Really hope D4 brings Weapon type implicite to the franchise

. Creating an itemization identity

Stuff like we see in Poe but done according to how diablo plays

Stuff like, implicit bonus:

  • maces = chance to stun

  • axe = chance to bleed

  • sword= chance to splash

  • staff= extra spell damage

  • etc

That would be great rather than just pick the highest dps weapon no matter what type it is

In addition to speed, each type of weapon has an inherent physical characteristic. For shields this is block value, meaning that any shield you find in Sanctuary is going to have block, in addition to any magical affixes it may have. As physical properties, these traits are consistent across all weapons of the same type and cannot be modified.

Yeah, the inherent weapon affiixes is one of the things I like most about D4 so far.
They should just do the same for armor types.

This information still holds?

Since the time they announced angelic and demonic items and then backtracked, I don’t know what older information is still relevant and which is not haha

This was much more recent and only got positive reactions so i am confident

For the most part it does. However the specific inherent bonuses may not. For example, in the above blog, an axe grants chance of inflicting bleed damage. However last year’s December’s Quarterly update showed that instead of bleed damage, an axe grants bonus critical strike damage.

So it’s hard to say.

For example an Axe from the above blog (December 2020 Quarterly update blog):

Next an Axe from the December 2021 Quarterly update blog:

They did it in D2 but poorly

Heavy has higher defence but 10% run speed penalty

Medium is 5%

In an ideal world it would provide as much Dr% as it removes Frw

But for D4 I wish for deeper than this, grants a bonus and a drawback

For example:

Cloth armor gives implicit resists but less defence

Metal armor gives damage reduction but slows you

Scale armor gives extra mobility but wears faster

Robes give extra life and mana but less de fève

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In addition to the base damage from the weapon, how about :point_down:

Ice damage = Freez. :cold_face:
Elec damage = Stun :zap:
Fire damage = Burn baby burn. :fire:

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All classes using axe confirmed. Classes who cant wear axes wont be used
:partying_face:

Well, hopefully they manage to control crit dmg

Oh that’s weird :confused:
Please don’t bring back the crit meta lolololol
But maybe there are different axe types etc.
Maybe some blunt weapons stun and spiked blunt weapons deal extra damage or something

I’m not sure

Is it an implicit +7.5% extra crit

Or like in Poe it’s extra information meaning “this weapon’s base crit chance is 7.5%”

Sure there’s the diamond next to it but there no + either

While I like elemental effects in theory, it also risks taking A LOT away from skill designs, so it really should be used carefully.

Having a build-in dot from poison and fire dmg is fairly harmless. Ice and elec always having build in CC, not so much.
Those things should still be proc based (or maybe more accurate; a Build Up chance, so it isnt binary), so ice might have an inherent freeze chance in principle, but some ice dmg sources will have basically no Freeze build up, and thus never actually freeze anything, while other ice dmg sources will have a high freeze build up.

Maybe something like:

Each dmg type has a relatively small unique effect that always applies, and each also have a build-up effect, that varies from source to source (your Frost Axe wont freeze as well as a Sorcs Blizzard for example):

Type: Default effect || Build up effect
Frost: Slows || Freeze
Fire: Burn Dot || Pants on Fire Panic attack
Poison: posion dot or reduced healing? || Disintegrate, takes massive instant dmg
Ligthning - Randomly does less or more dmg || Stun
Physical: Bleed dot || Disarm (also for non-weapon based enemies, you just cut off their paws, somehow they grow back again in 2 seconds. RPG logic :D)

If you hit a demon with an elec ax it should take damage from the impact of the blow, damage from the slash, and damage from the elec. I also like the elemental effect on the weapons, it should not just be a visual.

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Hopefully so. But yeah, I had thought that bleed was a better inherent bonus that crit damage.

My guess is the former.

Yes please

Slash/blunt etc. dmg might be a bit much for an A-RPG, in particular one made by Blizzard :frowning:
But I definitely would love it.

And monster resistances for each dmg type. Seriously.

All information holds until they say otherwise.

People would fight against this concept just because it’s from/in POE

But it’s still a pretty good mechanic system

I’d love to see it in Diablo

Playing D2R I had always the feeling something was missing when my fire damage wasn’t burning monsters haha

Didnt realize any of it was in PoE :smiley:
Is it just the “default effect” part, or is there more than that?

It seems like D4 as least has the cold => slows, and potentially freezes, so there is definitely reason to have some hope here.

Well, except for the resistance part, because Blizzard :person_facepalming:

Default on all elements but it’s a low % odds to happen that you have to invest in

And it’s duration is based on the % of the monster hp you deal. The higher the damage the longer it lasts

I like their example, too bad only the Necro can use Shields currently :wink:

What is splash damage? like if you hit someone, have a chance to hit an enemy next to it? or splash their blood on someone else? Curious is all