The D4 developers are very capable of making a deep game, but often times I think they shy away from adding certain things to the game for fear of making the game less accessible. I think this is actually a good thing to strive for (if the game is PoE deep/complex too many people will not play it) but often times I feel they err too far on the side of accessibility. There are several things that would be easy wins for the developers that could add layers of depth to the game with minimal development time.
Armor Types: As of right now they’ve only added inherent modifiers to weapons. This is a great change in addition to the weapon speeds they introduced. Both of those were easy wins and the type of thing I’m talking about in this thread. My question is, why can’t we extend this to armor as well? They could easily have three types of armor: light, medium, and heavy. As a base each type has the same defense, but different inherent modifiers.
- Light armor - +x% movement speed
- Medium armor - +x% dodge
- Heavy armor - +% increased defense
This would position light armor as having the least defensive capability, but the most freedom of movement. Medium armor would be viable for builds that focus on defense through dodge, while heavy armor should naturally have higher defense than the other options. This is very understandable to a new player, makes some realistic game sense, and would add depth to the game - you could see light armor, medium armor, or heavy armor versions of certain builds as a result. Better yet, there could be passive skill tree bonuses that reward players for only having a single armor type equipped.
Consistent Elemental Effects: It feels bad to have elemental damage effects on items (or skills) which offer no real distinction. To new players this is very confusing - they expect fire to burn, lightning to shock, and cold to chill. So far in D4 they’ve only shared plans for certain elements having stagger mechanics - +cold adds chill which eventually leads to freeze is a very understandable progression that is easily extendable to other damage types.
Every type of damage in the game should have a well understood stagger - ailment progression system and ways to scale stagger stacking speeds and ailment potency. Some easy examples:
- +Fire - adds burning stagger - creates ignite ailment
- +Lightning - adds shocking stagger - creates stun ailment
- +Earth - adds crushing stagger - creates crushing blow ailment
So long as there are tooltips which clearly describe the keywords involved this system makes intuitive sense to a new player. In turn, this gives variation in builds based on the damage type you want to pursue in addition to the skills you choose. If a holy sword and a fire sword have absolutely no in-game difference what’s the point of having that distinction in the first place?
Skill DPS Clarity: Not being able to see the DPS of a particular offensive skill somewhere in the UI feels bad - even if the best way to play the game is not always increasing skill DPS its an important detail for players to have access to.
These are three immediate things that come to mind which would be easy wins for the D4 development team to cultivate depth while actually enhancing accessibility. I’m sure there are others - what are some easy wins you see?