Diablo 4 - What do you want to hear about?

That’s a lie. I joined a group with your mom yesterday. I think she’s lying to you.:grin:

Yeah. “Endless scaling” is a bad idea. At minimum, cap the rewards much earlier, so any additional difficulty is just to challenge yourself, not for efficiency gains.

No, those do not represent more build diversity. All these builds also exist with limited respeccing. They just wont be the only optimal builds anymore. Which means build diversity will increase.

I havent really thought about it. But rotating content sounds like nice idea to me, after they remove them, they could improve them, so they come back better. They could do HC-seasons, Survival Seasons, Solo Seasons, etc.

Even though I hope they do Seasons more Entertaining, more music, celebrities etc. But maybe Blizz want to stick with “content”. I think they should do at least one “Entertaining Season”, like First Season to build hype and make players stay around after they have finished the game.

Rotating content sounds like a plan. Let players play the content. Remove it. Improve it. And bring it back.

What’s with you and the mom jokes today
I thought u are the mature one in here, lol

If it’s specific content for seasons then maybe. Like league content in PoE. Maybe some stuff is added in season 1, different stuff in season 2-5, then 6 has stuff from season 1. Like the gift sets that rotate sure. If it’s stuff in the game from launch, then it disappears to be on a rotation then no.

Playing too much OW lately. I’ve never claimed to be too mature to make mom jokes.

If we think about D2 rw system, we can see that 80-90% of end game rw were items with an aura or 1 godly stat, so i see a lot of potential in D4 trigger/effect rw system especially that it works with every item…

BUT

it must have more to offer than 2 runes. Items need more slots so we could combine 3 triggers + 1 effect/2+2/1+3 etc. And runes could have tiers (believe was mentioned something like this at blizzcon presentation) so we would be able to upgrade their effects.

2 Likes

Yeah, this is important imo. Max 2 sockets would be a silly system.

Imo make it:
Uniques:
Weapons/offhands and chests: 2 rune sockets*
All other items: 1 rune sockets (so only useful for any passive effects they might have, otherwise you would only use gems in there)

Legendaries:
Weapons/offhands and chests: 3 rune sockets
All other items: 2 rune sockets

Rares and below:
Weapons/offhands and chests: 4 rune sockets
All other items: 3 rune sockets

And take sockets out of the affix system. We should be able to craft sockets into items, allowing us to always get the maximum sockets on an item, at a cost.

*Calling them rune sockets since we could have more sockets in items beyond those.
Like Legendary chest: 3 rune sockets and 3 gem sockets. Runes only go in rune sockets, gems can go in both socket types.
Stuff like 6 rune sockets would be a bad thing imo. Too many cause-effect interactions.

Speaking of which, add a third rune type: Power. Scaling up the Effect runes (like +50% duration, +100% dmg etc).
That would allow 3 types of set ups in a 3 socket item:
Cause - Cause - Effect
Cause - Effect - Effect
Cause - Effect - Power

(and yeah, that could be along with runes having tiers, which on its own doesn’t offer any choices, since you would always want higher tier runes if you find them, whereas power vs. effect offers a choice in boosting 1 effect rune vs. having 2 effects or 2 causes - in a 3 socket item, additional choices in a 4 socket item of course)

Oh after browsing through this, how the respec works in the game. Might be a bit different from D3, but there is noway I would like no respec at all…

nyeeeee i dunno man
just keep it at max 4
we dont need that many holes in an item and then go overly complicated again

Hence, “could have”. Only saying that rune sockets should not go beyond 4 in any case, due to the way runes interact, and imo not go above 3 runes for legendaries/uniques (to give rares and below an additional strength here). No matter if an item had more sockets than that.
Just a matter of whether gems should play a significant role or not. Having additional sockets for gems gives them a purpose even in end-game.

If the amount of sockets is a problem, even with 2 socket types the max could still be 4.
Legendary chest: 3 rune sockets + 1 gem socket, Unique gloves = 1 rune socket + 3 gem sockets. Etc.

tripped there :v
1 rune socket doesnt work xD

I assumed they still had passive bonuses (so working like gems). If not, then obviously no.

I’ve been thinking about rw system and maybe it wouldn’t be a bad idea if instead runes in items it would work with Talismans. So, there would be few types of Talismans to find, every with different number of sockets, let’s say from 2 to 4. Talismans could have basic, various Powers like you mentioned +50% duration etc that empower created inside rw. Ofc this needs an own space in UI with some restrictions, e.g. one 4s talisman, two 3s, three 2s or something like this.

Essentially yeah the auras played a big part plus a few other special affixes that could roll on some of the top tier runewords.

I could see the teleport effect from enigma being on a very rare effect-rune or an effect rune that causes an aura that lasts for a short duration of 3-5 seconds, sure. Not that we need an enigma again but just an example.

Well I think one of the interesting aspects of runewords in D2 was how it expanded the item hunt to find the ideal white item to use for that runeword. Due to certain rare rolls on white items, some could be more valuable than the runeword itself and most other items.

Could definitely see that integrated into crafting where you can sacrifice an affix roll on a rare to get an additional open slot and decide if you want more cause or effect runes.

I mean that would be such a no brainer
Just give white items the most possible sockets and they would become their own top tier rarity in late game

I see other option: white items as a base for crafting -> we could craft every type of item: magic, rare, set, legendary, uniq and it would have higher stats for maybe 10% than dropped one, similar to D3 primals BUT it would always be ethereal (couldn’t be repaired).

hm
cut out that part and it would be worth a consideration
the question is then how does the crafting work, how much RNG is involved in it and how much does it turn the classic loot hunt into a stand in front of a NPC and gamble all day game
the goal is to give every item type its own place and worth in a build
while effectively turning 1 item type into other item types doesnt really add anything to it but an extra step
and making it always stronger than the other item types completely ruins all other items
it was the same problem with the idea to turn rare items into legendary items
it makes no sense because it would basically just turn every single rare into a potentially better legendary and none would care about looting legendaries anymore in endgame

while an item packed with your own combination of runes is a complete new kind of items that could completely shake up the build meta and offer endless possibilities for people to experiment and combine different effects
right now that would only be possible for rare or legendary items if its even possible for them to roll more than 2 affix slots as a socket, which blizzard probably didnt even think about when creating their new itemization system

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I am glad that D4 team resigned from "Ancient’ items and i understand that my proposition is something very similar but for some cost (durability) and for limited time (ethereal). Other idea is that crafted item would have +1 stat that same dropped item wouldn’t have, similar to Corrupted items from d2 mods. Crafting should be more interessting and harder than just clicking one button like D3 and rolling something good after 2-3 tries.

i get your point but for most people trading power for convenience (only holding an item for a limited time) is a horrible experience and leads to a lot of anxiety and unsatisfaction as you will never have the feeling of actually owning a strong item but just lending it while all other items would effectively be inferior so you would run around with as many crafted items as possible to keep up your maximum power while always having a backup non aetherial item for that equipment slot in your stash
so, maybe interesting in theory but horribly inconvenient and nerve wrecking in practice