So kind of filtering through all the feedback so far on this thread - Iâve enjoyed the conversations so far - this is kind of where things stand for me in regards to the design space for each item type in the game. Feel free to critique it or suggest alternatives.
White Items - Make valuable at endgame by providing a hook into crafting where white items can roll with base sockets and can be used in an imbue type system.
Blue Items - Make valuable at endgame by having the highest possible affix rolls on any one affix, but limiting the total number of affix slots available to them. Can be unveiled for set bonuses. Can roll up to 3 affixes.
Rare Items - Make valuable at endgame by having the most ability to produce generally useful base affixes. Can be unveiled for set bonuses. Can roll up to six affixes, though six affix rares are very rare.
Legendary Items - Can roll 4 affixes and a legendary affix. Legendary affixes cannot stack and should not buff single skills for single classes. Legendary affixes are the only source of +all skills modifiers (except perhaps Uniques). Can be unveiled for set bonuses.
Unique Items - Go crazy. Make them build around items, but limit us to having only one equipped so that we have to make a choice about which unique we build around. They can break any and all itemization rules. Can be unveiled for set bonuses.
Set Items - No longer items but bonuses unveiled on items via the artificer artisan.
Potions - Two types of potions/flasks with mulitple charges. One for health recovery and one for resource recovery. Or better yet, add an alchemist artisan to the game that lets us use materials in the world to craft our own flasks with broad utility but no direct power so we donât have to focus on keeping up a buff.
Runes - Condition and Effect system with up to 4 sockets in an item so you have more space to explore creating custom on hit, on crit, on stun, etc⌠type of set ups.
Gems - Modify base stats only to help you more easily make certain stat point thresholds for skill rune unlocking.
Relics - Droppable lore items that have value if sold for gold, are collectible (so find a bunch of them to complete your collection), can be disenchanted for endgame artificer crafting.
Crafting Consumables - Can drop like in D3, but also can be obtained from salvaging / bounties /etc⌠- useful in crafting from blacksmith. Some uniques can be crafted via the blacksmith as can some legendary affixes, but the best will always be found in game.
Jewels - havenât found a design space for these yet, though if they come back just like they were in D2 I wouldnât mind it. I suppose they make sockets more controllable affixes for players, but compete against main stat from gems and on hit, crit setups from runes.
You could also make some wicked cube recipes from combinations of all these things. The more diversity in what drops in a loot game the better.