Items (and runes) - Diablo 4

Itemization in D2 is genial. Yes, there are sockets in D3, but no runes or runewords. There are no interesting or looked after white or socketed or etheral items.

I just played some D3, and - the thrill of killing mobs and checking what dropped - just isn’t there. That feeling is maybe at 10% of what’s in D2R.

Please keep and improve the D2 system in D4 (maybe make runewords less powerful so they do not completely replace everything else). Diablo 3 item system is just boring compared to D2R, I hope Diablo 4 will follow Diablo 2’s lead.

7 Likes

I would prefer if D4 was D4 and not just a copy of D2 just to make some fanboys happy. I do not want D4 to be D2.5. I am currently playing D2R and it did not take long to remembered why I stopped playing D2 years ago.

7 Likes

Can someone please ELI5 why are D2 runes so great and D3 itemization so incredibly bad? I keep seeing the same thing over and over again without someone explaining why that is.

1 Like

Of course there are things to improve. I was talking about itemization.
All item colors - gray, white, blue, green, yellow, orange - could be a very good drop, and contribute to the thrill of the hunt. Because that’s what Diablo is as a game, after all the story is played. Kill mobs for items. As I said - this thrill is not there in D3 (or is diminushed).
There are ways to improve on the great item system of D2. Just do not give us D3 item system.

Proximus - now I see your post. As I said, all item colors could be a very good drop, because of runes, runewords and sockets. You need a white or gray (socketed item) as a base in which to put runes. And it’s not easy finding a good one, and even after that - the runeword can come up less than perfect. This “less than perfect” - to “perfect stats” variability is also true for some set and unique items. Not all stats on an item vary, just some, and it’s part of the fun to seek that “perfect” item.

Small item chase is kind of inevitable though. Runes of Diablo 2 didn’t exist before expansion pack; Legendary gems of Diablo 3 didn’t exist before expansion pack either. Small item chase to create a bigger picture is just a pattern. That’s not unique to Diablo franchise either, other titles have similar loothunt of sorts.

The loot hunt in Diablo 3 feels forced and null because everything is random including legendary affix rolls and only small item chase is tied to how fast can you grind. Loot hunt in Diablo 2 offered something more solid because unique items had fixated stats so you have a basis to tweak your build.
Looking at this I can say, we might see a form of small item chase in Diablo 4 end game too. However, I have no idea about the influence of randomization or its impact, nor its implementation.

we should stop arguing with phrases and feelings and more with facts
many times i see someone bringing examples of why something has been good and would provide a better base for a system and get in response “no, stop copying, fanboy, make new”

2 Likes

Most of the D2 items are a glorified stat sticks while most of the D3 items change your character skill and gameplay. :rofl:

Hardly boring.

1 Like

:grimacing::pinching_hand::popcorn:
i can’t wait to see where this is going <3

All I want to know is how many runewards can we have on our body at any given time (5) and how do they change as we level. Do the 2 runes (condition and effect) always drop together? Will any condition rune activate all of the effect runes at the same time, or just the one that it is attached to? If I recall they have not provided any additional information, I could be mistaken.

well what we have seen so far was only 2 sockets on an item but ofcourse runes drfopping separately so as a player you can combine them
i would want to see at least 4 sockets and yes, the possibility to activate more runes at once or more runes at a time being able to activate another rune

D2 runewords are kinda horrible. Broken, overpowered, easy to acquire (not all of them of course, but many are).
It hurt all the rare items, which used to be a bigger part of D2.

:100:
Imo add a Power rune to the mix, so we can choose between activating more effects (or more triggers into one effect) vs. fewer triggers/effects, but those effects being more powerful. More options.

That would be interesting. So let’s say we have 5 rune wards. Something happens to trigger one of the condition runs and now all 5 of the effect runes are active. If we can create any combinations that would give players more options to fine tune a build. Instead of just using runes that do a lot of things that you might not care about.

2 Likes

:popcorn:
Pass it around. Don’t be selfish

1 Like

TL:DR - D4 legendary items seem cool so far. More item tiers could be added without cheesing it, Legendary - then SuperduperLegdendary. (Example item tiers below), Crafting could add runewords back, name the current D4 “Runewords” something else. Also Jewels! Could be crafted items that allow for neat itemization options via sockets. Take affixes off one item, put onto a jewel and socket into another item, 1 affix for blue Jewels, 2 for yellows Jewels, Mythic Jewels take the Legendary power. :cool:

Legendary Items :star:
Current examples of D4 Legendary items are pretty neat. I like that they don’t seem to be going into the whole “10000000% Damage” direction. They actually change how you use the skill give you more build options, especially if they have a variety of legendary items per skill. Also legendary items that overall change something based on damage type could allow for more crossover between classes. One of the annoying things about D3 legendary items is that some of them with crossover were really generic and boring, not really “Build defining” had some staples like Nemesis Bracers. But overall not really something you’d use to build around.

Item Tiers :crossed_swords: :shield: :bow_and_arrow:
Honestly, this is something I’d like to see the D4 team improve upon. Hopefully they show more in the “Endgame” update around December/January.
Normal-Magic-Rare-Legendary-Set-Unique. Seems underwhelming and I feel like this could be improved further. Just don’t add SuperDuperLegendary. Such a cheese way to put in more tiers. I liked when they had talked about the “Angelic and Demonic” power. But they inspired me to see these as Item tiers instead of what they were originally.

Demonic :smiling_imp:- Basically cursed items, Roll 3-4 Affixes that are boosted beyond normal means, but come with a negative drawback. Like “increase fire damage taken by 30%” or something. (I am not sure how hard it is to balance these but they are interesting none the less.) (could be balanced with a limit to 1 or 2. Don’t wanna be wearing too many curses the body can only handle so much.)

Angelic :angel: - These roll max sockets and have boosted innate stats. So if a Dagger always has 4% crit chance no matter what dagger you find, then that would be boosted on Angelic items, along with the base damage of the item. These would mainly be desired for custom items through the use of socket items or crafting bases.

Crafting :hammer_and_wrench:
Another thing I hope to see mentioned in the endgame update.
One idea I did have for Runewords was keep what they have now with the Condition and Effect thing but don’t call those Runewords. But allow for like a crafting option with actual Runewords.
Runes + crafting mats + Item Base + gold cost = Runeword item
Runeword Item - Unique items without a “power” I think runewords would have set affixes. But they could create unique affixes for these. Roughly anywhere between 5-7 affixes. These can also be something limited or Semi-limited to 1-3. This would bring back Runewords and allow them to do it in a more balanced way. While giving players more crafting options.
Every 10 points of Intelligence grants .2% Fire Res
Stuff like that.

Jewels :gem:
These were always pretty neat in D2, but for D4 they would be neat as a crafting source to further increase the usefulness of lower tiers.
Blue item + Jewel + Jewel Casing + Crafting Mats = Socket-able jewel with 1 affix rolled from the item used. Value of affixes are random. 1 affix blue items would guarantee that affix, just not the value.
Yellow Item + Jewel + Jewel Casing + Crafting Mats = The jewel gains two affixes with random value rolls.
Legendary Item + Jewel + Jewel Casing + Crafting Mats = Mythic Jewel - The jewel gains the legendary power and can be socketed into any item. Even another legendary

This would allow for Yellow items to have a max of 7 affixes with 2 sockets and 2 yellow jewels! Or 6 + Legendary power! Magic items can have the highest rolls so some Magic items with a high roll and socket, could have legendary powers or 3 affixes with a yellow jewel. This creates an interesting situation for using jewels to make interesting itemization choices, especially at endgame.

1 Like

Just make it so all item colors are sought after.

d2-type runewords are clearly better for game-longevity than current d4-system.
sometimes you don´t have to fix what isn´t broken.

3 Likes

get a socketed item in D2 put a rune word in it and make it stupidly overpowered and it’s good
Get a perfectly rolled weapon in D3 that is just as powerful and it’s bad
Doesn’t make sense to me
Same with skill improvement on weapons in D3 bad but + to skills on every item in D2 is good
Don’t understand how skill improvement on items bad in D3 but +2 to skills all over the place in D2 is good
The worst being D3 items don’t artificially increase every skill there is in the game but D2 does

Don’t know about anyone else but I prefer to go after what’s best for the build I want to play regardless of colour
and once upon a time there wasn’t a multitude of sets in D3 like there is now, just like there was no set items in D2 once upon a time
And once runewords were introduced in D2 as far as I could tell you wanted runeword items wherever you could put them so don’t get where you get all item colours from seeing as everyone will automatically go for the most powerful item whatever that may be

Fixed it for ya.

4 characters required

get a socketed item in D2 put a rune word in it and make it stupidly overpowered and it’s good
Get a perfectly rolled weapon in D3 that is just as powerful and it’s bad
Doesn’t make sense to me

I recognize that runewords are kind of too powerful in D2 right now. Make them less powerful.

Why do you play a game like Diablo? After going through the story, what’s left?
Let’s say: 50% is the fun of killing mobs with your favorite build, and the rest is the fun of finding items. This part (the item seeking fun) is much diminished in D3 compared to D2. See my above posts, don’t know how else to explain.

Don’t pretend that online trader don’t exist in D2. People in D2R forum is already complaining how people geared up less than a week. :smiley: