Rushing is a part of this game. We know that. But did anyone ever asked why? I am sure there are multitude reasons, but the chief one is:
The game is so unbearably awkward until you get some proper items, and those items tend to come in a form of Runewords, Uniques and Sets. The game’s item generator is set up to fail on its face when generating magic and rare items. I mean it literally is. To a level that it is more likely to find runes for Botd or Grief than the game generating an usable rare weapon past mid-nightmare difficulty.
This sad state of affairs makes sure that players will avoid good chunks of the game, because why deal with the dread if they already have gear prepared for the new toon?
This state of affairs makes entering this game fresh pretty difficult.
This state of affairs pretty much eliminates gear-dependant classes ( such as barbarians ) are so rare. Why bother with the dread?
And it’s not a problem that cannot be fixed. Mods did it. Heck I did it in a mod, years ago. And no, I’m not saying that rares should be the ‘uber’ items everyone wants. I say they should be competent as a rule, not exception.
Suggestion:
Follow the following principles when setting the item and affix generator:
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‘Blue’ items should be the baseline items that allow to survive on a given difficulty settings. With 2-3 open sockets being possible ( remember 1.09 chipped gem recepie ) they would also provide great level of customisability.
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‘Rare’ items are, in essence, randomized unique items and should as a rule match unique items in potency. Yes, this means that a rare shako with ilvl 85 should be expected to to roll +3 class skill, 200% ed, +150 life and triple res. This change can make rares actually ‘rare’, but not as rare as uniques - say 3:1. This can happen because ‘blues’ are actually usable now
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Items generated by monsters of level X should always draw affixes which match that monster’s level.
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uniques, sets and runewords remain where they are
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crafted items automatically get awesome, because one can roll them
EDIT:
Years ago I have developed a mod for D2 that was about ‘streamlining’ the gameplay - essentially, it set out to fix some of the game’s shortcomings without altering it too much. One of the thing it set out to do was to make genereated items ( rares, magics ) more in line with difficulty they drop in.
I’ve dug around my harddrive and found these screenshots of items I generated while testing my changes:
https://imgur.com/BArXaCD
https://imgur.com/BEwkKWs
https://imgur.com/lX7vpne
https://imgur.com/g3UgOEw
https://imgur.com/fDicjy9
https://imgur.com/LBTW3AM
https://imgur.com/bDtJIol
https://imgur.com/7VufV2D
https://imgur.com/ZxI04Bj
https://imgur.com/xFIq0Fc
https://imgur.com/Hw1ZTz5
As you can see - the game can be set up to make these. None of those are all that ‘op’ by current standards, especially since some require level 90+ monsters to drop, which is no monster ever. Likewise - they were not ‘common’ by any means, but they were happening from time to time.