This post is a direct feedback to “System Design in Diablo IV (Part II)”.
1. Affixes
The addition of Angelic, Demonic and Ancestral (I suggest renaming this to Nephalem to avoid the A-A letter duplication with Angelic) power is a concept strengthening the min/maxing in the itemization and I personally like it, but nevertheless I would suggest an improvement to it.
The current association of these three powers with buffs, debuffs and procs should be done in a more elegant way.
It would be optimal to stack only one of these three powers on an item if the power requirements are not bound to specific properties. What I mean is that items having more than one power stat and/or requirement on them would be less valuable from a min/maxing perspective since these would “lock” extra item properties for no expected benefit since experienced players would go heavily in only one direction for a single build.
You could solve this problem by locking particular item stats to particular power requirement, but this would lower the min/maxing effect (I now read this is the case indeed and I personally don’t like this).
What I propose is separating the direct association of the powers with the buffs, debuffs and procs, and introducing a system (like the Talents) that would allow players who sacrificed an item property for one of the three powers to choose how to distribute the buff-debuff-proc weight themselves. Such system could also be extended with more stats.
Removing the affixes-power attunement is also needed so that build diversity is not artificially constraint. I illustrate below why the current way of working is wrong with a simple MMA analogy.
These suggestions would achieve two major things compared to the current way of working:
- Items will roll with random requirements not attuned to specific affixes, which serves for more variety
- Players will be free to choose in which direction - buffs, debuffs, procs - to specialize without this being forced due to the power-effect association
Last, having a general proc chance increase mechanic combined with cooldown reduction may potentially create balance problems in the future, so beware about this.
2. Rares
The blog post doesn’t specify whether rares have the same number of properties as legendary items now (or would have such with future crafting) aka whether they would be top tier when upgraded, so I would discuss both options.
2.1. Upgraded rares with less properties than legendary items
In that case I’d suggest making the consumable more common and received by salvaging legendary items too. This way players would wear upgraded rares until a very good rolled legendary is found.
2.2. Upgraded rares with equal properties as legendary items
In this case the consumable should have a very low chance to drop and only in the very late endgame.
In both cases the consumable should not be tradable and traded rare items should be rendered non-upgradable in order 3rd party sellers to not spoil the game.
Overall I like this crafting opportunity since it lowers the variance and makes rares more useful than before. This would surely make the inclusion of in-game item filters necessary so that players could easily filter precious rares without inspecting each of these separately.
Thank you for reading,
Skelos