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Mystic
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==Development of the Mystic==
===She's In===
[[File:Mystic-enhance1.jpg|thumb|200px|Enhancement options as of the beta build.]]
<blue> The Mystic creates scrolls, potions, magical weapons, spell runes, and charms, and can also enchant items.</blue>
The Mystic's main utility comes from her ability to add bonuses to all sorts of items. This system was further detailed in the BlizzCon 2011 Panel: Gameplay & Auction House, and discussed in Blizzcon 2011 interviews. Here's [[Andrew Chambers]] speaking on the topic. <ref>[http://www.gameplanet.co.nz/blizzcon/pc/games/156898.Diablo-III/features/138132.20111026.Blizzards-Wyatt-Cheng-and-Andrew-Chambers-on-Diablo-III Andrew Chambers Interview @ Blizzcon 2011] - Gameplanet.co.nz, 26/10/11</ref>
[[File:Mystic-wagon1.jpg|thumb|350px200px|Concept art for the Mystic's wagon.]]
<blue>Oh right, uh, as far as I know the mystic enchants are just being put into the item affix pool, not gems. Might change. We’re still working on adding affixes, cutting ones that don’t work, and testing. No major changes for gems, though.</blue>
===She's In Again===
Blizzard spoke often about the Mystic even before [[Reaper of Souls]] (and her return) had been officially announced, always saying that she would be able to enchant items in some way, probably by rerolling an unwanted affix. Details about how that would function weren't revealed until Community Manager [[Lylirra]] provided some of them in September 2013.<ref name=moredetails>[http://diablo.incgamers.com/blog/comments/more-details-about-the-mystic-in-reaper-of-souls Rolling Affix Method] - CM, Blizzard Entertainment, 05/09/13</ref>
<blue>Visit Mystic –> select affix to re-roll –> get randomly-generated list of new affixes –> chose single affix from list –> pay material cost –> old affix replaced with new affix –> profit. The plan, at the moment at least, is to make an item account-bound if it’s enchanted.</blue>
The gold and material costs were not spelled out, as they were still under development.
[[File:Mystic1.jpg|thumb|200px|Wizard speaks with Mystic.]]
[[Wyatt Cheng]] soon elaborated on that initial information, providing several key points to the function of the system.<ref name=moredetails/>
* You can only reroll one affix per item, so that item-hunting remains important and you can’t slowly turn one item into a perfect item.
* You can reroll that affix as many times as you wish, even as it changes.
** When you reroll you are presented with several randomly-selected affixes and you pick one of them, which then rolls the actual numerical value and applies it to the item.
** You can always stick with the current property, if none of the randomly-selected replacement affixes are upgrades.
* They’re still debating how enchanting Legendary items will work, and if you’ll be able to reroll the inherent affixes or just the random ones.
<blue>We are still iterating heavily on the system, so the exact details may vary from what we talk about today, so let’s talk about our values. By focusing on our design values, even if the exact implementation changes, you”ll be able to see our intent and what’s important to us. Here are some of our design values for enchanting:
<font color="#FFFFFF">Value:</font> It’s important for the actual hunt for the loot to still matter</br>
<font color="#FFFFFF">How enchanting supports this:</font> As currently designed, you are only allowed to reroll ONE property on an item. In this way, each item can only be changed so much from its original state. This allows enchanting to feel meaningful, while still allowing lots of room for players to resume hunting for an even better “base item” to enchant into an even better item.
<font color="#FFFFFF">Value: </font>We want this to be a meaningful end-game sink<br>
<font color="#FFFFFF">How enchanting supports this:</font> 1. As previously mentioned, all items that are enchanted will be bound to account
2. Even though you are allowed to reroll only ONE property, you can reroll that property over and over. For example, suppose an item has 200 str, 200 vit, 80 res all, +1200 Life on Kill and +400 Life on Hit. You might choose to reroll the +1200 Life on Kill and get +87 Hitpoints per second. You can then reroll the +87 Hitpoints per second and get +4 gold pickup radius. You can reroll the “mutable” stat as many times as you want, but the other 4 stats (200 str, 200 vit, 80 res all and +400 Life on Hit) are now “locked in” and cannot be rerolled.
3. We want to ensure enchanting is meaningful on Legendary items. We are working hard to make sure Legendary items are awesome. If we want enchanting to be a meaningful end-game sink, it needs to work on the best items in the game. It has not yet been determined whether this means you can enchant the “guaranteed” properties of a Legendary, or if you can only reroll the “random” properties of a Legendary. This aspect of the design is still under iteration but at the end of the day we want enchanting Legendary items to be worthwhile.
<font color="#FFFFFF">Value:</font> We want to avoid “Buyer’s Remorse”<br>
<font color="#FFFFFF">How enchanting supports this:</font> Have you ever played an RPG with an enchanting system that sometimes randomly made the item worse? Since we’re allowing the result to be random, it’s possible that your choices for enchanting are worse than the property you’re replacing. Oftentimes this can lead to a feeling of dread when you begin the enchanting process. Or maybe you re-enchant the item over and over hoping to at least get something better than what you started but you get unlucky and run out of money or reagents before you get a good roll! To mitigate this, when we present you the list of options one of the options is ALWAYS the original property. So if you don’t like the new options you can always choose to keep the old one. Now you can enchant with peace-of-mind.
Standard disclaimer. Enchanting is a work-in-progress. Expect it to change before it’s done, but this is a glimpse at the current state. </blue>