A bit of derail but still in the topic (probably)
Recently did an Affix Pool generator that I think has a lot of D2-esque elements to it but is catered toward more modern gameplay (and a couple of affixes specifically from D4)
Curious to what some of you think about those 
Defensive Affixes
ReduceDamageFromBasicAttacks for/by 0/0%
ReduceDamageFromSpecialAttacks for/by 0/0%
LimitImpairTypesTaken for/by 0/0%
LimitImpairStacksTaken for/by 0/0%
ReduceSubsequentDamage for/by 0/0%
ReduceSubsequentImpairAndCC for/by 0/0%
While InCrowd ReduceDamageFromBasicAttacks for/by 0/0%
While InCrowd ReduceDamageFromSpecialAttacks for/by 0/0%
While InCrowd ReduceSubsequentDamage for/by 0/0%
While InCrowd ReduceSubsequentImpairAndCC for/by 0/0%
While OneOnOne ReduceDamageFromBasicAttacks for/by 0/0%
While OneOnOne ReduceDamageFromSpecialAttacks for/by 0/0%
While OneOnOne ReduceSubsequentDamage for/by 0/0%
While OneOnOne ReduceSubsequentImpairAndCC for/by 0/0%
Offensive Affixes
Increase ResistancePenetration for/by 0/0%
Increase ArmorPenetration for/by 0/0%
Increase GuaranteedMinimumPhysicalDamage for/by 0/0%
Increase GuaranteedMinimumElementalDamage for/by 0/0%
Increase AtkSpeed for/by 0/0%
Increase HitEffectChance for/by 0/0%
Increase HitEffectPower for/by 0/0%
Increase StackOrBuffCapacity for/by 0/0%
Increase StackOrBuffPower for/by 0/0%
Increase SkillLevel for/by 0/0%
Skill Affixes
A bit of clearance about skill types though:
> * Targetted = Skillshots or dash-engage stuff (click on one target or largely impact one target most of the time, projectiles, but also dashes, charges & such)
>
> * Melee = not just melee but ALSO skills that are "self-cast" in a radius (like Whirlwind, Wave of Force, or Frost/Nova, or HotA for example)
>
> * AoE = skills that "land" somewhere where an indicator is chosen (Meteor)
ReduceCost of Skills for/by 0/0%
ReduceCD of Skills for/by 0/0%
ReduceNodeRequirement of Skills for/by 0/0%
IncreaseUnlockedNodePower of Skills for/by 0/0%
IncreaseRangeOrArea of Skills for/by 0/0%
ReduceCost of Targetted Skills for/by 0/0%
ReduceCost of Area Skills for/by 0/0%
ReduceCost of Melee Skills for/by 0/0%
ReduceCost of Physical Skills for/by 0/0%
ReduceCost of Elemental Skills for/by 0/0%
ReduceCost of Overtime Skills for/by 0/0%
ReduceCD of Targetted Skills for/by 0/0%
ReduceCD of Area Skills for/by 0/0%
ReduceCD of Melee Skills for/by 0/0%
ReduceCD of Physical Skills for/by 0/0%
ReduceCD of Elemental Skills for/by 0/0%
ReduceCD of Overtime Skills for/by 0/0%
ReduceNodeRequirement of Targetted Skills for/by 0/0%
ReduceNodeRequirement of Area Skills for/by 0/0%
ReduceNodeRequirement of Melee Skills for/by 0/0%
ReduceNodeRequirement of Physical Skills for/by 0/0%
ReduceNodeRequirement of Elemental Skills for/by 0/0%
ReduceNodeRequirement of Overtime Skills for/by 0/0%
IncreaseUnlockedNodePower of Targetted Skills for/by 0/0%
IncreaseUnlockedNodePower of Area Skills for/by 0/0%
IncreaseUnlockedNodePower of Melee Skills for/by 0/0%
IncreaseUnlockedNodePower of Physical Skills for/by 0/0%
IncreaseUnlockedNodePower of Elemental Skills for/by 0/0%
IncreaseUnlockedNodePower of Overtime Skills for/by 0/0%
IncreaseRangeOrArea of Targetted Skills for/by 0/0%
IncreaseRangeOrArea of Area Skills for/by 0/0%
IncreaseRangeOrArea of Melee Skills for/by 0/0%
IncreaseRangeOrArea of Physical Skills for/by 0/0%
IncreaseRangeOrArea of Elemental Skills for/by 0/0%
IncreaseRangeOrArea of Overtime Skills for/by 0/0%
While Healthy ReduceCost of Skills for/by 0/0%
While Healthy ReduceCD of Skills for/by 0/0%
While Healthy ReduceNodeRequirement of Skills for/by 0/0%
While Healthy IncreaseRangeOrArea of Skills for/by 0/0%
While Impaired ReduceCost of Skills for/by 0/0%
While Impaired ReduceCD of Skills for/by 0/0%
While Impaired ReduceNodeRequirement of Skills for/by 0/0%
While Impaired IncreaseRangeOrArea of Skills for/by 0/0%
While CCed ReduceCost of Skills for/by 0/0%
While CCed ReduceCD of Skills for/by 0/0%
While CCed ReduceNodeRequirement of Skills for/by 0/0%
While CCed IncreaseRangeOrArea of Skills for/by 0/0%
While BuffedOrShielded ReduceCost of Skills for/by 0/0%
While BuffedOrShielded ReduceCD of Skills for/by 0/0%
While BuffedOrShielded ReduceNodeRequirement of Skills for/by 0/0%
While BuffedOrShielded IncreaseRangeOrArea of Skills for/by 0/0%
Stat Affixes
Increase HP for/by 0/0%
Increase Resource for/by 0/0%
Increase PrimaryStat for/by 0/0%
Increase MoveSpeed for/by 0/0%
Increase Resistance for/by 0/0%
Increase SocketPower for/by 0/0%
Increase TriggerChance for/by 0/0%
Increase TriggertPower for/by 0/0%
HitEffect Affixes
Targetted Skills have a 0% chance to CriticalHit on Hit for/by 0/0%
Targetted Skills have a 0% chance to Stun on Hit for/by 0/0%
Targetted Skills have a 0% chance to Bleed on Hit for/by 0/0%
Targetted Skills have a 0% chance to Knockback on Hit for/by 0/0%
Targetted Skills have a 0% chance to IgnoreStat on Hit for/by 0/0%
Targetted Skills have a 0% chance to ReturnStat on Hit for/by 0/0%
Targetted Skills have a 0% chance to ReduceStat on Hit for/by 0/0%
Targetted Skills have a 0% chance to Blind on Hit for/by 0/0%
Targetted Skills have a 0% chance to CleaveOrPierce on Hit for/by 0/0%
Area Skills have a 0% chance to Multicast on Hit for/by 0/0%
Area Skills have a 0% chance to Freeze on Hit for/by 0/0%
Area Skills have a 0% chance to Root on Hit for/by 0/0%
Area Skills have a 0% chance to Ignite on Hit for/by 0/0%
Area Skills have a 0% chance to ShockOrPurge on Hit for/by 0/0%
Area Skills have a 0% chance to Wither on Hit for/by 0/0%
Area Skills have a 0% chance to ReduceStat on Hit for/by 0/0%
Melee Skills have a 0% chance to Knockback on Hit for/by 0/0%
Melee Skills have a 0% chance to ReturnStat on Hit for/by 0/0%
Melee Skills have a 0% chance to ReduceStat on Hit for/by 0/0%
Melee Skills have a 0% chance to Silence on Hit for/by 0/0%
Melee Skills have a 0% chance to Blind on Hit for/by 0/0%
Melee Skills have a 0% chance to CleaveOrPierce on Hit for/by 0/0%
Melee Skills have a 0% chance to CrushingBlow on Hit for/by 0/0%
Physical Skills have a 0% chance to CriticalHit on Hit for/by 0/0%
Physical Skills have a 0% chance to Stun on Hit for/by 0/0%
Physical Skills have a 0% chance to Bleed on Hit for/by 0/0%
Physical Skills have a 0% chance to Knockback on Hit for/by 0/0%
Physical Skills have a 0% chance to IgnoreStat on Hit for/by 0/0%
Physical Skills have a 0% chance to ReturnStat on Hit for/by 0/0%
Physical Skills have a 0% chance to ReduceStat on Hit for/by 0/0%
Elemental Skills have a 0% chance to Multicast on Hit for/by 0/0%
Elemental Skills have a 0% chance to Freeze on Hit for/by 0/0%
Elemental Skills have a 0% chance to Root on Hit for/by 0/0%
Elemental Skills have a 0% chance to Ignite on Hit for/by 0/0%
Elemental Skills have a 0% chance to ShockOrPurge on Hit for/by 0/0%
Elemental Skills have a 0% chance to Wither on Hit for/by 0/0%
Elemental Skills have a 0% chance to ReduceStat on Hit for/by 0/0%
Overtime Skills have a 0% chance to IgnoreStat on Hit for/by 0/0%
Overtime Skills have a 0% chance to ShockOrPurge on Hit for/by 0/0%
Overtime Skills have a 0% chance to ReduceStat on Hit for/by 0/0%
Overtime Skills have a 0% chance to Silence on Hit for/by 0/0%
Overtime Skills have a 0% chance to Blind on Hit for/by 0/0%
Trigger Affixes
0% chance to TrapOrSummon OnCast
0% chance to ElementalNova OnCast
0% chance to ElementalAura OnCast
0% chance to Buff OnCast
0% chance to SelfCleanse OnCast
0% chance to WaveOfForce WhenHit
0% chance to Barrier WhenHit
0% chance to MirrorImageDecoy WhenHit
0% chance to CurseDef WhenHit
0% chance to FrostOrShockNova WhenHit
0% chance to Shackle OnHit
0% chance to Knockdown OnHit
0% chance to Imprison OnHit
0% chance to Levitate OnHit
0% chance to AngerUp OnHit
Monster Affixes
– These aren’t done yet but most likely would be less damage taken from X mob type (basic attack, special attack, CCorImpair), or more damage done to (Spell type X, damage type X, Hit effect type X) to those