Feedback on Itemization

I am VERY impressed, and happy as well!

  • The most pressing issue (item power creeping/higher tiers always trampling lower tiers) seems to be solved;

  • The endgame consumable seems AWESOME, it got me excited! (Let’s just plan carefully which slots can “receive a legendary power” so we dont overdo it!);

  • Attack/Defense generic buffs removal from items;

Now, in my humble opinion, we should have discussions on these secondary points:

  • Removal of multiplicative/percentage-based bonuses. No more +XX% bonus Cold Damage. Add flat amounts. It’s way easier to balance, and WAY cooler to look at. Basic/Initial items give + 30 Cold Damage to Spells. Higher level Items give +200 Cold Damage to Spells.

For Life/Defense: Low level amulets give +30 HP. Higher level amulets give +300HP. You get it… Percentage “Defense” is only ok for Elemental Resistances.

  • Item levels. Specially when we’re leveling up (the main/core experience). Will drops “scale” to players’ level? This didnt work in an interesting way in D3. Every level you gained pretty much meant that previous items were now useless…

  • Is this “item drop” scaling thing a good thing at all?

  • I’m still VERY much in favor of a stat squish from the get go. No need for a random Rare basic boot having 1500 Defense; this pretty much sets the tone for all other number balancing around the game;

PS: The Angelic/Demonic/Ancient idea seems VERY cool as well, kuddos for the brainstorming!

Yes, I agree the added Angelic, Demonic & Ancient is brand new and very interesting!
Bravo to the designers

The game should be a blend of the ‘best of the best’ of all 3 games.
The fact that the designers are going to make rares viable is outstanding!
The fact that the designers want feedback early in the development is outstanding.
Adding more affixes is, well you know, outstanding!

Minor feedback item: Think about adding in belt, bracers and maybe shoulders.

Limiting what affixes and their strength can drop on specific items can help from getting into that BIS item syndrome.

Cool down reduction, maybe should be limited to certain slots only.
Critical hit damage ditto. Maybe others too.

Seems to me your taking a good approach to keep certain stats from being too overpowered and necessary in every slot.