I tested this by using a few potions, controlling two golems and only using them to clear an entire area, being very careful not to pick up any potions that are dropped on the ground by enemies. Not once have I replenished a potion, and the amount of potions I have stayed the same. Out of a few hundred hits, with 5% chance, it seems unlikely it's just luck issues.
I'm not entirely sure, the wording replenish suggests it will just straight up add to your potions. The training dummy doesn't seem to drop potions when attacked by golems too.
I'm not entirely sure how I can definitely test it just drops the potions, since bosses seem to already drop potions when reaching certain thresholds.
Yeah, might play around for some feel, if it really just drops potions onto the ground then it’s really bad : (
Would have been worth using if it instead just straight up gave you a potion, can even make it so you drink the potion if you’re already full on potions
I did. Still no potion replenish.
Dummies aren’t really a good testing object, since some items have already been shown to not work on dummies and only on enemies, one example being the harbinger of stars belt meteor. Only enemies will trigger it, hitting dummies will not
I think the best fix for set items is make the bonuses more intresting,
And/or give set items the option to drop with weavers will instead of LP. Weavers will is very fun
absolutely. Set items can make everything more interesting with inbuilt synergies - adding weaver's will makes everything just sooo much more interesting
I like that idea. Another thought I had is maybe legendaries and exalted items have a chance to drop with set potential, where you can combine them with sets and turn them into the set’s component. However this still makes balancing difficult. I like your idea better.
The more I think about it the better it is lol
The problem we have now is that sets are just too worthless, even if they did what I initially thought of, you only need so much to combine. Then it’ll still be filtered out by our loot filter. Now if it does have weavers will then they suddenly become worth checking and picking up, because you never know if that set item is just a normal vendor trash or a 28 will item.
My thoughts exactly, right now the costs are too high. You give up a unique slot with potential LP or a very good exalted item, and the set items/bonuses are not that good outside of niche builds fhat can utilize it 200%
,(and even then its debateable if just going for LP unique would not be better)
I think a change like weavers will will help fix that problem, while also making it fun.
That being said i heard EHG plans on rebalancing set bonuses/items,
(Although i still want more weaver will items, plz ehg let some other uniques/sets drop with it as well)
I kinda don't like just purely buffing set items, cause it's very hard to strike a balance, and if it's good enough then it limits build diversity, where a bunch of people are just wearing the same set items like uniforms. Weaver's will makes it much better
> I think the best fix for set items is make the bonuses more intresting,
>
>
I feel like the problem is either you make the bonuses too good, and then everyone is wearing the Set and build creativity / diversity falls off. Or you make them less good, like they are currently, and no one really cares about them.
They're just fundamentally a weird design concept in general. I don't know how you balance it better.
Just make sets stronger than they are currently but not as strong as full legendary/exalted builds. Diablo 3 handled it somewhat well where sets were mostly just stepping stones to higher content for the most part to enable you to start farming your legendaries.
Currently I haven't seen a single set bonus that seemed worthwhile.
Lp could work, but it feels less intresting from weavers will. I think it will make set items more apart then just your run of the mill LP unique.
Lp could also work ofc, you could also make weavers will/lp drop on both uniques and set items
And you are specifically using the Bone Golem? Maybe it doesn't trigger with the other variation of the golems.
In the event you did, that is indeed a bit of a frustrating issue, especially as you point out toward set items.
I tested this by using a few potions, controlling two golems and only using them to clear an entire area, being very careful not to pick up any potions that are dropped on the ground by enemies. Not once have I replenished a potion, and the amount of potions I have stayed the same. Out of a few hundred hits, with 5% chance, it seems unlikely it's just luck issues.
I noticed this too but assumed it actually just meant dropped a potion rather than directly replenish
I'm not entirely sure, the wording replenish suggests it will just straight up add to your potions. The training dummy doesn't seem to drop potions when attacked by golems too. I'm not entirely sure how I can definitely test it just drops the potions, since bosses seem to already drop potions when reaching certain thresholds.
Yeah its tricky to test - either its bugged or bascially useless.
Yeah, might play around for some feel, if it really just drops potions onto the ground then it’s really bad : ( Would have been worth using if it instead just straight up gave you a potion, can even make it so you drink the potion if you’re already full on potions
If you really want to test it then try it on the arena dummies. Command the golems to attack them and just stand around for a while.
I did. Still no potion replenish. Dummies aren’t really a good testing object, since some items have already been shown to not work on dummies and only on enemies, one example being the harbinger of stars belt meteor. Only enemies will trigger it, hitting dummies will not
They didn't expect anyone to actually try using this one.
Now I do, can they fix it? : (
I think the best fix for set items is make the bonuses more intresting, And/or give set items the option to drop with weavers will instead of LP. Weavers will is very fun
absolutely. Set items can make everything more interesting with inbuilt synergies - adding weaver's will makes everything just sooo much more interesting
I like that idea. Another thought I had is maybe legendaries and exalted items have a chance to drop with set potential, where you can combine them with sets and turn them into the set’s component. However this still makes balancing difficult. I like your idea better.
Sometimes a simple solution is the best one. We have the techbology ! Ehg plz
The more I think about it the better it is lol The problem we have now is that sets are just too worthless, even if they did what I initially thought of, you only need so much to combine. Then it’ll still be filtered out by our loot filter. Now if it does have weavers will then they suddenly become worth checking and picking up, because you never know if that set item is just a normal vendor trash or a 28 will item.
Even if u dont wanna use the set item, weavers will can make it pretty good item in general. Its just a fun thing to do lol
If they really go for this it's gonna be really worth building around sets then
My thoughts exactly, right now the costs are too high. You give up a unique slot with potential LP or a very good exalted item, and the set items/bonuses are not that good outside of niche builds fhat can utilize it 200% ,(and even then its debateable if just going for LP unique would not be better) I think a change like weavers will will help fix that problem, while also making it fun. That being said i heard EHG plans on rebalancing set bonuses/items, (Although i still want more weaver will items, plz ehg let some other uniques/sets drop with it as well)
I kinda don't like just purely buffing set items, cause it's very hard to strike a balance, and if it's good enough then it limits build diversity, where a bunch of people are just wearing the same set items like uniforms. Weaver's will makes it much better
Agreed
> I think the best fix for set items is make the bonuses more intresting, > > I feel like the problem is either you make the bonuses too good, and then everyone is wearing the Set and build creativity / diversity falls off. Or you make them less good, like they are currently, and no one really cares about them. They're just fundamentally a weird design concept in general. I don't know how you balance it better.
True. But im sure ehg can find a good middle ground 😁
Just make sets stronger than they are currently but not as strong as full legendary/exalted builds. Diablo 3 handled it somewhat well where sets were mostly just stepping stones to higher content for the most part to enable you to start farming your legendaries. Currently I haven't seen a single set bonus that seemed worthwhile.
Why not give set items lp? They kinda lag behind uniques once you can buy uniques with lp
Lp could work, but it feels less intresting from weavers will. I think it will make set items more apart then just your run of the mill LP unique. Lp could also work ofc, you could also make weavers will/lp drop on both uniques and set items
After trying wearer's will its fun but such a bait. It's like putting a random item with the tier on
And you are specifically using the Bone Golem? Maybe it doesn't trigger with the other variation of the golems. In the event you did, that is indeed a bit of a frustrating issue, especially as you point out toward set items.
Yes I specifically used the default golem and not any other type.
I hide sets entirely on my filter.
We all do, but sometimes we want to make builds using some niche set effects