D4 crafting system should be it's own thing

I KNOW but giving different powers to different classes doesn’t necessarily do an MMO… I guess I might be tripping a tad bit but think the biggest “advantage” ATM of D4 compared to the competition is classes (and the space of innovation that can be “toyed with” for a while)

If they embrace the class diversity to a step (next lvl) where the gameplay (engame) feels different without being extra dps (i.e. extra glass-cannon) or extra tanky (cause that’s what all the “baseline class differences so far were about”) but just - DIFFERENT without forcing them into a “have to” dps or “have to” tank, think it’s another layer of diversity of builds well done IMO :slight_smile:

But that would automatically make those extra abilities weaker and unimpactful because they have to be balanced
I’d rather have it for everyone and do something

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Just a few examples:

Let’s say SoJ was a jewel. It gives +20 to all attribs and +10% crit chance (just an ex.). The Barb can make it be +20% crit chance at the cost of +all attrib be +15 instead of +20… Other classes could not… Futhermore, the Barb could use that jewel into a weapon whilest other classes would have to use it as an armor socket

Lilith’s Library (a feature for endgame ex), any class can put X amount of skill tomes and get the ability to use a skill they otherwise couldn’t (OR if it’s a skill they possess/researched can empower lvl)

What if the Sorc can use 5 tomes, the non-Barb classes could use 3 and the Barb can use only 2… Furthermore what’s cool about this there could be “Tome of Amplify Skill” where basically you can empower other tomes in the library (so an amplify skill tome can empower up to 4 other skills the Sorc could use, but only 1 for Barb). and so on

Same with Druid… I could IMAGINE them being “weaker” for other classes but at the end of days you end up with things that make endgame much more dynamic/interesting/replayable overall :slight_smile:

Or even a “Rathma’s temple” where you put curses onto your opponents (based upon type or whatever), up to X “cursed artifacts”… Let’s say there’s a class that’s not yet released, not Necro, not Thief/Rogue, but something in between, a dude for close combat with poison/curses whatnot = that one could use up to 5 curses onto monsters by type of by curse, other classes could use only 2 or 3 or whatever

BASICALLY those are “extra things” that separate classes can do NOT NECESSARILY related to build and/or gear, it’s just an EXTRA MECHANIC for the late game that opens more options (differs) for further experimentation/use :slight_smile:

So, all you have to “tweak” into mindset is think of crafting as an “extra” feature that Barb capitalizes most of instead of something “baseline” for all

Well I guess, this implementation would fail because of balance issues :confused:

How do you know that beforehand lol

Besides there are always tweaks you know, if a 3 tome mechanic is too strong then perhaps dial it down to 2 and for the sorc instead of 5 becomes a 3, same with cursed artifacts, instead of up to 5 curses only 3

I mean… The cool part is that you’re kinda having “dynamic” approach for the lategame

Let’s say there’s a curse artifact which says “bleed and damage over time is applied 50% faster to monsters of type undead” (or demons, or flyers, or whatever) for ex., BUT also have another one which says “archers are cursed with a 25% of damage return”, which one would you use ?, sometimes they can be really strong but sometimes they are just a “pest” you can use to empower your bonuses per kill or whatever

I mean, you get the idea… Don’t think that things like that can really impact balance, especially if those things are a semi/rare (especially the more powerful ones) drop. Besides, sometimes a Barb player might wanna trade a “Tome of Amplify Skill” Tome for a jewel or whatnot

Long-story-short


Until tried, can’t know for sure :thinking:

Because I have some experience with player bases nowadays and people will cry and then they will even it out
And if you can TRADE it, everyone will simply create crafting chars = mmo

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Well I guess THAT holds some truth… But if people are for a trade in the first place, why do you think they’d like to have that if not for a “get an advantage” faster ? :thinking:

The question I guess is = whether or not stash should be shared (i.e. account-based or character-based), I guess separate would kinda “solve” that issue/problem tbh

If its separated stash, just to not have a crafting char, people can still mule stuff with 2 accounts. That shouldn’t be an argument for the painful experience of separated stashes xD

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Aaaahh I give up… Still consider that “per class” mechanic for the endgame is still worth a shot, at least during the earlier pre/closed-alpha for a while :slight_smile:

Sacred 2 had “trade skills” you could pick. Such as blacksmithing, alchemy and bargaining, Came at the cost of other passive skills though, like more dmg, defense etc.
Cant say I was a fan. People obviously just made sure to have alts with those skills.

I guess you could also go the way of PoE with crafting NPCs you can focus on lvling up, which different crafting benefits. But if the items can be shared between your characters it is just pointless inconvenience.
If you have any kind of specialized crafting benefits, then the affected items kinda have to become bound on character instead of bound on account.

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I cheated my seraphim the blacksmith skill with a tool. So far about class specifics working well…

Naah, every “non-primary” per-class skill should be at least semi-directly combat related for the game to feel an ARPG rather than MMO. “Trading as a skill” doesn’t really work for a Diablo universe

As far as i can see it, we already have a good baseline in carfting.

1.) The 3 new Affixes, wich can be found on “normal” Gear and unlook some Powerspikes for certain Skills

2.) As stated in the previeus Blog, there is an unnamed Consumeable, wich applys a legendary Effekt to a normal / yellow Item


With this alone, you have the Chance, to craft some incredible yellow Gear and add an extra Effekt on it.

And with this, we havent even seen, what kind of Runes / Runewords we are getting.
Esp the Runes alone, would make up quite a lot of differant Mats, wich could be used for quite a huge varity, to improve your Gear or even as a sec. currency.

I don’t think crafted gear should be BiS ever in any game unless it is a completely single player RPG. Should crafted gear be a a close second? Sure.

WeeWeeeeeellll we talked about the legendary consumable for quite some time… I don’t know if we should necro this discussion xD

Then, it has no value in the end and becomes irrelevant
That’s why I think, crafting should not necessarily make gear but improve gear so it won’t compete with loot and still always be viable

Sounds like I should be glad, that i missed this discussion :crazy_face:

It’s a very nerdy topic about pretty “irrelevant aspects of perfect game design”

Then I’m confused. If it’s not BiS, it’s irrelevant. But you want crafting to improve gear not to compete with found loot. Doesn’t that make it just as irrelevant? Or did you mean to say so it competes with found loot?

Frankly there should be no BiSs in the first place

Some things should give you damage, some should give you CC, some should empower you deal more damage by using X before/after a certain Y skill or hit or whatever, or in combo at (nearly) the same time… :stuck_out_tongue:

Basically, there should be NO BiS, I mean, “meta” is boring, so are BiS. The real question that emmerges is = whats make the endgame be if there aren’t “BiS” hunts or at least are drastically less often than use to… ?

That’s why I kinda like/d the idea of a “per-class” mechanic that can be searched for or upgraded/built-up as a potential alternative tbh

I don’t think BiS are designed. They just happen to synergize with abilities the best for a particular skill or build. So, even with random stats, there will be an arrangement of stats that will be BiS.

But I feel you man. Never liked that in WoW. Don’t like that anywhere except for single player, linear RPGs where you get the best items at the end before the last boss type of thing.

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