I am VERY impressed, and happy as well!
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The most pressing issue (item power creeping/higher tiers always trampling lower tiers) seems to be solved;
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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!);
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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.
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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…
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Is this “item drop” scaling thing a good thing at all?
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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!