We all love powerful sets. They are the sweet reward of our SoT- and Groveruns, they turn our characters into semigods, they open up build possibilities and ease the task to design new toons.
Nonetheless, the more i’ve played GD after AoM came out, the more i realized, that with the mythical sets and their very powerful special properties - like conversions, extra projectiles, weapondamage to skills aso asf - some of the creative freedom and creative thrill of theorycrafting, that GD had for me before AoM, dissappeared. Whilst it is certainly still possible to think out of the box and come up with something unusual, it has become much harder to make a great build that doesn’t have item support via sets and MIs.
For example one of my very first ideas when AoM came out, was a 2H Ritualist using Vitality based Savagery and Bone Harvest. It seemed very logical to combine the class with the best skill for 2h and the best vitresreduction with the new vitdamage class into a “tankandspank” 2H build. And yes, there are items, that seem ok for the idea, for example Wildblood Crusher as the weapon, Mythical Dread Armor of Azragor as the chest, the Bloodknight Pendant in the Amulet slot asf. But when you throw all these items together and look at the numbers in Grimtools, you realize, that you end up with very few + skills and a lot of “useless” remaining nonvitality damage and that you have some troubles to get sufficient OA and DA too. I’ve played the character up to 100, but it never felt quite good enough to put the last bit of effort into it, especially since it wasn’t clear to me, how i could actually improve it significantly. It simply was missing the itemsupport that there is for Bleed, Lightning and Physbased Savagery.
This experience has led me to believe, that maybe there should be rare affixes or rare itembases, that come with a buildenabling feature, wich is not tied to a specific skill. (For example nonphys conversion with randomly rolled damagetypes, so that you can get sth like aether to poison. Or maybe a procc, that gives a small amount of % weapon damage to your right mouse button skill. Stuff like that.) At first glance this might seem potentially op, because there is so much more RR for e.g. Poison than e.g. Aether, but keep in mind that you would still be lacking the support of items dedicated directly towards either your skill or your damagetype and that you would still need a ton of rares with very specific rolls to make a character without unique item support work. But at least you would have a nonzero chance, to create something good and worthwhile.
Since a new expansion is coming out next year, i wanted to use what seemed like the last appropriate moment to throw the idea up in the air.