Honestly a loot filter should be (imo at least) a prerequisite at this point.
Actively gimp my performance to kill things sounds entirely counterproductive, don’t you think?
Yeah, “killing things en masse” is far more a pillar of the ARPG genre than “everything that drops is potentially great”. Get of your high horse.
Yeah, keep kidding yourself that making choices over item slots in an ARGP is the equivalent of quantum physics. It’s not difficult, it’s just tedious. No matter how ‘deep’ and ‘complex’ itemization is in D4, there will be build guides and a meta, and like everyone else, you’ll follow them. Except when you’re putting your massive intellects to work ‘theorycrafting’ something that allows you to faceroll the equivalent of T13.
Or when theorycrafting is the only way for you to properly estimate the better build aka when you can’t copy the meta.
Yeah, keep making strawmen. It doesnt have to be quantum physics. Making build choices is the core concept of an A-RPG.
They used to require specific white items for crafting some end game items. People raised such a horrific stink about how hard it was to get things like white tsunami blades the idea was terminated with extreme prejudice. This is another “solution” in search of a problem.
I’m not fully against of the viability of all items. But white items are a tricky question. They’re either good for nothing, or thru some mechanic too OP(D2 runewords). So I think they should be viable in early to midgame, but have no place in endgame. They could have sockets, more than any other. But restrict what to put in the sockets, not to make the same mistake like in D2.
There could be a bad beat jackpot with whites. If the player gets 3 in a row, he gets a cookie; if he gets 5 - a cat; if he gets 10 - a ticket to Vegas.
i dunno i would just see some magic npc that would enchant non-magic items (white items) for some very expensive and rare items or an insane amount of money (like gambling) and it would either turn out a new item type, magic or rare item, or it just fails and gets destroyed
not sure exactly yet what they should turn into but it could motivate targeting some specific items like for runeword bases and then go with your savings and try your luck
Agreed. I much prefer finding a good item in the world and then making it more powerful by upgrading it via a simple crafting system like Dark Souls 3.
I’d rather be slaying demons than sitting in town organizing piles of potentially useful items.
The game is not even in beta, so this could change, just like D4’s Skill List was changed to a Skill Tree, or that weapons now have Innate Affixes.
What I would do is to make sockets separate affixes that don’t interfere with other affixes and let all items always spawn with the maximum amount of sockets they can have (or let the maximum amount of sockets be added via an artisan).
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Beyond that, I would say that:
- 1-handed weapons always should have 3 sockets
- off-hand items always should have 3 sockets
- 2-handed items always should have 4 sockets & 50% increased effectiveness of gems & runes that are socketed in it
- helms always should have 3 sockets
- belts should have 2 sockets
- rings & amulets always should have 1 socket
- chest armor always should have 4 sockets
other items have no sockets.
That way many white items can be used for D2-like runewords, especially when you decide that runewords don’t need to have a random number of runes, but that RW’s for e.g. 1h weapons always require 3 runes, or that RW’s for 2h weapons always require 4 runes to match the amount of sockets of the item.