From the Q3 update:
“We’ve also had very mixed team feedback regarding core itemization. We’re currently looking at how to best differentiate our various item qualities. For example, should Magic quality items have higher affix stats than Rare items?”
There are 2 points that need to be addressed regarding this issue:
1. Would players enjoy having their endgame characters be wielding Magic items over Legendary items?
I doubt it. The fantasy is to wield all high-tier items by end game. Missing out on max number of affixes and powers will feel bad. But then this leads to the next point:
2. Then how do you make lower tier items meaningful enough that players have to think twice before trashing it?
Raising the affix value on low tier items is a great start, but it has no meaning the way it is now because it conflicts with the 1st point. But what if you can upgrade the lower tier item into a higher tier item, keeping the old affix values while rolling an additional random affix(es)? Depending on RNG, it could make the item trash or a keeper.
This way, an upgraded legendary item could be better than a dropped legendary item. It requires players to actually play the game to get the real best gears, and not just be lucky.
From the previous updates, we know that devs are considering a mechanic where you can extract the legendary affix from an item and give it to a Rare item to make that a Legendary.
So this is how it should be balanced:
- Just upgrading a dropped Rare to a Leg should have the potential to be better than a dropped Leg.
- Upgrading a dropped Magic to Rare then to Leg should have the potential to be even better, but should be much harder to do than just upgrading a dropped Rare to a Leg.
- Upgrading a dropped Normal to Magic to Rare to Leg should have the potential to be the greatest, but should be the hardest to do.
To accomplish this, lower tier items should be able to roll higher affix values, yes, but ALSO lower affix values. Basically, lower tiers should have wider value range.
For example:
Legendary weapon damage roll range = 80~100 (with 7 affixes)
Rare weapon damage roll range ====== 70~110 (with 5~6 affixes)
Magic weapon damage roll range ===== 60~120 (with 3~4 affixes)
Normal weapon damage roll range ==== 50~130 (with 0 affixes)
Why is the wider range necessary? Because lower tiers have less number of affixes therefore less RNG. The RNG needs to come from the value range instead. This way, getting the perfect value Normal item then upgrading it all the way to a Legendary item with all the extra affixes rolled to precise perfection would be extremely difficult and costly to do. Each tier items will maintain some level of value even at endgame.
Lastly, I don’t think this upgrade mechanic should extend to the Mythic items. After all, those items are supposed to be mythical. But I really hope that the Mythic items are not absolutely necessary to make an endgame build.
Anyway, let me know what you guys think.
Looking forward to the Q4 update!