Ugh…
Set items as a rarity IS NOT a good thing for the ARPG genre.
To some extent, singular items in an item slot as best in slot is also not a good thing.
You must remember where the idea for an ARPG came from. Back in the 80’s/90’s we had arcade game “beat’em ups” such as Teenage Mutant Ninja Turtles, Final Fight, etc… These games were ACTION games.
We also had RPGs such as Final Fantasy, Dungeons and Dragons (Pen and paper), etc…
ARPG is literally taking the “beat em up” genre and when you kill a monster, instead of giving you nothing, it is now a slot machine (Item system/Drop system).
Class sets have numerous issues:
1.) If they are “viable”, then the item hunt becomes a pre-determined character. Might as well go back to the “beat em up” genre at this point. It’s too simple.
2.) If they are “not viable”, then simply no one will use them. Which in my opinion is a good thing because now we can hunt for rare items, uniques, and runewords. (More variety)
3.) Class sets to me is just an idea/concept of collecting “something” which adds up to bonuses for your class or globally. INNOVATION is what “sets” need in the ARPG genre. If you want the exact same thing all the time, you will get the exact same thing all the time. The ARPG genre as a whole has so much room for innovation its insane. The idea of clicking a skeleton and an item drops was only the beginning. We need to go deeper down the rabbit hole and stretch our minds to the limit to come up with better ideas. This includes really looking into current ideas/systems and asking, “Is it really a good idea? If not, why? And what can we do to make it better?”
Ending Comment (Off topic):
I still think the “corruption” system idea/concept from Path of Exile, Project Diablo 2, and Path of Diablo brings longer life to an item system like this. I feel the current item system was good for it’s time but is becoming outdated. The idea of going out and finding one or two item choices per item slot as best in slot is too basic. Like I said, the genre was created with the idea of RPG and “Beat em ups” mixed together. The more addictive the slot machine of loot is, the more the player will want to continue playing. Which is why Diablo 2 is so lucrative, there are so many types of “rare” finds such as high runes, TC87’s, gg white bases for runewords… Running mlvl 85 areas is like a spin of the slot machine.
The problem in my eyes is that once you find the item for the item slot, you are done with that item slot. I feel like to really stick to the ARPG genre and not “become” a “beat em up” after X hours of play, the item system needs to be expanded upon conceptually. One idea which is proven to be entertaining is the corruption system. (Path of Diablo /Project Diablo 2) In PD2 for example, you start finding “Worldstone Shards” early in the game. You can start “slamming” low level items as you are leveling up. It makes the leveling process a lot more fun because you feel like you can get some wild gear, whereas the current vanilla game, you know what you are getting and it’s very simple (And in most cases, the loot at early levels sucks which is a different topic. PD2 actually looked at every low level unique and tweaked there stats to have some form of purpose, at least for leveling purposes.). The corruptions also prolong the end game item hunt by saying, “Hey, you found a shako! Do you want to slam it? Do you want to save this shako until you find a 2nd shako then slam both? Do you wear one clean shako and then slam the 2nd shako and beyond?” It adds strategy, player choice, and item depth. It creates a better trading system because mediocre rares/uniques can be slammed to be decent and worth selling. It does soooo much good for the game.
And lastly, with a corruption system, we would need some form of “end game map” system which is more difficult then overworld farming but also offers mlvl85+ areas for XPing, higher item quantity based on how difficult the map is (risk vs reward), and possibly some handcrafted unique items specific to end game mapping but nothing too crazy because we don’t want D2 to become power creep intensive. If maps had a few unique drops, they would be horizontal progression, meaning, similar in power to what we can get from hell.
My 2cents