Itemization Request

Can we get a review of current affixs and possibly removal of some? I’m looking at you +x% Gold! Seems like a waste and an extra layer of no fun RNG.

Massive effort for virtually no reward = not happening.

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That affix has its place for things like Avarice, Gold Wrap, etc. I have an entire build built upon gold find. I call it “Gold Digger”

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I too always have a Gold Find build in every season. I usually run T16 rifts for keys, cow levels and puzzle rings for quick gold. Empowering GRs can get expensive.

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Would rather see that they add tons of new affixes, make it harder to get the GG gear rolls. Gearing is done way to fast in this game.

Gold find is fairly redudant affix since Boon of the Hoarder exists.

Overall the itemisation needs a massive overhaul on what can roll on what item type. Many items are ruined with loads clutter affixes they can roll with. Offhands in particular are a pain to roll even decently, the affix pool is just ridiculous and unnecessarily large. Cut all affixes no one wants on specific items and item types, make legendaries to have more predtermined affixes.

:-1:

That’s the wrong way to do it. It should be easier to get correct affixes which would allow lower drop rates. The gearing is currently too fast because of the drop rates, not because being able to get good rolls. In fact the chance of getting good rolls is already atrociously bad.

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In my Stash, both seasonal and non-seasonal, I have a complete set of gear that has as many +GoldFind affixes on them as possible. When I wear that set at T16, I have over 60K Gold Find. Why do I maintain such a set? Well, whenever I’m going to do some Puzzle Rings, I put that set in my hero’s inventory. I then do a Vault run and after I’ve killed Greed, but before looting her chest, I swap from my normal gear to my +GoldFind gear because the amount of gold the chest drops is affected by the hero’s +GoldFind value. I loot the chest, pick up the items, back to town, and swap back to the killing gear. This can make a marked difference to how much gold you get per Vault run. I’ve seen 275+ million from a standard Vault’s end chest and 600+ million from an Ancient Vault’s end chest whilst wearing the +GoldFind gear.

The gold comes in handy for empowering high ranked GRs.

Magic Find could use a major treatment. As could Life Drain as it is a shame it becomes useless at level 70 yet many items that have the affix don’t drop until level 70 (or I guess possibly 61.)

Not so easy to do in Diablo 3. Because the game is balanced around sets rather than skills and because power creep has led to insane scaling you can’t just afford to not have an item that would lead to a 20,000% damage multiplier. Diablo 3 is designed to quickly give you what you need and grind to make that item what you want.

That’s not to say I like it this way. It’s more fun to have a rarer but better item drop than have items be too common. In most loot based games, what you describe is possible, and I would say a better approach. Just not Diablo 3. It’s something they should consider, though, for Diablo 4.

Hmm, trying to think of affixes that are never wanted, but can’t come up with any. :thinking:

  • Gold find used in T16 and vaults
  • life regen is nice for supports and followers (but is it ever BiS though??)
  • Hmm, secondaries? level requirement is useless after 70 but game changer during first 1-70 of a season
  • Health globe is central to zmonk.

There are some slots perhaps that can be limited, like especially jewelry tend to always want 3 out of the same few rolls (crit, crit, ias, AD, elemental damage, average damage). But support and followers want other rolls of course…

Idk, can’t come up with any changes that would make it significantly easier to gear without damaging some builds. And also not clear if making it easier to get the correct rolls would be an improvement to the game in the first hand. Probably not broken enough to warrant tinkering in such a fundemental part of the game. :man_shrugging:

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This is a good question. Opportunity cost has to play a big consideration.

  1. Reduced Level Requirement. Let’s set aside the obvious case (season start w/ challenge rift). For a non-weapon to make use of this stat several things have to happen.
  • It’s a rare roll, so it has to actually roll during your leveling process.
  • It has to be in an important slot. Some slots are more impactful than others.
  • It has to have an impactful legendary effect. A big multiplier or utility skill that increases leveling speed.
  • It has to roll with a large range. Equipping an item 5 levels sooner during the leveling process will rarely save a significant amount of time.

The question here isn’t can it be useful, but how useful.

Now to the edge case that is useful: 1-70 weapon.

Has most of the same problems as above, except we only actually care about such an item in 2 cases: the very first character to 70 on an account and the above seasonal character. Gem of Ease handles subsequent characters.

In the case of the very first character, leveling speed should not be a significant factor for anyone not playing multiple accounts because you have to play the campaign to open adventure mode, anyway. Enjoy the ride.

That leaves our seasonal character attempting to manipulate the roll via the challenge rift. This is really the only one that matters. It does increase leveling speed but many think characters level/gear too quickly at the start of the season, anyhow.

Other stats that may not matter:

  • Monster XP. Anything that doesn’t work well after 70 can pretty much be lost without making a significant impact because almost none of the game is played before 70.
    *Item Durability. This entire concept is outdated at this point.
    *Thorns. Given the ratio of monster damage to health it takes pretty big multipliers to make this worthwhile. Could be a class based roll.
  • Crowd Control. Again, class based. Great for classes whose ultimate ability has no such an effect, but not useful enough for everyone else.
  • Bleed. Much better rolls exist for weapons.

Single Resistance Rolls:

  • Blocks All Res
  • Useful for Harmony Monks but you gotta get a bunch of them to make them better than other defensive passives.
  • Useful for other classes, but again you have to stack a whole bunch of one kind and still best on items that either don’t roll all res or in which you’d rather have a more offensive stat.

Ultimately, I don’t think it’s as much a question of how many stats are useful, at least some of the time, but would the game be significantly better if there were simply less of them. The thing we also have to consider is outside of niche cases or already extremely good items we are probably not re-rolling a secondary stat at all. That severely impairs the odds further.

Gold find% is not redundant with BotH, it enhances BotH. BotH makes more gold drop, gold find% makes the piles a lot bigger. If I run gold find on the secondaries of all my gear on my UE DH along with BotH and Avarice band, I have no need to even run vaults, I get a ton of gold from just running bounties, rifts.

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Wait is durability still an affix?? That’d be number one most useless! Monster XP also super niche, but probably only those two I’d be ok removing.

This one is essential for supports when dps is playing pain enhancer, would be big nerf.

Secondary resist rolls are great for int classes as they don’t want all res.

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If a review also involved rebalancing, such as massive nerfs to crit chance and crit dmg, then it could be interesting.
Buff weaker affixes. Nerf strongest affixes. Introduce new affixes. Very few affixes would need to be removed, if any at all. +Gold is hardly useless.

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I would rather they got rid of some of the legendary items so we stop getting primal Mempo of Twilights or Tyrael’s Mights.

I don’t know buddy. I’m working on getting to 6 trillion gold at the moment. Got to keep saving so I can buy all the vendor items I want.

That’s actually a good helm for followers when doing GRs, as it can have main stat, CHC and AS on it.