Let's help the D4 devs out - Affix Collection Thread

From what I have seen from people who responded to the D4 Quarterly Update Thread of June 2020 here on the forums, as well from some major Diablo and ARPG YouTubers, the consensus seems to be that D4’s items and affixes are kinda underwhelming, or either average or below average, which is an assessment I share.

So I thought we, the players and the community could come here together and collect some ideas and suggestions affixes and how items could work, or at least something that the D4 devs could take inspiration from and give it their own twist.

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Affixes

Okay, here is a list of ideas for affixes:

Offensive Affixes

° +x-y [single elemental] damage

  • physical
  • poison
  • bleeding
  • fire
  • frost
  • lightning
  • arcane
  • holy
  • shadow

° x% increased [single elemental] damage
(aka physical, poison, bleeding, fire, frost, lightning, arcane, holy, shadow, etc)

° x% increased material damage
Material Damage = Physical, Poison, Bleeding

° x% increased elemental damage
Elemental Damage = Fire, Frost, Lightning)

° x% increased occult damage
Occult Damage = Arcane, Holy, Shadow

° pierce through x% of enemies armor
° pierce through x% of enemies energy shield
° pierce through x% of enemies resistances (pierces through all resistances)
° pierce through x% of enemies [single elemental] resistance
° pierce through x% of enemies material resistance (physical, poison & bleeding)
° pierce through x% of enemies elemental resistances (fire, frost & lightning)
° pierce through x% of enemies occult resistances (arcane, holy & shadow)

° x% increased overall damage
° x% increased base weapon damage
° x% increased innate skill damage

° x% increased melee damage
° x% increased ranged damage
° x% increased spell damage
° x% increased minion damage

° x% increased damage against elites
° x% increased damage against non-elites
° x% increased damage against enemies in melee-range
° x% increased damage against enemies outside of melee-range
° x% increased damage against distant enemies

° x% increased damage against [specific monster type]
(aka undead, beast, demon, human, drowned, etc)

° x% increased attack speed (community suggestion: maybe separate between attack and casting speed)
° x% increased damage of damage over time effects

° x% increased damage while healthy
° x% increased damage while wounded

° x% increased damage against healthy enemies
° x% increased damage against wounded enemies

° x% increased area of effect *1
° x% area damage *2
° x% splash damage *3
° x% chance to overpower *4
° x% critical hit chance *5
° x% increased damage against CC’ed enemies *6
° x% crushing blow chance *7
° x% death blow *8
° x% multistrike chance *9
° x% twinstrike chance *10
° x% spell echo chance *11
° x% empower chance *12

*1 increases the Area of Effect of e.g. the detonation radius of a Fireball, makes the cone of Upheaval broader, increases the AoE of Whirlwind, Pulverize, etc, or also adds additional missiles to skills like Multishot

*2 similar to how it works in D3, but with a limit of how many targets can get effected: deal x% of the initial hits damage to an enemy to up to ~5 enemies that are within 10 yards of the initial hit

*3 deals that amount of damage in a 12 yards radius to all enemies around the first enemy you hit with a melee attack (melee weapons/attacks only)

*4 your attack can't be blocked, dodged, or parried & deals more damage (and maybe it also will not be effected by resistances, or pierces through energy shield, etc)

*5 chance that an attack deals 100% increased damage

*6 x% increased damage against slowed and chilled enemies, and double or triple that amount against enemies under a Hard CC Effect like stun, freeze, charm, blind, etc

*7 target looses x% of its current health – reduced on elites & bosses, and reduced in higher difficulties and also reduces the more players are in the party

*8 instantly kill enemies below a threshold, e.g. 17% death blow = death at 17% life)

*9 chance to make the same attack 2 or 3 times in a row within the same time it would take for the initial attack to finish, for no additional resource cost 

*10 if you dual wield, attack with both weapons at once at the same time

*11 cast the same offensive spell again at the targeted spot after ~1-1.5 seconds for no additional resource costs

*12 skill deals xx% more damage/does xx% more healing/is xx% more efficient, but also costs zz% more resource (e.g. 30% increased damage, but also 15% increased resource costs)

Defensive and Healing Affixes

° x% increased innate defense
(an increase to either energy shield, life, all res, evasion, armor, depending on what the innate defense is of the armor, see below at the end of this post for more info)

° +x maximum life
° +x maximum energy shield
°* +x armor
° +x evasion rating / dodge chance

° +x to all resistances
° +x to [single elemental] resistance
° +x to resistance x and y (each at 1/2 of their amount)
° +x to resistance x, y and z (each at 1/3 of their amount)
° +x to material resistances (physical, poison & bleeding)
° +x to elemental resistances (fire, frost & lightning)
° +x to occult resistances (arcane, holy & shadow)

° +x life per second
° +x life per attack
° +x life per kill
° +x life per y resource spend
° +x life when you get hit
° +x life when you block an attack
° +x life restored from health potions
° increases all sources of healing by x% (maybe aside from health potions)
° gain x life per second while under the influence of a CC
° health potions have their cooldown reduced by x%
° health potions have +1 charge

° +x energy shield per attack
° +x energy shield per kill
° x% increases energy shield recharge rate
° x% reduced energy shield recharge delay

° fortify for x per attack
° fortify for x per kill
° fortify for x per y resource spend
° fortify for x when you get hit
° fortify for x when you block an attack
° fortify for x when you drink a health potion

° x% increased block chance
° x% reduced damage taken from blocked attacks

° x% reduced damage taken
° x% reduced damage taken from elites
° x% reduced damage taken from non-elites
° x% reduced damage taken from melee attacks
° x% reduced damage taken from ranged attacks
° x% reduced damage taken from spells
° x% reduced damage taken from enemies in melee-range
° x% reduced damage from enemies outside of melee-range
° x% reduced damage taken from distant enemies

° x% reduced damage taken from damage over time effects

° x% reduced damage taken from [single monster type]
(aka undead, beast, demon, human, drowned, etc)

° x% reduced damage taken while healthy
° x% reduced damage taken while wounded
° x% reduced damage taken from healthy enemies
° x% reduced damage taken from wounded enemies

° x% increased armor/resistances/dodge chance/etc while healthy
° x% increased armor/resistances/dodge chance/etc while wounded

° x% CC resistance (reduces duration Hard CC Effects have on you and reduces Slow)

° x% faster block rate
° x% faster hit recovery
° +x maximum stagger (character specific stagger meter like bosses have, that micro-stun your char when the bar is full)
° x% less stagger gained when hit

Other Affixes

° +x to all attributes
° +x to offensive attribute
° +x to maneuverability attribute
° +x to defensive attribute
° +x to resource management attribute
° +x to class skills
° +x to [single elemental] skills (e.g. fire, physical, etc)
° +x to defensive skills
° +x to healing skills
° +x to e.g. Shapeshifing Skills (and similar things)
° +x to e.g. Major Destruction Skills

° x% increased buff duration
° x% reduced debuff duration

° chance to parry a melee attack (melee weapon only)
° chance that missile pierces (ranged weapon only)
° chance to stun/knockback/taunt the target (melee weapon only)
° burn x% of targets resource on hit

° reduces enemies healing by x% for x seconds when you hit them
° reduces enemies healing by x% for x seconds when they hit you
° slows enemies movement speed by x% when you hit them
° slows enemies movement speed by x% when they hit you
° x% increased CC duration on enemies

° x% cooldown reduction
° x% reduced resource costs
° increases your maximum resource by x%
° increases resource generation/regeneration by x%

° +x thorns
° x% increased movement speed
° transform xx% of [element -a-] damage into [element -b-] damage
° +1 point to [random class specific passive talent]

Bonus Affixes

(a separate category of non-combat related affixes that do not take away spots for offensive, defensive, or other affixes)

° x% increased chance of finding better magic items
° x% increased amount of gold dropped
° x% increased shrine and pylon duration
° x% increased XP gained
° increases pickup radius by x yards
° increases light radius by x yards
° indestructible

Cursed/Detrimental Affixes

A feature from Diablo 1.
Maybe some items are cursed, which means they have +1 Detrimental Affix, like “10% reduced armor”, “10% reduced attack speed”, “loose x life per second while in combat”, etc, but they also have +1 additional Normal Affix.

The Detrimental Affix could appear at the bottom of the affix list and be in a red color, while the additional normal affix is simply displayed just like the others.

Legendary Affixes

If there is interest, I also have written down a basic “blueprint” for how to make some interesting legendary affixes, that can involve this kind of structure (but legendary affixes don’t have to be limited to that):*

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I also have some more general thoughts on items, particularly the Defense Affix/Bonus that spawns on armor pieces, and on Rare Items.

Rare Items

This is gonna be shot: rare items should be able to have up to 6 affixes, which would make them feel more beefy. Just having 4 affixes on rares, makes them feel a bit underwhelming.

Furthermore, the Legendary Consumable that adds a legendary affix to rare items kinda blurs the lines between rare and legendary, an dso I thought it might be better to let this consumable work more like an Exalted Orb from PoE, which adds a random normal affix to a rare item, and you can place up to 3 of these orbs on a rare.

That would improve rare items, but also keep the distinct identity of legendaries and rare items.

Defense

Currently, every piece of armor in D4 has Defense. How Defense works is not totally clear at this moment, but I assume that it works like flat number that translates into a perceptual damage reduction (e.g. 4000 Defense = 25% Reduced Damage Taken).

This is very streamlined and simplistic, which in this case is nothing good. Here you could do what Blizzard has always done best: stealing someones idea and improve upon it.

Look at PoE. In PoE, there is Cloth Armor (Caster Armor) that gives Energy Shield (a second layer of life, that quickly replenishes itself after not having taken damage for a while), Leather Armor, which gives Evasion Rating (aka Dodge Chance) and Heavy Plate Armor which gives Armor (physical damage reduction)

Now why not improve upon this idea in D4? Instead of each piece of armor giving Defense, it could look like this:

° Cloth/Light Armor Type 1 = +x maximum Energy Shield
° Cloth/Light Armor Type 2 = +x maximum Life

° Leather Armor Type 1 = +x Dodge/Evasion Rating / Dodge Chance
° Leather Armor Type 2 = +x to All Resistances

° Chain Mail/Medium Heavy Armor = +x Armor(*)

° Plate Armor/Heavy Armor = +x Armor(*) + flat physical damage reduction on top of that + reduced movement speed

(*) = Armor could give percentual physical damage reduction, or something else that fits, like x% reduced to all damage + x% reduced physical damage (or whatever else fits)

That already makes these the defensive modifiers and the items itself much more interesting.

I hope the devs at least have a look at this and maybe take inspiration from that list of they desire to do so.

Now I would like that the rest of the community can share their thoughts, ideas and suggestion below. Hopefully the devs take notice.

TY!

EDIT: Typos + structure & paragraphs
EDIT2: included suggestions from other posters
many more edits…

10 Likes

I think less percentage based affixes are very important to keep the numbers under control.

Backwards engineering for powerful stats, like crit chance: come up with an upper boundary, like at max level and best in slot gear, a barb should be able to have X% crit chance and from that construct the individual crit chance stats on items.

I really like your list so far, I am only missing:

  • X damage to kind of monster
    X less damage taken from kind of monster

And similar stuff for kind of monster being
Undead, demons, humanoids, arachnids, …

Most importantly, I think the extreme skillmodifiers On uniques are a bad thing, because they become necessary for certain builds super fast. Now there will be “strongest builds” and thus there will be uniquely strongest items, if they support the strongest builds so specifically. That means, the illusion of having thousands of items, I can choose from in the game, is just an illusion. In fact you need item X for build Y to work. Don’t like that at all, I think it’s the greatest disadvantage in PoE aswell.

3 Likes

hmm… not sure light radius needs to be a thing, personally if it was like D1, where LR effect monster triggers (they only attack you once inside your LR) then having things like -% LR should also be a factor.

Also D1 had a few affixes that were more of the double edged type, i.e.:

*2 damage to enemy *1 damage to self
+150%-200% weapon damage but durability -70%-90%

I wouldn’t mind some item affixes with some overpowered abilities that then come with negative aspects, for instance “+50% skill damage and +100% resource cost” to give the idea of extremely powerful but limited skills based on item.

1 Like

Okay, thank you!
I have included this in the list!

I think percentage modifiers by themselves are not a problem. They certainly can become an issue when they are too high, like in Diablo 3.

I agree with that.

Skill specific powers should be on the skill system/on the skills themself, but not on items, because it makes that item feel mandatory or at least that you are missing out on something.

I think light radius is cool. It worked really well in D2.
Also if things like Light Radius or Increased Gold/XP/Magic Find appear on a separate list (like Primary Affixes and Secondary Affixes in D3), then you can not make much wrong with it.

You also can make some interesting legendary effects around it, like

  • For each +1 Increased Light Radius you have, gain +x-y Holy Damage added to this weapon.
  • Enemies within your Light Radius burn for 2350 Fire/Holy Damage every second.

oof, I have totally forgotten cursed/detrimental affixes.
like “gain +1 additional random affix, but also one detrimental affix”
I will add that!

Thanks for your feedback!

1 Like

Plenty of good affixes in there.

I dont think this should ever exist. Make it elements, skill types, categories etc. (like the other examples you mention below it)

I didnt see a few I would like:

Convert X% dmg to other dmg type (like 20% fire to lightning)

Increase Buff duration
Increase Debuff duration

% increase dmg of Damage Over Time effects

Resource cost reduction (should be rare, limited etc. but still exist imo. Plenty of affixes need to be quite limited in general)
Cooldown reduction (likewise limited)

Maybes:
% chance to interrupt enemy spellcasting on hit (might not be a %, but rather a flat number, rolled against their defenses/resistances, so it doesnt work as well against bosses etc.)

How about an “opposite” RCR: X% Empower (deal X% more dmg, but use X% more resource)

1 Like

It can work if you only have like “+1-2 to [single class] skills”, while having "+3-5 to [Fire, Healing, Offensive, Defensive, Major Destruction, etc] skill. The numbers are obviously just for the purpose of illustration. But have the +x to class skills bonus be less powerful than the other ones (like +x to class skills being between 1/3 to 1/2 of the power of something like +x to Defensive Skills).

Yeah, I can add that.

I am personally not much of a fan of this affix, but i will still add it.
I prefer this affix more as a legendary effect, like “convert 20% of your physical damage into 30% lightning damage”, like when you have 1000 physical damage, you remove 200 from that and turn it into 300 lightning damage.

yeah, I can add these, ty!

RCR is on the list, but CDR apparently was lost when I edited the post.
But yeah, these two should only spawn on some very few items and not be too high as well.

Well, I think most spells will be instantly casted, so I do not see this as becoming a thing.

Yeah, that sounds interesting.

Something like:
° x% chance to Empower (skill deals 30% increased damage, but also costs 15% more resource.

I like it!

imo it should not be a dmg increase on its own, really just a conversation. I think it works great in Grim Dawn. Even if you dont get more dmg from the affix, it is still highly desirable, because if you convert more of your dmg into a single dmg type, it gets easier to boost all that dmg with other affixes (like +% lightning dmg etc.)
Or the alternative, turn your fire skill into dealing both fire and lightning, to make it better against resistant enemies. Now I dont think this is as good, as the game should rather incentivize picking different skills to overcome resistances. But especially since you spend an affix on pure dmg conversion, and no dmg upgrade, it might still encourage picking different dmg types on the skills instead.

Speaking of which, maybe another affix:
Deal X% more dmg per dmg type debuff on an enemy (Wolcen is doing a lot with that mechanism).

So like if you make an enemy burn from a fire attack, and slowed/frozen from a cold attack etc. you deal more dmg, thus encouraging multi-dmg type builds, as a counter to the “+% fire dmg” etc. affixes that encourages single dmg type builds.

1 Like

While intentions are really good, I don’t really feel charitable.

Diablo series supposed to have slower character progress and utility inspirated from different fantasy realms such as DnD (D1 and D2) and Warhammer (D3) to separate it from other titles.
If developers want to cater to a larger crowd may be you should look into past of this franchise and many different fantasy realms created in the last 30-40 years, instead of trying to get in a competition with Minecraft Dungeons and claim to create something completely original while obviously replicating what has been done a decade ago.

Actually, there are only a few original things in it.

A lot / most of it is directly taken / inspired from other games, like Arcane, Holy and Shadow Damage being put together in the category of Occult Damage is from Wolcen and some of the other things are inspired by PoE and some are directly taken over from D4.

“what has been done a decade ago.” … and worked! So build upon that and add fancy skill modifiers moderately afterwards, when you have a nice, solid pool of items. If you try to create only items and stats, that have never been there before, you will throw away all the insights/advantages of older games, which worked well and create a bunch of innovative BS.

err… first I’ll copy and past from a website just to explain why I disagree with that statement:

Diablo I

In the original Diablo , Light Radius also had a tactical aspect, where it would affect when monsters took notice of the player and would begin advancing toward them to attack them. In this way, characters with a large light radius could trigger monsters from far off and save some walking, whereas those with a small light radius could sneak past groups of them.

Diablo II

In Diablo II , the base Light Radius is 13 and the max is 18. So there is no point in a character’s equipment netting more than +5 to Light Radius.

(diablo . fandom . com / wiki / Light_Radius)

See in diablo 2 light radius didn’t really do much, as you were outside most of the time, it only occured at night or underground, but even then the LR never had much impact on visability. Compared to D1, where it can be used to sneak up on archers or bypass enemies altogether and I would struggle to suggest D2 LR was even meaningful.

Now I have no problems with abilites like:

but I also wouldn’t mind adding things like:

  • Enemies take +50% damage if unaware of player
  • Increase defense by x for every LR below zero.

My point is, rather than use LR as a single dimension affix (it only goes positive), allow it to work both ways and make the decision a tactical one, as in D1.

This post is awesome! One thing I love about Diablo 2’s itemization is that certain affixes would change the color of the item. An example is if a Grim Helm that is normally white rolled 31+ health it would be red.

What about these affixes? Would they be good to include or no?

°x to life based on character level
°x to resource based on character level

1 Like

That is why I would put it into the category of “Bonus Affixes”, aka non-combat related affixes.

I would make it have a larger effect than in D2 so that it contributes a bit more to visibility, but not have it influence combat that much as in D1.

That is just my personal preference.

So light radius would work more like “sight” radius. If attributes on your gear like Strength can improve your body (or Intelligence improves your intellect), then light/sight radius can improve your eyes.

Well, you will probably be able to dye and transmog items in D4 as well, so that probably will not be too much of an issue.

I think these are kinda redundant, since the amount of affixes you will get on items will progress increasingly with the items level automatically.

Gut thanks for the feedback.

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I also added Faster Hit Recovery, Faster Block Rate and Stagger-related affixes to the list (and also Increased Movement Speed, which I forgot.

No a fan of having non-combat affixes that got their own affix slots D3-style.

Maybe just turn light radius into a combat affix too?
Like, some skills might get increased range, with light radius. Or higher dmg/proc chance for some skills (“you can see the details of the enemies better, and find their weakpoints” or whatever).
Similar to how some skills/passives in D3 scaled with pickup radius.

2 Likes

Why?

Well, the alternative would be that they take away space from combat related affixes like attack speed, crushing blow, resistances, armor, etc, which wouldn’t happend if things like Magic Find, XP Bonus, Gold Bonus, etc have their own category.

Also it would be different from D3’s Secondary Affixes, because things like Single Resistances, Reduced Damage from Ranged Attacks, etc would not be in this Bonus Affix category, but in the normal affix category with what in D3 would be considered Primary Affixes.

Depends on personal preference.

Some skills maybe could have this as an optional “rune effect”, which is something that indeed sounds really interesting.

And sure, why not have a passive skill that increases light radius and also has an additional bonus, like +x-y holy damage or resistance against occult damage, etc.

I also like the idea of some passives doing things like giving you additional damage based on your Life per Kill or something like that, you know things that make the less good affixes more useful (like a passive that gives you +10% increased damage against undead and demons per point and turns 30% of your damage against demons and undead into increased damage, including from items).

Same things for legendaries that make “useless” oder underwheleming affixes more useful.

That is all totally interesting and fascinating and I am totally in favor of this.

Splits up affixes in arbitrary groups that tells players what is good and bad. All affixes should have the potential to be great for your character.
D3 also failed pretty hard at separating the affixes in these categories, such as with single resistances in your example.

Something like XP bonus (or MF bonus if that was a thing) should directly compete with combat stats, to create a natural tradeoff between the raw power vs. the higher reward (though, I’d just not have XP or MF bonus on gear at all)

Same for light radius though, make it useful enough (one way or the other) that it is good enough to be considered in a tradeoff with crit chance etc.

Doesn’t only have to be through some skills getting bonuses from light radius etc. as before. Could be direct gameplay, like some enemies that are stealthed normally, but the higher light radius, the higher chance you see them before they are attacking you from behind.
Maybe light radius coild also work as “perception” in some CRPGs or A-RPGs (I think Sacred 2 had that). Where you can find additional chests or secret spots in the world if you have it. So a bit like another type of Magic find. Should be fairly low value of course, so everyone dont stack light radius like it is the risk with magic find if balanced improperly.

(now I dont really think the game needs a light radius affix at all, only saying that if it exists, make it interesting enough to compete with the other affixes)

1 Like

Very interesting topic, thanks !
I have a few observations to make :

Increase buff/debuff/damage over time duration already exist in the form of Angelic and Demonic Powers.

Life Steal could make a comeback if based on Weapon Attack instead of Damage. It would be easier to balance that way.

Some elements doesn’t really feel like they belong in D4, like too many damage types, dual resistances affixes or Energy Shield (at least the way it works in PoE because D4 has something called Damage Barrier) but at least it makes for a good reference pool for developers. :slight_smile:

Whether or not combat related affixes and non-combat related affixes get split up or not, non-combat related affixes still remain non-combat related affixes.

They are not even secondary affixes, they are more like utility affixes and they should not compete in the same category as combat related affixes.

There is a similar issue with charms and the inventory in D2.
Charms should not compete with the utility feature of being able to pick up several items.

Single resistances isn’t a bad affix at all. It just needed to be scaled higher.
It worked fairly well in D2 and you even could get All Res + one or more single resistances on a single item.

I admit, a lot of why I would want a separating between combat and non-combat affixes is due to personal preference.

My idea would be that white, magic and rare items have a chance to spawn anywhere between 0 and 2 random bonus affixes, while legendaries always roll with at least 1 random bonus affix, up to a maximum of 2 as well.

Funny that you mentioned Sacred…
I played both Sacred 1 and 2 many years ago and wanted to reinstall it for a while, but couldn’t since the CD got damaged and now I bought during the steam summer sale again.

S1 also had mounts in it and an open world, just like D4.

I think that thinks like Light Radius and Indestructible, etc are neat things to have, but not madatory.

You can even have a legendary or runeword that gives you massive damage or attribute boost if all your items have Indestructible on it (like a runeword named Eternity, which would fit the Indestructible theme).

Thanks, I agree!

These were suggested by another user, either here on this forum in this thread, or on the thread I posted parallel on reddit.

Theoretically, yes, It is just a bit difficult to balance and in D3 this feature was removed because it lead to counter-intuitive gameplay, like when you where low on health, you would jump into a large group of enemies to heal up.

The damage types come from Wolcen.
I really like the idea of having 9 types on damage in 3 categories.

Also, I thought that there would also be a passive feature where e.g. Bleeding Resistance inherits xx% of your physical resistance (at least from your base physical resistance and from your single physical resistance on items, but not from all physical res that got increased by all res or material res, or at least by a smaller amount).

Something similar can work for Holy and Shadow Resistance, which can passively benefit from Arcane Resistance in one way or another.

So in the end you would end up with 6 primary damage types, whre bleeding being a sub-type of physical (in a way) and shadow and holy being a sub-type of arcane - if that makes sense.

In D3, Holy is already a sub-type of Arcane, so I just expanded upon that idea.

Yes, that is indeed new, but I thought that someone might prefer to go with dual or even triple res over a single res on their items, because it covers a broader spectrum, but not as broad as all res and it also does not take away as much affix space as several single resistances.

There already are several Energy Shields in D3, on various classes (especially on the Wizard) as active skills and passive skills and also on some items.

Other games do it as well, like PoE as you mentioned, but also Last Epoch and Wolcen.

Even in D2 there was a Sorceress skill called Energy Shield, although it worked more like a Mana Shield, but still, imo there is enough that implies that it could fit in the Diablo universe.

Yes, this was my intent for making this thread.

Thanks for the feedback!

Agreed. I meant having something that was clearly combat related added to the ‘secondary affixes’, which felt quite wrong to do.

I dont think All resist should exist as an affix though. For somewhat similar reasons I dont think +All skills etc. should exist.

Yeah, I feel like reinstalling Sacred 2 quite often :smiley: Never get around to it. Pretty sure it just the nostalgia speaking. It is one of the better A-RPGs though, even if also deeply flawed (like basically all other A-RPGs).
Especially the survival bonus system was quite great, and something that should inspire a death penalty/survival bonus system in D4 imo.

I suggested them, and yeah, as a direct parallel to the ADA powers - though without the other aspects of that system of course. Since the list here was not only for affixes that were missing in D4, but basically all affixes.
And I think those 3 affixes; proc chance/buff duration/debuff duration are really nice affixes no matter what happens to the ADA powers. Heck, they are the best part of that system, and all 3 affixes strongly lives up to my criteria of affixes being (potentially) good for some builds and useless for others.

I kinda do like it too.
Though I think fewer resistances might be better. At least fewer monster resistances (i guess technically, players might have more types of resistances than monsters, though it would be kinda weird?)

Problem with lots of resistances on monsters imo, is that it devalues going for multiple dmg types. Since having 2/9 dmg types is not that much better than 1/9.
And I very strongly believe monsters should have resistances, to counter one-dmg type builds.

1 Like

The reason why Life Steal didn’t work in D3 was that it scaled on actual damage. With the trifecta and the many AoE Damage skills, it was completely unmaganageable.
On the other end, D4 Attack is a single number that doesn’t scale up with anything. A portion of it, divided by Monster Level, that regenerates life as long as you are attacking, could work (I did the maths ^^ ). After all, the name Life Steal doesn’t say much by itself, except that it regenerate life when you fight.

To be honest I already thought 6 damage types were too much in D3. 4 Elements, plus Physical, is more than enough. The many res in TQ/GD is really a pain in my opinion.

That’s true, but not as a primary defensive stat like in PoE. It’s better as secondary mechanics that you get once you’ve already understood the primary systems. In PoE you have to know how everything works even before you make any choice.

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