I am hoping to see them design the loot systems of Diablo 4 with Diablo 2 in mind and ignoring Diablo 3.
Gear in Diablo 3 was made significantly easier to understand and easier to achieve which ruined one of the core features of Diablo 2.
With Diablo Immortal coming out hopefully they use that to focus on the easily accessible and casual side of play focus as seen throughout Diablo 3 and start to design Diablo 4 to be more hardcore friendly, interesting, and complex.
Loot and it’s systems must be designed with Diablo2 in mind in order for Diablo 4 to succeed where Diablo 3 failed.
1. Loot should not be accessible to everyone just because you bought the game.
There are items in Diablo 2 that many players may have never seen drop or ever even had after playing for several years.
The game is playable and beatable without achieving these items. Most of these extremely rare items are not even the best items thanks to runes and runewords. Some of these items just function as trophies!
This encourages trading and community. You found something rare, but probably not what you needed so you trade for it! This also adds replay value for multiple reasons: This makes gearing more difficult, community driven and take significantly longer to gear. It also encourages playing other classes and builds besides your own because you will to level them up so you can design a build around a really cool item you found for another class thus increasing replay value and time spent playing.
2. The ability for RARE items that can (very rarely) potentially out scale any item in the game.
The chance of this happening needs to be extremely low, and I think Diablo 2 did that perfectly. A rare weapon/bow with eth, repair durability, 2 sockets, ed%, max damage, etc, for example, is extremely rare. Very few have ever existed. They should not by default be the best, or even most of the time be the best which is what diablo 3 tried on initial release and failed. Have them have an extremely rare chance of rolling an amazing set of useful affixes. This requires a large system of diverse and complex affixes on gear, similar to Diablo 2, which is my next point.
3. Bring back more and/or develop more new interesting and complex gear/loot systems similar to Diablo 2.
The lack of this caused Diablo 3’s game play and loot to feel very boring, unrewarding, and underwhelming.
What happened to stats like faster hit recover, faster block rate, faster cast rate, hit rating, and crushing blow? Multiple systems and complexity from the previous game were removed from gear and not compensated in any way.
Stats like faster hit recovery and faster cast rate had extra complexity as well through the use of breakpoints. This meant you only saw an increase in your speed if a certain value was reached. This caused you to have to mix and match certain pieces in order to balance and achieve these breakpoints. Usually sacrificing raw damage or defense to increase how quickly you recover after being attacked or how fast you can attack/cast.
4. You should not find gear for only the class you are playing.
This encourages community and trading.
Magic finding / farming for gear is a major source of replay value that Diablo 2 utilizes perfectly and Diablo 3 completely ignores.
People have been searching and playing for literal years in order to collect every item in the game. Diablo 3 literally feels like a legendary piñata. You can also make a full build of gear in under a day, and make any item you want - very unrewarding systems.
5. Crafting require the use of items used in the game - not specific crafting materials.
In Diablo 2 This made in game items like gems and runes very useful and valuable.
It was possible to make amazing gloves or rings by crafting in Diablo 2. It was also possible to re roll charms which turned gems into a very useful currency.
6. Gambling:
Diablo 3 added a new currencies in order to have gambling and crafting. Diablo 2’s use of gold for gambling, and use of in game items for crafting was crucial to the econemy!
This was a very solid alternative/addition to magic finding and gave value to gold. It feels more rewarding and better when the loot itself is designed better. Rolling for rare rings, circlets, etc that can be very powerful was exciting. Even the chance of knowing you could be buying Tyrael’s was amazing. This feels much better than rolling for the same list of items that the boss just dropped 15 of, which is how Diablo3 is currently set up.
Overall, I’m hoping to see Diablo 4 be more friendly to hardcore players and less accessible, with loot being one of the biggest examples of this.