I had spent the last week or so trying to catch up on all the Diablo 4 news I missed over the last year and condense it down into feedback. I tried to focus on Endgame, Skill System, Build Diversity, and Difficulty scaling thinking those were the major challenges that D4 faced, but almost every thread ended up focusing on itemization, so it seems the community is much more worried about that. I sort of understand that though because if itemization isn’t correct all the other systems in the game suffer. But, as I was reading through their feedback it feels like the community is trying to put too much emphasis on items to prop up every other system in the game. Let me explain…
Items should not be what make builds work. That’s the skill system.
Items should not be what make builds diverse. That’s the passive/talent system.
To make items bear the brunt of the goals of those two systems is what’s causing crazy pendulum swings in itemization feedback. So what should items be?
In my opinion items in a Diablo game are meant to help you unlock hidden potential in both of those systems by refining a build to meet specific challenges the game presents and to help players feel like a bit of a mad genius tinkering with break points or just flat out trying to break the mold the designers have created for you in some way.
What gets in the way of this feeling are two things: (1) lack of choice in how to accomplish a player’s goal, (2) there is always a correct answer and that answer is the same across most of the items. The reason that D2 is beloved by many is because it’s itemization didn’t restrict player choice in refining builds and didn’t have a single correct itemization answer that was identical across most items, because not every affix could roll on every item slot. This is also precisely why, in my opinion, D3 failed in many cases - there simply weren’t enough interesting affixes and the correct choice was always stacking the same 3-4 affixes (crit, crit dmg, attack speed, main stat) that occurred on (most) every item slot.
So how can the D4 devs improve on the D2 formula and avoid the pitfalls above?
- Bring back skill ranks and +skills on items. Introduce break points on skills depending on their rank. A 5 point meteor is just a meteor as we know it, but a 10 point meteor has a larger AOE hit radius, a 20 point meteor has a fire patch that it leaves behind. Skills are maxed at 20 points of manual investment but can be pushed beyond 20 points by +skills which give interesting effects. For example for every +2 points into meteor above 20 maybe an additional meteor is summoned. If every skill in the game scaled this way it would make for very interesting decisions about how to spend skill points and make +skills very attractive affixes to search for on gear. Give the player enough skill points to manually max out maybe 3-4 of their six active skills with a smattering of points put into other supporting skills and allow skill points to be respecced at a cost. If a player wants to have 10 skills, let them, and let them change their skill loadout with those they have skill pointed into. +skills on items cannot give a player a skill they haven’t specced into with a manual skill point investment. (I mentioned something like this in a previous thread but included it here for reference since it does impact itemization.)
- Introduce talent points in addition to skill points. Skill points are used on the skills directly in the skill window and talent points are used on skill upgrade nodes in the skill and passive tree showed off in the september quarterly update. Remove skills from the skill tree and only have passives and upgrades in that tree. To further promote build diversity a lot of the options in the tree should be choose this or that like we saw in the original 2019 reveal.
- Not every item slot can have every affix roll on it. Maybe attack speed can only roll on gloves and weapons. Maybe crit can only roll on weapons and jewelry. And crit damage can only roll on weapons and jewelry so they are kept in check. (too much crit and crit dmg is really bad in terms of scaling and often becomes the only choice mathematically).
- Uniques are the only items in the game that can break these itemization rules and so they become highly valued for that purpose.
- Legendary affixes should not be skill specific, but can be aspect specific. For example, give all skills in the game keywords and legendary affixes should modify those keywords. A few example legendary affixes.
- Skills chain 1 additional time. (only viable if the skill has the chains keyword). If you’ve played POE you are likely familiar with this concept.
- Projectile skills pierce 1 additional time. (only viable if the skill has the projectile keyword)
- Defense skills last x seconds longer (Saw this one was already added and I like it a lot. Once again it only applies to skills with the defense tag.).
- Physical damage can be converted into elemental damage at some ratio.
- Elemental damage can be converted into a different elemental damage at some ratio.
- Life on hit can add a barrier to health when health is full.
- Chance to cast skills from other classes on hit.
- On hit effects
- On cast effects
- I do not want to see +40% damage to meteor as a legendary affix for example, because it becomes an item that must be taken if you are planning a meteor build and so you will look for it on every slot and if it can roll on every slot it is doubly bad.
- Limit health recovery sources on gear and bake them more into the potion system where they can be controlled. It has detrimental affects on the ability for monsters to actually pose a threat at end game and results in monster damage and player damage having to scale too high relative to one another. If monsters aren’t threatening from an attrition point of view then they have to threaten the player with multiple potential one-shot mechanics. This is not fun to play against and leads to players forgoing a lot of defensive itemization since it becomes less desirable than just killing the monster before it kills you. This is what I call the monster/player arms race at endgame and the culprit is almost always health recovery scaling (or possibly absurd player damage scaling).
- Do allow players more ways to itemize for effective health beyond +life and +resist. +dodge, +block, +phasing (chance for temporary invulnerability to a damage type) should all be options with caps of some type so no one option is stackable to absurdity. I would also recommend introducing options for using mana shield-like mechanics for players that want to itemize for +resource builds. If you are always tied to +life and +resist to survive then you’ve significantly narrowed down build refinement choices (and always be wary of life recovery - battles of attrition should be possible).
- Allow items to have up to 4 sockets and allow runewords to have one condition rune with three effect runes triggering off that condition in the same item. This would making creating cast on crit, cast on block, cast on potion use, cast on dodge, cast when stunned, cast on low life, etc… type builds possible.
The elements I’ve talked about above replicate the diversity of the POE system for build refinement with far less complexity. White items are viable as bases for crafting interesting runeword set ups. Blue items are viable because they have the highest ability to stack - say crit on gloves - than any other source in the game and if gloves are one of the only reliable sources of crit on gear then blue items might be viable for that slot for some builds. Legendary affixes would refine builds further without feeling mandatory for damage scaling. Go crazy with uniques. If we can only equip one it can break any and all of the rules outlined above.
Edit: Introduced an Endgame Crafting System Proposal Later in the Thread and Reworked Original Design of Set Bonus Crafting
Returning to the item discussion, endgame crafting is a huge part of items in an ARPG. PoE has really pushed the bar on what ARPG players expect out of crafting systems and endgame progress systems and though I love PoE its crafting systems - that are constantly changing with new league mechanics - are a bit overboard for me. D3 has Kanai’s cube and that’s about it. To me, both miss the mark and there is design space for an intuitive and deep system that explores the space in between.
There are bits and pieces of my feedback in this area in other threads and in the beginning post of this thread, but I wanted to put the full system in front of the community for feedback about what they want in an endgame crafting system. As we’ve discussed various issues some of the feedback here already has given rise to some really good ideas which I’ve tried to incorporate below
Endgame Crafting Proposal
Bring back the blacksmith, mystic, and jeweler. Add two new artisans: the alchemist and artificer.
The blacksmith
- handles salvaging (breaking down items for components),
- is the only source for crafting a new endgame itemization slot - the talisman (more below),
- can add item quality to items (think PoE whetstones and armourer’s scrap).
The mystic
- handles transmog for both you and your follower,
- rerolls one non-legendary affix on an item (though doing so causes instability),
- allows you to roll a legendary affix on a rare (or magic) item through a found in-game consumable (Blizzard has previously said they were developing such a thing). This consumable grants a random legendary affix and can be overwritten, but each time you try to craft a random legendary affix on an item it causes instability.
The jeweler
- lets you upgrade gems. This isn’t simply upgrading the levels of the gems anymore, it is allowing you to combine strength and dexterity gems for example to create hybrids that don’t drop naturally in game. All stats gems can be created if you combine all of the primary stat gems.
- allows creation of higher level gems, but it is a 2 for 1 increase and gems drop much more rarely than they do in D3. It should be a really big deal to find a gem in the game. This makes upgrading all stat gems very difficult and will require significant investment from the player.
- can add sockets to items. Sockets exist outside the normal item affixes that items drop with and can only be added by the jeweler. Adding a socket to an item increases that item’s instability.
- is the only source of jewels in game. Jewels are created by taking two magic or rare items and destroying them to create the jewel. The jewel will have one affix from each item but at half strength. You cannot target which item affixes are incorporated into the jewel when it’s created. So for example it might pull an +8% attack speed from one item and a +10% crit from one item to create a +4% attack speed, +5% crit jewel. Jewels compete with runes and gems for socketing slots. This would also give magic items a much needed niche in that they would have fewer affixes (and stronger affixes) to pull from so the best jewels will come more reliably from two magic items.
The alchemist
- lets you create potions. There are two potion types - resource potions and health potions. You can find recipes throughout the world that can change the functionality of the base health and resource potions that drop by default in the game world. Potions have a cooldown and cannot be spammed. They are strategic use items that you must be judicious in using (unless you are happy using the base ones that drop in game) because they will not be trivial to craft.
The artificer
- is basically a Deckard Cain replacement for the game. (I’m kind of hoping it would be the guy in the gameplay reveal trailer with the jug.) Artificers know all about the hidden properties of items and are gameworld historians who can identify even the rarest of items.
- will identify skill tomes. Skill tomes are unique drops from some boss monsters that give players access to spells that are used by bosses/monsters. These spells have charges, but can be recharged by the artificer at a great cost. You cannot obtain skills from other classes by using a skill tome. Skill tomes do not take up a skill slot but have their own unique user interface and can interact with runes in items which can use skill tome charges under certain conditions.
- will identify relics. Relics are ancient items. They belong in museums. Many of them when identified will share history about the world of sanctuary. They can be collected, but they can also be sold (for a lot of gold), or the artificer can disenchant special crafting consumables from them, destroying the relic in the process.
- introduces the player to the cube. The cube has many recipes associated with it and is the primary tool in the game for unveiling set powers on items.
Set Bonus System (feedback from others has helped me tweak the design of this)
The artificer tasks the player with recovering recipes for ancient sets of power that are tied to runes the player has been finding. Players will combine a series of runes with an item creating a set runeword bonus on the item (some of these runes will be rare and you’ll have to find multiple ones to complete sets that require them, not zod rare though, that’s crazy). Some set runewords will require 2, 4, or 6 items with the set runeword to unlock their full set bonuses. This is basically sets as we know them, but not tied to specific item slots, and not as super over the top powerful as sets were in D3. A set bonus runeword does not count toward the affix total for an item but exists outside them. If you collect all the set bonuses needed to complete a runeword set you will gain the transmog or cosmetics associated with the set.
Instability System:
Endgame crafting needs to have the potential to brick your items (by destroying the item or randomly removing an affix) or else it will be abused and artificially shorten the item hunt. Each time you perform a crafting alteration on your items - adding sockets, rerolling an affix, adding a legendary affix, transmuting a rune word, the item incurs an instability penalty. There will be balancing needed to determine what feels best, but the point of this system is to balance risk versus reward in continuing to try and fine tune the same item. There is something similar to this in Last Epoch, but I’m not advocating for the complexity that system has.
Talisman System:
Several of you pointed out that you find the Grim Dawn relic slot very interesting. I do as well and I think crafting that slot via the blacksmith from recipes that drop in the game world could be very interesting especially when we think about PVP. Talismans would be the only items in the game that can roll PVP only affixes. Certain talisman recipes will not have PVP implications and are perfectly viable PVE items. The talisman slot is only unlocked upon completing the campaign and you are awarded your first talisman for doing so, but it is the only talisman that drops in the game. The others will need to be crafted and are very consumable heavy crafts. Legends tell of mythic rarity talismans that use the very essence of the demon lords to craft. The highest level of talisman crafting will require claiming badges worn by the highest members of the pantheons of hell and serves as the boss running crafting path in endgame.
The Demon Smith:
Occasionally when you go through keyed dungeons or in other appropriately high level areas, you will encounter the demon smith. The demon smith once served under Hephaestus but is willing to peddle his wares for anyone who can pay the cost. The demon smith is the replacement for previous incarnations of the Diablo gambling system. A currency like blood shards drops in the game and is the primary resource for employing the demon smith. The player must offer up an item and a certain amount of blood shards. The demon smith attempts to upgrade the item, but as we know from gambling, he will often fail. When he fails to upgrade the item’s quality the item is destroyed, but if he can upgrade the item it will be returned to the player. Magic items upgrade to rares and above, rares upgrade to legendaries and above, and legendaries can only upgrade to uniques. The chance of a gambling upgrade occurring is more likely the closer the item quality offered up is to the item quality desired. That is a legendary has a much better chance of being gambled into a unique (though still far from certain) than does a magic item (which should be very rare). This makes you have to think about a specific slot you want a unique for and occasionally pick up items of that type to unload on the demon smith.
Angelic, Demonic, and Ancestral Power
I loved the idea behind these affixes when they were first introduced and I wanted to find a way to incorporate the original spirit of these powers into an endgame crafting/progression system. Occasionally (pretty rare) when you salvage items or disenchant relics you will obtain orbs of angelic, demonic and ancestral power. These orbs can be applied to gear to grant that gear a certain amount of each of these powers. Angelic, demonic, and ancestral power on items do not take up an item affix slot (think of them like an enchant from wow).
The endgame progression system tied to this idea will be a tree of some type (perhaps like the Diablo Immortal system) and certain nodes within that tree will require angelic, demonic, or ancestral power totals to activate fully. So, you will have to plan for which endgame progression tree you want to specialize in and work toward enchanting your gear with the correct powers to fully unlock the functionality of that tree.
I feel like all of these system can be expanded upon in the future without having to introduce new systems to prop them up. I also think they are sufficiently deep to have players search for best in slot crafts for the life of the game.
Thanks for reading and I’d love to hear your thoughts. As was suggested by another forum member, keep it simple and I’ve tried to do that here.