Hi all, I have read all your comments.
Not going to quote cause I’m going to go crazy lol.
Skelos, you are right, all your post is good, but as said by JayL, it does not necesarilly answer my concerns.
See, all you have said is great, but there should be an understanding of what each items does, for example:
You’re going to have a head piece, a weapon or two (OR FOUR!!) or a weapon and a shield, I hope belts, gloves, boots, armor, maybe pants and shoulders, maybe bracelets, rings and amulet.
It’s borring in my opinion if everything is “Ok lets go to a legendary and all legendaries will change the way I play”, I mean, ok I will equip an armor legendary that changes how a defensive skill work, I will equip boots that change how a movility skill works, I will equip a mythic weapon with lots of damage that changes how my main skill works.
All good but it is really fun to have all pieces of gear changing something?, so what I was saying is that, blue items shouldn’t be out of the question, some niche blue item that have a change in a million to roll good should be the best Damage OR Defense option that you could equip, por example 3 jav 30 ias gloves in D2.
Now you equiped those gloves and droped and awesome rare that gave you resist, ok, then you should find that in another piece of gear, so now you have choices.
The point is to have options that makes you make another chained decision, as things looks to stand now that doesn’t seem to be the case, you equip an item that item is better than the one before and the rest of your items remain the same.
So there is when I say ok then “Attack/Defense” to all items is bad, because, lets say I have a pair of gloves with 100 Attack 100 Defense and awesome 30 IAS and 3 to bow skills (you guys realize that there is going to possibly be an Amazon because bows can’t be out of the question right?), thats great, but now I found a 500 Attack and 500 Defense…
So how do I know if 30 IAS is better than an Increase of 400 Attack and 400 Defense?, well “math” or you will just have to compare DPS.
Well thats boring, having legendaries that change everything is great, but also having stat items is also good, the point is to play with the balance of both.
Having Attack and Defense on all items is like giving those stats on all items and then just select the most powerfull combination of “Game changing” legendaries. My concern is that… that is exactly what D3 was doing with Sets.
If there will be the need to have seasonal game changing changes to legendaries that means that there always will be the only one way of doing things for each class and that’s not fun.
Lets make an example with D2 of some choices that you had regarding theorycrafting that make the game interesting.
You have a Sorceress, and the Sorceress is really good with Blizzard, so you go for Nightveil and DF, and then you play with different armors like CoH, Viper Magi, Enigma, Arkaine, and each of those choices will make you put other different gear on other places, like, if you go for CoH, Enigma or Arkaine you dont have FCR so you may go for Spirit Shield (Runeword), but if you go for Viper Magi you may go for SS, if you go for SS you then put points into Dexterity to make it “Full block”, if you go for Enigma you may equip Spirit Shield without putting points into Strenght then you go full Vitality and because of that you may say “Ok its not necesary for me to put a Jah rune in my Nightveil, I will put a Um rune for Resist”, or maybe because you have all that Vit you actually go for a Jah because is % of Life, same for Arkaine, but if you go for CoH you have all the resist, so Jah gives you low life, Um does nothing to you, maybe a Perfect Ruby will give you more life than Jah in that particular situation, or maybe you went for Arkaine or Enigma but you have a pair of godly tri-ress boots then you dont go for Um and Vit is enough so you go for Eth Rune the Mana Regen or Shael for the Faster Hit Recovery.
Do you see how many options do I have there because of such different factors?, I change my armor for another one, and that changes my whole strategy for the REST of my gear, and I still have those amazing Legendaries that impose me to use a Cold Skill, in this case Blizzard. Don’t even get me started if you go for Fire between Meteor, Fire Ball and Hydra… or if you go for Enchant and Beast Runeword.
Itemization should be a matter of changing one item and thinking “This item is better for this, but is worst for this and THEN”… the “THEN” part is what is important, as I see things right now with Attack/Defense you have just 2 options, “This item is better for attack worst for defense, I choose equiping it for Damage and I loose defense cause I dont need it” or not equiping it because I have enough damage and I’m dying too fast. The “Then” part is the part where you say “Ok is better for damage, but I need the defense that I lost there so I will go and change this and this and this and at the end I will have a better result”.
After all that you should be able to choose between more damage, more defense or another thing, I want to be able to drop one or the other to go for something else, maybe I have enough defense, and mobs die fast regardless if I drop or not an item cause “I dont need more because I have a new level of greater rift” So I just want more movility to go faster, or I wanna play with my friend and be the tanky, provide him with defense and he do the damage.
TLDR:
The point is to have it all, without sacrifices, making a Attack/Defense model is sacrificing complexity and the complexity is something that an ARPG needs, it shouldn’t be needed to enjoy the game but it should be needed to master the game.
Best regards and sorry if I made some english mistakes hehe
EDIT/ Oh, sorry for the long post u.u I’m an impulsive writter and also I found it fun to at least practice my english.