Impressions from Q4 D4 blog

PoE build guide…For boots look for resistance, life/ES & movement speed (90% builds)
Body armor, look for hp/ES, resistance. (90% build)

Thats why we must move away from general stats, becuase it will end up most people using gears with the same fews stats.

Interesting non conventional stats that is more specific make loot hunt more exciting & longer.

Otherwise, we will be back to gears with marginalised improve numerical values ala D3…

Fixed it for ya :+1:

There still is a dump stat and that is the main stat. Exactly like in D3.

It’s not even the principle of a main stat that’s the problem, it’s making the others absolutely useless. True, in D4 only one is (INT for Barbarian, STR for Sorceress) and the damage bonus of main stat is heavily nerfed (maybe even too much) but the issue remains. Who is going to spend any point in INT when playing Barbarian ? If anything else it will condemn INT threshold nodes to never be used because that would mean wasting far too much otherwise useful Attribute bonuses.

It’s easily fixable however. There just needs an offensive bonus on every Attribute, no matter the class, as long as it makes sense and opens more specific builds while main stat remains the default choice.

I don’t think it’s bad as a secondary defensive bonus. It’s always helpful to avoid some damage.
Of course if it was the only thing DEX provided it would be terrible, just a little more than STR providing only Defense.

I like most everything about the blog and the item affixes with the exception of the legendary affix. Making it random I feel introduces too much RNG. I like that a legendary item has a set legendary power and feel that it should not be random.

Hey everyone, here is my opinion from this Q4 D4 blog:

I have good feelings with the statistics that come back to diablo again. I feel confident with the statistics even if they still need some work to be be done. My greatest fear for them is to have a statistic that erase all other ( like + life in D2 and +X% damage in D3) developpers have to work with this in mind to make sure to have a performant system. To resume for this part go ahead you are doing well for now.

Now the items.

To begin with i want to talk about what i loved in diablo 2 items.

In Diablo 2 i loved the fact that most of the item (white/ blue/rare) you find can be at least usefull and even godly if you find the perf stats ( i have in mind those monarch 4OS FBR increase chance of block, 4OS 100 life elite armors or rare circlet +20%FCR + skills +@res+str, etc.)

Most of the items have a goal such as white for runewords blue for craftings rare for endgame gear.

Uniques works mostly with rare base with a stat you can’t find normally on this kind of item ( such as +skills and fcr for arach pelt ) or good stats defined (i mean no RNG). And when you dropped a unique you say " Ah god, i know this item is good even before ID".

Runeword was great in Diablo 2 but finally when you look to this 20 years later : that’s just crafted items with crap you found in Sanctuary. I don’t want them to come back in diablo 4 for this reason : The developers can provide us a similar system to RW : a wonderful crafting system. Extremely important.

Now my feelings about the actual system of Diablo 4.

Developers got the good philosophy with the items in diablo 4. Make every items usable and important. However, the RNG is scaring me a lot for the legendary affixes and seems still to much powerfull compared to other affixes you can only find in rare and magic items.

They have to work on the basics affixes that roll on the items to make them simple. MRLlamaSC explained this in his reaction video to the Q4D4 and i’m fully joining his point of view.

The second thing that scares me is the RNG. i got the feeling that developers doing too much with this on items and do the same mistake that they’ve done in D3.

to synthetize my opinion : developers have to get back on basics once again and work hard on based affixes that rolled on items. They need to work the RNG of the affixes in general. I really hope they will bring us a solid crafting system (mix from d2 and d3).

I don’t agree at all. There is nothing any more exciting about some of these affixes they have showed off over your typical affixes from D2 or POE. Do you want to list which affixes shown on D4 you find that are not “absurdly boring” because I can assure you you are way over exaggerating the “fun” of these affixes.

The “fun” affixes are really reserved for legendary’s and uniques for their special affix powers.

Crit chance and Crit damage single single handedly ruined affixes/itemization in Diablo 3. His concern about CC and CD is not misplaced and a large amount of players acknowledge the issues with how overpowered those stats are. Don’t try and downplay the issue of those affixes just because you think you’re pointing out some hypocrisy with Llama, get a grip.

I don’t find any of them boring. I would never call them perfect or anything, but they all sound way more fun than the generic +stats and +resistances that he showed from PoE.

He also showcases a D2 item which he thinks is a great example of a good and fun item from that itemization system. The sword has +attack speed, +enhaced damage, +attack rating, +cold damage and mana leech. Generic and boring. Also, it’s important to point out that this weapon he uses as a example has a truckload of “enhanced damage” (419%), which he seens fine with. But god forbid D4 has a item with +50% fireball damage.

Well… I don’t think anyone can argue that crit hit chance and crit hit damage didn’t essentialy ruin D3 itemization. That in no way shape or form warrants how anal he is with those stats, as the game he uses as a example of itemization also has it.

The simple existance of these stats are not a problem at all, yet he cringes so hard at the sight of these stats like they alone spell doom for the whole system.

First you didn’t list any of them that you find so fun.

I find +resistances and +stats very fun as both of those have a lot of theory crafting potential. They also give a sense of character power increase as you acquire more of those stats. This shows you don’t understand RPG’s then. The affixes being “fun” according to your ridiculous definition and context shows you don’t understand what this game genre is about or that you don’t realize what genre of game you are playing or are fundamentally attempting to redefine it which means you should be playing a different genre then. It sounds like if you were game dev you would just make this game into an arcade game or something like overwatch.

Again, the “fun” affixes are on legendary’s for people such as yourself who can’t be bothered with “boring” “generic” theory crafting stats. That’s why they are combining aspects of D3 and D2 so that both camps can be content. Don’t downplay stats that you perceive as “boring” because you don’t understand them when other people see the potential and purpose of them that you don’t.

Really it sounds like you’re really not a fan of the RPG genre then if that is how you summed up most of the looter games.

Do you really want me to go copy paste the affixes from the items so you can read them here instead of opening the quarterly report?

How exactly +stats and + resistance have a lot of theory crafting potetial? You literaly put enough stats so you can use what you wanna use, and enough resistance so you don’t get killed in a second. There, theory crafting done.

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Allowing difficulty scaling up for faster paced combat for the player to step towards higher effective hitpoints? Maybe?
Instead of going full tank, game supposed to give you a logarithmic growth somewhere so you have to utilize life sustain and resource management instead of imagining that you would be an untouchable tank when you stack resistances only.

While quarterly reports never mentioned such thing because system is barebones, softcaps and breakpoints allo player to move forward through difficulties by diverting their stat allocation. I don’t think they’ll just break this up for us to theorize before relase date but we’ll see.

The theory crafting lies in the balancing act of the chosen combination of stats based on wearable items. No game should simply give you the ability to just max out all your resistances, max out all of your strength and so on, and just easy pz done like you suggest in your reply. If you replace one item with another and so on, you may lose x amount of resistance there but gain y of some other stat there. These affixes you call “generic” are all necessary as part of the puzzle aspect of gearing a character and creating theory crafting for RPG’s. RPG’s in essence are puzzle games in a way so to dismiss what you’re calling “boring” “generic” stats would take away a lot of what makes an RPG game an RPG.

Okay. lets look at some of the “fun” stats. Another poster who also replied to me who seemed to think “after killing an elite gain increase movement speed by 34%” is a “fun” affix. There’s nothing wrong with focusing on something that would be centered around elite killing. But my point in responding was to contest the fact that both of you were dismissing what other people find fun about what you think are “generic” stats which I would assume if you were game dev you wouldn’t put in the game because you don’t perceive them as “fun”. Again it leads me to believe you and the other poster would end up creating some kind of arcade game. The “fun” affixes are on legendary’s and uniques. The other affixes are necessary for RPG’s.

Ok, we agree on that.

Also agree.

And here is where you are wrong. I never suggested any of the above. What I said is that this “theorycrafting” of +stats and +resistance on gear takes like 2 seconds to figure out. Not exactly a compeling set of gear affixes.

How is that not true for the handful of gear affixes we have for D4?

I’m not sure you are paying enough atention really. D4 does have +stats and +resistance. But that apparently is all what MrLlama want on items. He complains about cooldown reduction and critical chance without even having any clue on how much you can actually have.

And “after killing an elite gain increase movement speed by 34%” is already a legendary affix, so you should be ok with this one.

I didn’t make myself clear here, but the existance of +stat and +resistance is not a problem. The problem is when the affix pool on gear boils down to only that, which is what MrLlama aparently want, as he shows that boring D2 sword and that boring afix pool from PoE like it’s the pinnacle of game design.

Generic affixes are not needed for an A-RPG.
It is not interesting to pick a generic affix, since is it by default the right choice all the time.
Affixes should represent specialization of your character. Each affix is part of your build.

Getting+1% dmg affix is not interesting. It doesn’t say anything about your build. Everyone would like to get +1% dmg. There is never a point where it wont be useful. It offers the exact same to all builds (ignoring zDPS since hopefully they are not a thing).
It is the antithesis of an RPG.

Generic isnt the same as boring. Just as non-generic isn’t the same as fun. The stats are generic in the sense that it is the same for everyone.
Generic vs. specialized. Or ‘Universal’ if you want.

Honestly, it is exactly due to the genre, that affixes should be non-generic.

And what are the other affixes takes more than 2 seconds to figure out? Again you probably should list them since you think they’re so much more fun so we can discuss them more specifically. I find it strange you’re advocating for them so strongly but don’t seem to know which ones they are.

Thing is, I am looking at all of them and none of them take more than “2 seconds” to figure out either.

Adding +stats and resistance does not take 2 seconds to figure out because these stats go hand in hand with something you just said you agreed upon that theory crafting is the balancing act of the chosen combination of stats based on wearable items which is the point you seem to keep dismissing about them. You agree with it but then dismiss them.

So whatever affixes you think are so much more fun that take more than 2 seconds to figure out ( which you need to list here so we can actually compare them) because I assure you I do not see any stats from that blog post on those items that are anymore complicated or complex like you seem to suggest while downplaying +stats and resistances.

No that is not a legendary affix. But it is interesting and telling that you assumed it was and proves my point and Mr Llama’s actually.

That’s why I suggest removing some crit chance benefits from the stats of some classes. Perhaps crit chance benefit should only stay if main stat of class increasing the damage indirectly; let’s say only against targets under crowd control or vulnerable.
Any other class getting a direct damage increase from their main stat should not receive any crit chance next to it unless they’re going for a pure glass cannon fashion. Perhaps, dexterity-dodge builds as a glass cannon? Wouldn’t that make them abit overpowered at PvP still? It’s hard to balance for sure.

My point is, if some class is going for crit damage on items or passives when they already have straight damage boost from stats, other classes should go search for straight damage increase through min damage from items as they only rely on triggers or procs.
This should mitigate the power creep for longer as a side effect but will result in division of items. Creating fitting mold of differing desired affixes for each class even if they’re pure trash for another.

There could be triggers for keeping Int stat higher than Wil, or Wil higher than Int for Barbarians to unlock further benefits. This could also apply to other classes.
If you keep Str and Dex based benefits for a class like Barbarian, you can’t prevent him/her from dumping stats in those two while ignoring Int and Wil as they hit a desired plateau.

It doesn’t have to be offensive, as we have no idea how stat growth would allow us to gain benefits. Player must be forced to look for more effective hitpoint or useful utility gain for positioning. These must be offered at several different stat thresholds for bonuses.
My suggestion is every stat for each class must point out two benefits in tooltip instead of one each for two. I tend to go towards movement speed, increased maximum resource, longer crowd control effects inflicted by player or less duration length on incurred debuffs than straight damage boosts on stats.

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Mmh… I’m not sure we’re talking about the same thing. Main Stat is INT for Sorceress and STR for Barb.

I don’t think there’s anything wrong with Crit Chance for every class, though it could be interesting if DEX increased other proc chance like Crushing Blow for Barbarian. At least it feels like a useful Attribute, so I wouldn’t mind spending 225 STR and DEX to get that second Whirlwind upgrade.

On the other end, wasting hundreds of points in INT just for a skill upgrade… doesn’t feel like it’s worth it if it’s just for Resistances and no boost in damage.

It kind of does when the other 3 Attributes provide Damage AND Defense.
Breakpoints help but it will be more efficient to get Upgrade nodes from Attributes that also increase your damage input.

Agreed ! There is a lack of imagination with what Blizzard put inside those Attributes at the moment. ADA had some interesting buffs, I’d like to see some of them in the new Attributes.

Indeed.

Crit chance is also a bit narrow in one sense; you can do exactly one thing with it; stack it with crit dmg for more offense. That is not a great fit for 1/4 (and probably more like 2/4) attributes per character.
While on the other hand, also being a bit too broad of a stat, in the sense that everyone can benefit from crit chance/crit dmg, at least based on what we know so far. Which makes it a bit boring. That is true for all the current attributes though.

Proc chance would be a way more interesting attribute stat. It can be used for more different effects than crit; both offensive and defensive. And it can synergize with a lot more item affixes than crit chance.

Also, while the skill upgrade unlocking is pretty good, all attributes need to be able to stand on their own. As in, even if you dont unlock a skill upgrade, it should feel like it is worth taking the attribute.
For example, lets say you are making a crit build, dex gives crit chance (just as an example, can replace it with proc chance too), but none of the good crit skill upgrades come from dex in your build. Would likely still be worth to get dex, alongside another attribute needed for the skill upgrades. All the attributes should feel like that.
Which they clearly dont do now.

Imo it also should be 1 offensive and 1 defensive/utility per attribute (maybe 1/2 if the defensive/utility is “weak”, like dex could give both dodge and block chance).
Even though defensive stats should, if the game is balanced well, be able to compete with offense, it just seems like each attribute will have a better chance of being competitive with each other, of they aren’t onesided toward offense or defense. There are plenty of other places to go full offense or defense already, such as through your items.

As I said, I await crafting system to be revealed and more information about end game. I wonder if targeting loot be the part of the end game or they’ll lock this out to funnel us back to keyed dungeons for a timesinking treadmill.
We talk about what stats could do, but never about the potential endgame power or how low grade step stones as we progress could even work. We are given a great glimpse of hope with this update but we still have a to await 2 more months.

We are.

It’s natural a class would want more main stats when you give them one. It’s okay, when a Sorceress or Barbarian dump their stats on main stat. It’s okay if Sorceress invests some at Str or Barbarian invests some at Int to gain more effective hitpoints too by a spike at protection benefit.
Issue here are; not allowing them to cheese the game or create cookie cutter builds by overwhelming the content with high damage quickly and allowing diversity between their items preventing them from chase the same types.

When you tweak the benefits and create secondary triggers for stats I think this could be prevented. As I tried to explain on the post you quoted.

Same. But systems on their own shouldn’t create self sustaining triggers. Such as crit chance and crit damage, or more damage against CC’d targets and longer CC duration inflicted. Some of the character power can be past to stats and characteristic skills with many different variables, rest of the character power comes from equipment.

It isn’t okay. There should be no such thing as a main stat. Goes against everything Diablo and A-RPGs should stand for.