I highly doubt it’s going away any time soon.

Due to 1.0.5.1 changes these prefix almost never appear with good suffix. In current version of the game they only exist in GDstasher builds.
I think its a good idea to reduce RNG by grouping them in one as OP suggest.

Agree, amount of affixes with specific skill bonus is just staggering. Like for example there is a bunch of Magi’s and Interrogator’s affixes for green amulets that give same bonus but different skill bonus. Uniting them in one affix would make a lot of sense. Plus a lot of skill bonuses are useless, like Mirror or Conversion or Arcane Will. Imo, getting rid of those useless skill bonuses would help as well.

Also, in a perfect world where Grim Dawn works on something like battle.net servers and where you have all kinds of legitimate trading going on Grim Dawn’s current itemization is just perfect, it what Diablo 3 always lacked. But as Ptiro noticed, without that massive online economy those items are available to GDstash users.

I really like the whole idea, but this part of it is exeptionally cool and elegant.
Not just they would hardly any better for the more straightforward builds but would also reward some unusual and hard-to-work-out concepts.

I don’t think that no one cares, i for one support the idea even though i became a gdstasher lately (partly because the very problem you described here :slight_smile: ), altough i agree that it would most likely prove too much work for too little gain from the dev’s POV.

Huge +1 from me.

Nice one weyu.

+1, even as a gdstasher these affixes don’t really have much use unless I’m trying to build something that doesn’t have enough support that I’ll need to go for class prefixes. This would help farmers a lot.

+1 to this. It really makes hunting weapons a major pain. I have always noticed these affixes seem to have a higher chance to show up on MIs than on common equipment

I am not sure about a patch implementing something this major but since they have a chance to look into affixes for FG to accommodate the Paladin/Templar I’d say they should consider looking into this and BoM crafting for Forgotten Gods.

This gets my full support as well :cool:

It’s a very good idea Weyu.

While I do agree that it might be a lot of work…in a hypothetical universe where they do want to take it on, then yes please, very much so. :slight_smile:

+1

I think the best and simplest option would be replace the bonus as a +1 to all skills in their respective classes.

For example, theurgist only gives +1 to all necromancer skills, Magi +1 to arcanist, assassin +1 to Nightblade, and so on.

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Greens with a +1 to mastery, especially a tunable +1 to whichever mastery you need, would be flat-out broken. Green rings and boots are already top-tier, but +mastery would just leave everything else in the dust. Besides, I’m pretty +mastery is limited to only a few possible slots as a design choice.

That prefix is only in helms, daggers, scepters, and amulets, all of which can provide +1 in legendaries and epics.
I think it will be just “good”, not overpowered.

This can enable so many exotic and interesting build.

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