[suggestion] Improving Character Customisation & Itemisation

Using D3 as a reference as is a known quantity, suggestions on how to improve character & item customization that could then be incorporated into development of D4.

TL; DR:

Character Customization – needs to be more than gender and cosmetic options, some selectable stat attributes giving options to specialise attributes for different versions of same character class.

Skills – remove no rune option as not used and (especially main damage) skills have a base elemental damage type and runes can add a second elemental type to provide more build options as all builds specialise around one elemental damage type.

Main Stat – remove main stat as a character differentiating attribute & item affix, have a proficiency attribute that applies to all classes as a means of character progression with different classes gaining different attributes from increased proficiency stats but do not make it a massive damage multiplier!

Paragon System – expand attribute options and have it so not every attribute can be maxed giving some choice in specialising certain attributes.

Regular Gems – adding more ranks in endgame as with the increase drop rate introduced with D3: ROS, the number of levelling ranks did not need to be reduced. Changing gem attributes to move away from same default choices for every build - emerald weapon, diamond helm, main stat armour. Weapons gain an elemental damage increase depends on gem type which would require a 6th gem type (sapphire).

Legendary Gems – not used in item sockets any more (except gem of ease and red soul shard), kept with jeweller who augments items with legendary gems, making managing them easier and only need to level one instance of each type. Bracers can be augmented along with amulets and rings, elemental focused legendary gems and thorns (Boyarsky’s Chip) augmented with weapons. Caldesann’s Despair augment done by jeweller instead of Kanai’s cube.

Itemisation – RNG on RNG on RNG with large variables (100+ outcomes for an affix) is not a good thing or fun even with smart drops, RNG is what makes Diablo a compelling game but RNG needs to be mixed some guarantees to reduce the outcome of trash legendaries. D2 itemization with a high number of fixed affixes with RNG stats and low number of RNG affixes with RNG stats is what made good, consistently sought after and usable legendry items.

Stay awhile and read on…

Difficulty levels
Firstly condense, bring back original difficulty names and stop adding additional difficulty levels, just re-balance the existing difficulty options, everyone will understand.

Game difficulty options

Standard - for levelling

  • Normal (T0)

  • Hard (T1)

  • Master (T15)

Torment – for endgame

  • Nightmare (T30)

  • Inferno (T50)

  • Hell (T75)

Character Customization
With any character class there is no way other than the items they have equipped to differentiate them from another character of the same class, you can interchange items and they are exactly the same build. At the character select screen have a few specialisation options that modify the characters base stats which do not have a game-changing impact so there isn’t a right or wrong choice. If you create the same character again you can choose the specialisations that you prefer through experience, acquired items and intended endgame build goals.

Remove mainstat (dexterity, intelligence & strength), replace with proficiency stat which is no longer a flat damage multiplier. Proficiency applies a specific type of damage based on character class.

Strength based characters - Barbarian, Crusader and Druid (included since confirmed for D4) - High Damage focus (also includes the default 30% damage reduction for these classes).

Base stats

  • 0% Attack Speed

  • 5% Crit Chance

  • 150% Crit Damage (+100%)

  • 10% Movement Speed

Proficiency per point gives

  • 0.1 All resist

  • 0.9 Armour

  • Crit Damage (capped 200% increase at 8000 Proficiency)

  • Vitality

Dexterity based characters - Demon Hunter and Monk (also includes the default 30% damage reduction for Monk) - Fast Attacks focus

Base stats

  • 20% Attack Speed (+20%)

  • 5% Crit Chance

  • 50% Crit Damage

  • 10% Movement Speed

Proficiency per point gives

  • 0.3 All resist

  • 0.7 Armour

  • Attack Speed (capped 40% increase at 8000 Proficiency)

  • Vitality

Intelligence based characters - Necromancer, Witch Doctor and Wizard - Precision Damage focus

Base stats

  • 0% Attack Speed

  • 15% Crit Chance (+10%)

  • 50% Crit Damage

  • 10% Movement Speed

Proficiency per point gives

  • 0.5 All resist

  • 0.5 Armour

  • Crit Chance (capped 20% increase at 8000 Proficiency)

  • Vitality

Having a choice of character gender is a 100% improvement over D2 and D4 is introducing further character cosmetic options which are good, but once you are familiarised with the game it makes every character of the same class identical. Having the option to choose some alternate character attribute stats gives the character some uniqueness and a reason to have multiple characters of the same class with different attributes.

The attributes would also aid in providing in game explanation for how some of the item affixes work, and as the character levels increases more attributes become available to select. Initially starting Diablo the first time and choosing a character class the characters abilities, play style and game systems are unknown; the selection of different attributes gives an introduction to some of the game systems with the ability to experiment with the different options.

Each attribute stat will be to choose 1 option normally from a selection of 3 options, which can be freely changed during character levelling process while in a town (out of combat situations, there is nothing more annoying than accidently clicking new skill or paragon points option mid combat). Once max level is achieved a decision is required to finalise attributes choices to unlock the end game content, which in D3 is the paragon system. Each character level gives 5 core points to be distributed in the core section of paragon system, this gives an introduction to the paragon system from the start, so at max level when the paragon system becomes available it is already a familiar game system. The core section will be separate from the paragon options which would be the 3 remaining sections offence, defence and utility.

Character Customisation - initial character selection
Character starts at level 0, levelling 1-29, unlocks all the characters skills, base (no) rune effects removed from skills pool as there is never a reason choose no rune option. Generator/signature skills need some improvement as only increase resource rune effect is only chosen if a generator/signature skill is used at all. The rune options need to give a short term buff, debuff or cc effect. Gaining Levels up to 30 stays exponential increase to next level, Magic and Rare items available, standard white items removed as currently serve no purpose. Standard Levels (Normal, Hard and Master) available, introduces basic game mechanics, character skills and basic itemisation.

*Character look - gender, body type, face/hair, etc.

*Default generator/signature skill (gives resource regen rune effect), replaces punch and uses this skill if no resource to use any other skill. This allows 2 rune options to be selected when chosen skill is equipped, chosen rune option is greyed out in skill selection out to prevent selecting twice.

*increase base offence stats choose 1 from

  • 10% Attack Speed
  • 5% Crit Chance
  • 50% Crit Damage

This gives a character a boost to one of their base offence stats and gives an explanation to how these modifiers work.

*increase base defence stats choose 1 from

  • 10% Life
  • 10% All Resist
  • 10% Armour

This gives a character a boost to one of their base defence stats and gives an explanation to how these modifiers work.

Character Customisation - advanced options available at level 30
Unlocks torment levels Nightmare at character level 30, Inferno at max character level, Hell at Paragon 100. Level 30 to max level unlocks passives at various character level breakpoints. Gaining levels stays flat XP progression, same amount of XP as level 29-30 for each level 30 to max and paragon 1-100, after paragon 100 XP required to level increases exponentially. This is an introduction to the end game mechanics; monster power stays the same (level 30) throughout and as character gains power then increase game difficulty from normal to nightmare. Gems, legendaries and set items introduced, all items stay at level 30 requirement, new item introductions (legendaries, sets, etc) added to drop pool at various character level breakpoints between level 30 and max level. This is to introduce the itemisation mechanics of the game and how characters passives interact with gear, by keeping everything at same level prepares for how endgame, max level content works and adjust difficulty level for increased challenge and rewards.

*Choose second rune option for default generator/signature skill (can be any 2 rune options). This allows 3 rune options to be selected when chosen skill is equipped, chosen rune options are greyed out in skill selection out to prevent selecting twice.

*Resource option choose 1 from

  • 10% Cooldown Reduction
  • 15% Resource Cost Reduction
  • 10% Increase Resource Regen & Life Regen

This gives a character a boost to resource stats and gives an explanation to how these modifiers work.

*Elite Offence/Defence choose 1 from

  • 8% Elite Damage Increase/5% Elite Damage Reduction
  • 5% Elite Damage Increase/10% Elite Damage Reduction
  • 2% Elite Damage Increase/15% Elite Damage Reduction

This option is to decide on a balance between offensive and defensive play style.

*Choose character trait (taken from passives), 1 from

  • Damage boost
  • Defence boost
  • Resource boost

Current passives to become traits - O=Offence, D=Defence, R=Resource

Barbarian - Weapons Mater (O), Superstition (D), Animosity ®

  • Crusader - Holy Cause (O), Vigilant (D), Righteousness ®
  • Demon Hunter - Archery (O), Perfectionist (D), Blood vengeance ®
  • Monk - Mythic Rhythm (O), Harmony (D), Exalted Soul ®
  • Necromancer - Spreading Malediction (O), Draw Life (D), Overwhelming Essence ®
  • Witch Doctor - Pierce the Veil (O), Jungle Fortitude (D), Spiritual Attunement ®
  • Wizard - Glass Cannon (O), Blur (D), Astral Presence ®

Character Customisation - final choices at max level, all character attributes are fixed then paragon levels unlocked. (Paragon experience still earned, but paragon points cannot be used until character selection finalised).

*Choose third rune option for default generator/signature skill (can be any 3 rune options). This allows 3 rune options to be selected when chosen skill is equipped, chosen rune options are greyed out in skill selection out to prevent selecting twice.

*Choose second character trait (taken from passives), 2 from

  • Damage boost
  • Defence boost
  • Resource boost

This is the only decision that makes an option unavailable to the character as all the other choices the attributes can be gained from item affixes. These character customisation options gives 243 different character base stats combinations (5 options each with 3 choices, (3^5=243) 3 to the power 5), promoting a uniqueness that can be created for different versions of a character class.

Once max level reached, character attributes are finalised to unlock Paragon points (Paragon XP still acquired before finalising character attributes). The levelling process allows experimentation with the different attributes available before having to commit to final choice. There should be no wrong choices, the goal being that each character created is unique and gives a reason to create a second character of the same class to select different attributes.

Once a character has reached max level and attributes locked, subsequent characters of that class can be created at level 0 or level 30. Once a character has reached Paragon 100, subsequent characters of that class can be created at level 0, level 30 or max level. A level 0 character starts with magic 1-hand weapon, creating new level 30 characters would be equipped all in level 30 magic 1-hand weapon and max level characters would be equipped all in max level magic 1-hand weapon.

Hardcore characters have their cheat death passive available at character creation as an optional additional trait which you can decide to have active or not while levelling, once max level is reached the choice of having active or not becomes permanent. When chosen not to have active as a trait than the cheat death becomes available as a selectable passive.

Current cheat death passives passive, to become optionable hardcore character traits

Barbarian – Relentless (not a cheat death but closest available unless a new passive is created. Ghost Of Bul-Kathos would be the name I would call it, giving some health, fury and increasing movement speed with the ability to move through monsters and be untargetable for few seconds)

Crusader - Indestructible

Demon Hunter - Awareness

Monk – Near Death Experience

Necromancer – Final Service

Witch Doctor – Spirit vessel

Wizard –Unstable Anomaly

Skill Elemental damage Update
Have each character class focus on 4 elements out of the 7 available. A damage dealing skill utilises one of elements as its base elemental damage and the rune effects can add a second element damage type to that skill. This will open up build variety by giving more options when specialising around one main elemental damage type and also making specialising with 2 main element types equally viable. Depending on the skill rune effects the breakdown could be 100% to one element or 50%/50%, 60%/40% for 2 elements. Elemental damage increase from items would be additive in this process so a 20% increase would give either 120% to one element or 70%/50%, 80%/40%, 60%/60% for 2 elements, therefore the total elemental damage increase being equal regardless if a skill rune effects has single or multiple elemental types.

  • Barbarian - Physical, Cold, Fire, Lightning
  • Crusader - Holy, Physical, Fire, Lightning
  • Demon Hunter - Physical, Poison, Fire, Lightning
  • Monk - Holy, Cold, Fire, Lightning
  • Necromancer - Arcane, Physical, Poison, Cold
  • Witch Doctor - Physical, Poison, Cold, Fire
  • Wizard - Arcane, Cold, Fire, Lightning

Paragon System
The core attributes section is removed from the paragon system and is available from the start with core points awarded during character progressing from level 0 to max level (5 points per level). This will help introduce new players to the paragon system and then flow seamlessly into the full paragon options at max level when paragon levels are unlocked. The initial paragon levels 1-100, gain 2 paragon points per level; quickly allowing 2 attributes to be maxed out in 2 of the 3 paragon sections, then 1 paragon point per level for paragon levels 101-800. Paragon points are to be spent in Paragon sections (Offence, Defence and Utility), max 320 points per section.

The paragon system has 1440 points available across the 3 sections (480 points maximum per section), with 900 points being awarded by achieving paragon levels 1-800. A maximum of 320 points can be allocated to each section from the 900 awarded paragon points; this can be further increased with item affixes that increase all attributes in a paragon section by 3-4 points (and the Stone of Jordan adding a further plus 2 to all paragons). A paragon section could theoretically be completed which is a choice to aim for through item affixes; this would come at a cost of foregoing other competing item affixes specifically increase skill damage %. The paragon points can be freely distributed into any section as accumulated, with the restriction that each section cannot be allocated more than 50% of total paragon points earned, giving more choice then the current system which limits where a paragon point can be allocated while preventing all paragon points going to one section/attribute at a time.

After paragon 800 is reached, 900 paragon points having been awarded to allocate in paragon sections, then paragon 801 onwards can either give additional core points or just be a counter for progression; this gives the paragon system more meaning as you cannot reach the limit of every attribute and so have to decide where to focus you point’s allocation. Once paragon 800 is reached (new) item affixes that add points to one of the paragon sections is the only possible way to increase paragon points (similar concept to D2 item affixes that added 2 or 3 points to a characters different skill trees and Stone of Jordan can return with plus 1 or 2 to all paragons) and potentially complete a paragon section.

Core attributes

  • Proficiency - no limit
  • Vitality - no limit
  • Agility* - 80 points limit (Movement Speed, Dodge Chance, Block Chance), 1 point increments, 80 points total
  • Resource % - 80 points limit, 0.2% increments, 16% total
  • Experience %** - 80 points limit, 0.5% increments, 40% total
  • Gold Find % - 80 points limit, 2% increments, 160% total

*1 point in Agility gives 0.5 point each to Movement Speed and Dodge Chance. Once Movement Speed has reached cap, then the 0.5 point goes to Block Chance. This prevents movement Speed affix on items becoming a wasted stat as it then allows higher Block Chance

** Experience increase not reduced by 90% at max level as poor solution to a game system issue, full effect when doing bounties, rifts and ignored when doing greater rifts as they have an experience increase per greater rift level already.

Paragon Offence (max 320 paragon points)

  • Attack Speed - 80 points limit, 0.2% increments, 16% total
  • Crit Chance - 80 points limit, 0.1% increment, 8% total
  • Crit Damage - 80 points limit, 2% increments, 160% total
  • Thorns Damage - 80 points limit, 3% increments, 240% total
  • Area Damage - 80 points limit, 1% increments, 80% total
  • Bleed Damage - 80 points limit, 5% increments, 400% total (40% chance weapon damage % over 5 seconds)

Paragon Defence (max 320 paragon points)

  • Armour % - 80 points limit, 1% increments, 80% total
  • Elite Damage Reduction % - 80 points limit, 0.2% increments, 16% total
  • Elemental Resist - Fire, Cold, Lightning - 80 points limit, 4 point increments, 320 points total
  • Natural Resist - Physical, Poison, Arcane/Holy - 80 points limit, 4 point increments, 320 points total
  • Reduced damage from ranged attacks - 80 points limit, 0.2% increments, 16% total
  • Reduced damage from melee attacks - 80 points limit, 0.2% increments, 16% total

Paragon Utility (max 320 paragon points)

  • Life % - 80 points limit, 0.5% increments, 40% total
  • Life Regen - 80 points limit, 125 point increments, 10000 points total
  • Life on Hit - 80 points limit, 100 point increments, 8000 points total* Cooldown Reduction % - 80 points limit, 0.1% increment, 8% total
  • Resource Cost Reduction % - 80 points limit, 0.2% increments, 16% total
  • Crowd Control Reduction % - 80 points limit, 0.5% increments, 40% total

Replacing mainstat (dexterity, intelligence and strength)
Remove mainstat and replace with proficiency that is not an item affix can be only acquired through character/paragon levels, gems and augmentation. Proficiency is also no longer a constant damage multiplier which is unnecessary attribute of the current mainstat mechanic. The damage increase attribute to each character class would be capped at a limit, while still gaining the defence attributes at higher amounts of proficiency.

The amount of proficiency acquired would either be additional until a threshold is reached, then any further increases are exponentially diminishing or exponentially diminishing from the start. The reason for this is that continually acquiring something (paragon levels in this case) that has no limit gives a sense of progression achieved from any playtime; whereas once a limit has been achieved psychologically it gives a sense of accomplishment and therefore no real reason to continue playing unless there are other worthwhile goals left to achieve.

A soft limit especially for damage dealing affixes is better than hard limits, as a hard limit feels like it must be reached to succeed; when exceeding a limit any extra value acquired is then applied to another affix to gain a benefit.

  • Movement Speed in Diablo 3 is an annoying affix which has to be unnecessarily micro-managed depending on equipped items, paragon points allocation & whether buffs allow to exceed 25% limit or not. To solve this movement speed was replaced with agility in core section and any additional movement speed acquired above the 25% limit is applied to increase block chance.

  • Crit Chance should have a limit of 70-80% as exceeding 100% would now be possible (skills & legendary effects can ignore limit), so that there is always a chance to not do a crit hit. If the limit is exceeded, introduce a super crit chance that excess crit chance increases. A super crit chance would have an initial value of 5%, which on a crit hit there is a 5% chance for that to become a super crit hit which would apply bleed damage (this would also apply in addition to the crit damage, bleed damage % at 20x the value of the super crit chance). Initial bleed damage at 5% super crit would be 100% weapon damage every second for 5 seconds, if super crit chance increases to 20%, then bleed damage will increase to 400% weapon damage every second for 5 seconds). The extra bleed damage for achieving a super crit should be a noticeable but far less powerful than the crit damage achieved off a crit hit.

  • Attack Speed Increase currently has a limit of 200% giving the fastest attacking weapons 5 attacks per second (5 attacks per second is the hard limit, slower attacking weapons can have more than 200% increased attack speed to reach this limit). Excess attack speed increase over 200% would be used to increase resource cost reduction or resource regen as increased resource usage is a consequence of attacking faster. This would also restrict the slowest weapons to 3 attacks per second, and all other weapons in the range 3-5 attacks per second limit preserving each weapons type’s difference in base attack speed.

  • Crit Damage does not need any limits as crit chance and attack speed increase limits it affects.

Attack speed, crit chance & crit damage have thresholds that once exceeded have a consequential effect to each other and increasing element damage type effects resistances.

  • Crit chance every 1% above 60% threshold, reduces crit damage by 2% (subtractive)

  • Crit damage every 25% above 600% threshold, reduces attack speed increase by 1% (subtractive)

  • Attack speed increase every 10% above 120% threshold, reduces crit chance by 1% (subtractive)

  • Elemental damage cold, fire & lightning every 1% above 60% threshold, increases the resistance of the same element by 10 and reduces the resistance of the other 2 elements by 20 (Monk/Dh has x3 to reductions multiplier, Necro/WD/Wiz has x5 multiplier to reductions to take into account increase resistance gained from proficiency)

  • Natural damage arcane/holy, physical & poison every 1% above 60% threshold, increases the resistance of the same element by 10 and reduces the resistance of the other 2 elements by 20 (arcane & holy considered same element as no holy resistance required, Monk/DH has x3 multiplier to reductions, Necro/WD/Wiz has x5 multiplier to reductions to take into account increase resistance gained from proficiency)

These threshold values are in relation only to increases from base stats, proficiency, passives/traits, paragon & item affixes; skills, legendary gems and legendary powers that increase any of these damage types do not increase the consequential effects (or positive for elemental/natural effects).

With proficiency increasing either attack speed, crit chance or crit damage and providing more all resist, it provides a more nuanced approach, as whichever type of damage increase proficiency provides would not be highly prioritised from item affixes or paragon and whichever element type damage increases are focused on, then gives more significance to specific resistances requirements. (These numbers would need some analysis to determine if values need adjusting and if effects need a limit). The consequences should be noticeable to be a factor on decision making but not too great to have a detrimental effect to increasing a damage type further.

Gem Changes
With Proficiency replaces dexterity, intelligence and strength; gives the possibility to re-balance the gem properties and change the emerald in weapon, mainstat associated gem in armour and diamond in helm.

With elemental damage synergy the main focus of builds, changing the gem effects in sockets to increase an elemental damage is a natural progression and would require the introduction of Sapphires to give 6 gems types to reflect the 6 elements types (arcane and holy counting as the same element).

For armour replacing mainstat with proficiency may not change up the options for ultimate endgame builds but it is a chance to make more compelling alternate options. Moving thorns to an armour effect and splitting all resist to natural resist (arcane, holy, physical and poison) and elemental resist (cold, fire and lightning) introduces a choice based on which resistance are required to increase.

Giving an alternate options to cooldown reduction in helms is more difficult, increasing the amount of resource cost reduction would help, elite damage reduction is a compelling option and increasing the power and effects of primary/ generator/signature skills will help make using those skills more relevant.

Gem quality ranks (24)

  • Ranks 1-4 - Gem, Flawless, Perfect, Radiant

  • Ranks 5-8 - Square, Flawless Square, Perfect Square, Radiant Square

  • Ranks 9-12 - Star, Flawless Star, Perfect Star, Radiant Star

  • Ranks 13-16 - Marquise, Flawless Marquise, Perfect Marquise, Radiant Marquise

  • Ranks 17-20 - Imperial, Flawless Imperial, Perfect Imperial, Radiant Imperial

  • Ranks 21-24 - Royal, Flawless Royal, Perfect Royal, Radiant Royal

  • Rank 20 Radiant Imperial requires any legendary gem level 30, consumes 5 levels

  • Rank 21 Royal requires any legendary gem level 50, consumes 10 levels

  • Rank 22 Flawless Royal requires any legendary gem level 65, consumes 15 levels

  • Rank 23 Perfect Royal requires any legendary gem level 75, consumes 20 levels

  • Rank 24 Radiant Royal requires any legendary gem level 80, consumes 25 levels

D3 made it a challenge to make a top rank gem, which was greatly reduced with D3: ROS with the number of ranks reduced and drop rates increased. Increasing the number of gem ranks again in the endgame will add a worthwhile objective.

  • Ranks 1, 2 and 3 will drop from level 30 to max level, with the jeweller allowing up to rank 8 Radiant Square to be crafted, by combining 2 gems of the same rank (64 perfect games - rank 3 to make 1 Radiant Square - rank 8).
  • Ranks 8 and 9 will drop at max level, with the jeweller allowing up to rank 19 Radiant Imperial to be crafted, by combining 2 gems of the same rank (2048 Star gems - rank 9 to make 1 Perfect Imperial - rank 19).

Pass rank 20 continuing to combine 2 gems of the previous rank would make the numbers required too big; therefore to achieve the last 5 ranks the jeweller would combine the regular gem with a legendary gem at a minimum required level, consuming a specified number of levels from the legendary gem to increase the quality of the regular gem. If a legendary gem has more levels then required, only the required amount of levels are consumed, i.e. legendary gem at level 58 used to make a rank 20 gem will become a legendary gem level 53.

This creates a dichotomy where you use legendary gems to level regular gems to max level, then use max level regular gems to augment items with high level legendary gems; providing an introduction to the auxiliary use of legendary gems in the augmentation game system.

Amethyst

  • Offence - Arcane/Holy %

  • Defence – Proficiency

  • Special - Increase Primary/Generator/Signature skills power & effect duration %

Diamond

  • Offence - Lightning %

  • Defence – Armour

  • Special - Cooldown Reduction %

Emerald

  • Offence - Poison %

  • Defence - Natural Resist

  • Special - Elite Damage reduction %

Ruby

  • Offence - Physical %

  • Defence – Vitality

  • Special - Life %

Sapphire

  • Offence - Cold %

  • Defence - Elemental Resist

  • Special - Resource Cost Reduction %

Topaz

  • Offence - Fire %

  • Defence – Thorns

  • Special - Experience %

Gem ranks for all offence damage, Life % and Resource cost reduction

  • Start at 6% rank 1 to 15% rank 19, Increments of 0.5%
  • 16% rank 20 17% rank 21, 18% rank 22, 19% rank 23, 20% rank 24

Gem ranks for proficiency and vitality

  • Start at 10 rank 1 to 200 rank 20, Increments of 10
  • 220 rank 21, 260 rank 22, 320 rank 23, 400 rank 24

Gem ranks for armour, natural and elemental resist

  • Start at 15 rank 1 to 300 rank 20, Increments of 15
  • 330 rank 21, 390 rank 22, 480 rank 23, 500 rank 24

Gem ranks for cooldown reduction and elite damage reduction

  • Start at 2% rank 1 to 11% rank 19, Increments of 1.0%
  • 12% rank 20 13% rank 21, 14% rank 22, 15% rank 23, 16% rank 24

Gem ranks for increase primary/generator/signature skills damage and power and experience %

  • Start at 10% rank 1 to 28% rank 19, Increments of 1%
  • 30% rank 20, 32% rank 21, 34% rank 22, 37%, rank 23, 40% rank 24

Gem ranks for thorns

  • Rank 1-11, 8, 16, 50, 100, 150, 200, 300, 400, 500, 700, 900
  • Rank 12-19, 1100, 1600, 2100, 2600, 4400, 6200, 8000
  • Rank 20-24, 12000, 16000, 20000, 26000, 32000, 40000

Legendary Gems
Legendary gems moved to the jeweller from the stash, when character has reached max level they all become available (at level 0) so no longer dropping in greater rifts, allowing free choice which legendary gems to level up initially. No longer inserted into item sockets, jeweller augments item (no cost) with legendary gem, only 1 instance of each gem exists which can be augmented into an unlimited amount of items. Any items augmented with a legendary gem still increases in levels as that gem is levelled on completion of greater rifts.

Elemental effect legendary gems (fire element does not exist created a Firestorm legendary gem) and Boyarsky’s Chip change to weapon augments to synergise with changes to regular gems. Bracers can also be augmented with legendary gem.

Jewellery & Bracers legendary gem augmentation

  • Bane of the Powerful
  • Bane of the Trapped
  • Bane of the Stricken
  • Boon of the Hoarder
  • Enforcer
  • Esoteric Alteration
  • Gogok of Swiftness
  • Invigorating Gemstome
  • Legacy of Dreams
  • Mutilation Guard
  • Moratorium
  • Molten Wildebeest’s Gizzard
  • Simplicity’s Strength
  • Taeguk
  • Zei’s Stone of Vengeance

Weapon & Off-hand legendary gem augmentation

  • Firestorm (increases fire damage % at level 25) Fire skills cause enemies to burn for x% damage over 3 seconds, level 25 burning enemies damage reduced by 20%, causes any enemy within 10 yards of a burning enemy for 2 seconds to also start burning (triggering primary effect)

  • Pain Enhancer - (increases physical damage 25% at level 25)

  • Gem of Efficacious Toxin - (increases poison damage 25% at level 25)

  • Mirinae, Teardrop of the Starweaver - (increases arcane/holy damage 25% at level 25)

  • Iceblink - (increases cold damage 25% at level 25) upgrade increase crit chance per level, level 25 increase speed reduction 10%

  • Wreath of Lightning - (increases lightning damage 25% at level 25)

  • Boyarsky’s Chip - (increases thorns damage)

  • Red Soul Shard – socketed into helm, not augmented

  • Gem of Ease - socketed into weapon not augmented

  • Gem of Proficiency - removes 25 ranks from gem of ease (required minimum level 25), augments gear to remove level requirements (max 5 instances of gem, gem levels consumed when used, can also level these separately same as other legendary gems).

  • Gem of Augmentation - takes all ranks from selected gem (required minimum level 50), reducing that gem to rank 0 (will need a warning if chosen legendary gem has been augmented to an item), augments gear with Caldesann’s Despair, gaining chosen gems defensive properties (max 25 instances of gem, gem levels consumed when used, can also level these separately same as other legendary gems).

Caldesann’s Despair augment can only be applied to armour items – Helm, Chest, Legs, Feet, Shoulders, Hands, Belt and not to Jewellery, Bracers, Weapons and Off-hand items as these are augmented by legendary gems .When Caldesann’s Despair augment is used on chest or legs item, a regular gem of the same type used for the augment cannot then be put into any of those items sockets (any gems of that type already in a socket would automatically be removed).

Chest and legs sockets have the restriction that each socket has to have a different gem type inserted; this is so than regular gems can be made more powerful to promote variety of different gem combinations. Weapons and off-hand items cannot both have the same type of regular gem socketed when equipped.

Jewellery no longer has the necessity of a socket with legendary gems being augmented by jeweller; an amulet keeps the socket as now as a guaranteed affix and gains the special socket property same as helms, with the restriction equipped helms and amulets cannot have same gem type socketed. Rings no longer have a socket, allowing another affix to be used instead.

Itemization
RNG on RNG on RNG with large variables (100+ outcomes for an affix) is not a good thing or fun even with smart drops, RNG is what makes Diablo a compelling game but RNG needs to be mixed some guarantees to reduce the outcome of trash legendaries. D2 itemization with a high number of fixed affixes with RNG stats and low number of RNG affixes with RNG stats is what made good, consistently sought after and usable legendry items. In D3 the legendary ring Obsidian Ring of the Zodiac is a good approximation of D2 legendaries with 4 guaranteed affixes (1 or 2 RNG affixes would add some variety), with low ranges (3 or 4 per affix) makes this a usable item no matter the rolled stats. Even with the low range of 4 values max per affix this still gives nearly 200 combinations (344*4=192).

With this in mind all item affixes should be limited to a maximum range of 6 possibilities whether it’s a small or large range; large ranges should have the lowest value more than 50% of the highest value (recommend 80% for minimum value) and exponential decreasing increments towards the max values. I.e. crit damage on rings being 26-50 with 25 values makes the lowest values worthless, a range of 40-50 with 6 values (linear increments 40, 42, 44, 46, 48, 50 or exponential increments 40, 43, 46, 48, 49, 50) making the lowest value 80% of the highest value, meaning you would accept a roll of 40 but not a roll of 26 and 50% of the possible rolls having a high value (48, 49, 50).

With mainstat an uninteresting mandatory affix removed and replaced with proficiency that is not an item affix this frees up more interesting affix combinations for all items.

New affixes add are

  • Increase Primary/Generator/Signature skills power & effect duration % - increased the resource regen, buff & debuff duration of primary skills, can also boost damage but these skills used currently only for resource regen

  • Increase Primary/ Generator/ Signature skills Attack Speed

  • Increase Paragon Offence* - adds 3 or 4 paragon points to all attributes in paragon offence

  • Increase Paragon Defence* - adds 3 or 4 paragon points to all attributes in paragon defence

  • Increase Paragon Defence* - adds 3 or 4 paragon points to all attributes in paragon utility

*Items can only have 1 paragon increase affix.

  • Increase Elemental Resist – increases Cold, Fire and Lightning resistance, replaces all resist as affix

  • Increase Natural Resist - increases Arcane, Physical and Poison resistances, replaces all resist as affix

  • Increase Socket power % - 40-50% (Leoric’s crown) affix added for Amulets and 2 handed weapons

  • Increase Skill Damage % - changed so that only main damage dealing skills included, removes primary, utility & defensive skills from affix values

  • Single Element resist changed to Dual Element resist – with all resist being halved into elemental or natural resist, single resist is doubled to dual resist, having 1 resistance from Elemental (Cold, Fire or Lightning) and 1 from Natural (Arcane, Physical or Poison) Elements. Dual resists is not exclusive to elemental or natural resist therefore both can be an affix on an item as even though 1 element is increased twice, 2 elements are not increase at all

Armour and jewellery gain 3 or 4 guaranteed affixes, in place of the 1 or 2 (armour value and main stat) that currently exist, with each item gaining a unique guaranteed affix, sockets becoming a guaranteed affix on items that have them and all resist becoming an additional guaranteed affix alongside armour (All resist is 4%-5% of armour value). Excluding secondary stats, 1 special affix and 2 or 3 RNG primary affixes can be rolled. The special affix grants either increase paragon points to offence, defence, utility or increase skill damage % or another unique affix. If a guaranteed or special affix is chosen to reroll at mystic then RNG affixes are included in re-roll options. Additional special affixes cannot be rolled (at Mystic) into an RNG affix unless one of the affixes is also available as an RNG affix.

Magic items would not have the special affix and 1 less Primary RNG affix and 1 less Secondary RNG affix with a reduced affix options concentrating on defence & offence affixes. No changes to the way secondary affixes work and therefore stay the same with 2 affixes available; the changes below refer just to base and primary affixes.

Jewellery no longer has the necessity of a socket with legendary gems being augmented by jeweller; an amulet keeps the socket as now as a guaranteed affix and gains the special socket property same as helms, with the restriction equipped helms and amulets cannot have same gem type socketed. Rings no longer have a socket, allowing another affix to be used instead.

Weapons, off-hands and hands all gain a socket (offensive power) as default, with 2-hand weapons socket also having increase socket power (40-50%) to increase the power of equipped gem making them a more viable option to equip. Additionally 2-hand weapons can be dual-wielded with some 1-hand or off-hand items as follows:

  • Barbarians can off-hand a 1-hand mighty weapon with any 2-hand weapon and off-hand any 1-hand weapon with a 2-hand mighty weapon
  • Crusaders can off-hand a 1-hand flail with any 1-hand weapon or 2-hand flail and off-hand any 1-hand weapon with a 2-hand flail (they can already off-hand shield with 2-hand flail with Heavenly Strength passive)
  • Demon Hunters can off-hand hand crossbow with any 1-hand weapon (they can already off-hand Quivers with bows and crossbows)
  • Monks can off-hand fist weapon with any 2-hand weapon and off-hand any 1-hand weapon with a Daibo
  • Necromancers can off-hand 1-hand scythe with any 1-hand weapon or 2-hand scythe and off-hand Phylactery with any 2-hand weapon
  • Witch Doctors can off-hand ceremonial knife with any 1-hand weapon and off-hand Mojo with any 2-hand weapon
  • Wizards can off-hand wand with any 1-hand weapon and off-hand Source with any 2-hand weapon

Dual-wielding a 2-hand weapon with a 1-hand weapon or off- hand item if both items are class specific will reduce:

  • movement speed by 5%
  • weapons damage by 10%
  • attack speed by 10%

Dual-wielding a 2-hand weapon with a 1-hand weapon or off- hand item if only one of the items is class specific will reduce:

  • movement speed by 10%
  • weapons damage by 20%
  • attack speed by 10%
  • crit chance by 50%

(Crusaders Heavenly Strength passive would need some adjustment).

Weapons have area damage added to their guaranteed affixes of damage range and attack speed as it is a way to differentiate between the ways different types of weapons can cause damage similar to the weapon reach affix in D2. This guaranteed area damage value would either be fixed or binary as the standard RNG area damage affix with a larger range will still be available. Crit damage has become one of the special affix options with crit damage from regular gem being removed.

The special affix gives the option of an increase elemental damage %, socketing a gem of different element damage to what had rolled would change this affix to the same element type unless the legendary item has the element type fixed to a particular element.

Helm - 4 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Socket (1 - Special type)
  • Crit Chance - higher roll range 8.0%, 8.5%, 9%, 9.5% or 10%
  • Special affix - Increase Paragon Offence or Utility or Increase Skill Damage %
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life per Hit, Life Regen or Increase Skill Damage %

Shoulders - 3 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Cooldown Reduction - higher roll range 9%, 10%, 11% or 12%
  • Special affix - Increase Paragon Defence or Utility or Increase Skill Damage %
  • 2 RNG affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life %, Area Damage, Increase Skill Damage % or Resource Cost Reduction

Chest - 4 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Sockets (3)
  • Reduce Damage from Elites
  • Special affix - Increase Paragon Offence or Defence or Increase Skill Damage %
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life %, Cooldown Reduction, Increased Resource Regen Rate or Increase Skill Damage %

Legs - 4 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Sockets (2)
  • Increase Primary/Generator/Signature skills power & effect duration %
  • Special affix - Increase Paragon Defence or Utility or Increase Skill Damage %
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life %, Life Regen or Reduce Damage from Elites (8% or 9%)

Belt - 3 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Resource Cost Reduction - higher roll range 9%, 10%, 11% or 12%
  • Special affix - Increase Paragon Defence or Utility or Increase Primary/ Generator/ Signature skills Attack Speed
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life %, Life Regen or Increase Primary/ Generator/ Signature skills Attack Speed

Feet - 3 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Movement Speed %
  • Special affix - Increase Paragon Defence or Utility or Increase Skill Damage %
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life per Hit, Life Regen or Increase Skill Damage %

Hands - 3 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes

  • Amour
  • All Resist
  • Socket (1 weapon type)
  • Special affix - Increase Paragon Offence or Defence or Increase Attack Speed– higher roll range 8%, 9% or 10%
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life per Hit, Area Damage, Increase Attack Speed, Cooldown Reduction, Crit Chance, Crit Damage or Resource Cost Reduction

Bracers – 3 guaranteed affixes, 1 special affix, 2 RNG Primary affixes & 2 RNG Secondary affixes (can be augmented with legendary gem)

  • Amour
  • All Resist
  • Increase elemental or natural Damage % (Cold, Fire, Lightning, Arcane, Physical or Poison)
  • Special affix - Paragon Offence, Defence or Utility
  • 2 RNG Primary affixes from following – Vitality, Increase Armour, Increase Elemental or Natural Resist, Life Regen, Crit Chance or Life per Hit

Amulet - 4 guaranteed affixes, 1 special affix, 3 RNG Primary affixes & 1 RNG Secondary affix (can be augmented with legendary gem)

  • Damage (20% Range) – range is 20% of highest range available from 2 hand maces
  • Increase elemental or natural Damage % (Cold, Fire, Lightning, Arcane, Physical or Poison)
  • Socket (1 - Special type with Socket Power 40-50%)
  • Crit Damage
  • Special affix - Increase Paragon Offence or Utility or Increase Skill Damage %
  • 3 RNG affixes from following – Vitality, Increase All Resist, Increase Elite Damage %, Area Damage, Increase Attack Speed, Cooldown Reduction, Crit Chance or Resource Cost Reduction

Rings - 4 guaranteed affixes, 1 special affix, 3 RNG Primary affixes & 2 RNG Secondary affixes (can be augmented with legendary gem)

  • Damage (10% Range) – range is 10% of highest range available from 2 hand maces
  • Increase Skill Damage %
  • Increase Paragon Offence
  • Increase Elite Damage %
  • Special affix - Crit Chance, Crit Damage or Increase elemental or natural Damage % (Cold, Fire, Lightning, Arcane, Physical or Poison)
  • 3 RNG Primary affixes from following – Increase Elemental or Natural Resist, Area Damage, Increase Attack Speed, Cooldown Reduction, Crit Chance, Crit Damage or Resource Cost Reduction

1-Hand Weapon - 4 guaranteed affixes, 1 special affix, 3 RNG Primary affixes & 2 RNG Secondary affix

  • Damage (55% Range) – range is 55% of highest range available from 2 hand maces
  • Socket (1 weapon type)
  • Area Damage
  • Attack Speed
  • Special affix - Crit Damage, Elite Damage % or, Increase elemental or natural Damage % (Cold, Fire, Lightning, Arcane, Physical or Poison)
  • 3 RNG Primary affixes from following – Area Damage, Increase Attack Speed, Bleed Damage, Cooldown Reduction, Increase Damage %, Elite Damage %, Increased Resource Regen Rate, Life per Hit or Resource Cost Reduction

2-Hand Weapon - 4 guaranteed affixes, 1 special affix, 3 RNG Primary affixes & 2 RNG Secondary affix

  • Damage (100% Range) – range is 100% of highest range available from 2 hand maces
  • Socket (1 weapon type with socket power 40-50%)
  • Area Damage
  • Attack Speed
  • Special affix - Crit Damage, Elite Damage % or Increase elemental or natural Damage % (Cold, Fire, Lightning, Arcane, Physical or Poison)
  • 3 RNG Primary affixes from following – Area Damage, Increase Attack Speed, Bleed Damage, Cooldown Reduction, Increase Damage %, Elite Damage %, Increased Resource Regen Rate, Life per Hit or Resource Cost Reduction

Off-Hand ( Phylactery, Mojo or Source ) - 3 guaranteed affix, 1 special affix, 3 RNG Primary affixes & 2 RNG Secondary affix

  • Damage (35% Range) – range is 35% of highest range available from 2 hand maces
  • Socket (1 weapon type)
  • Area Damage
  • Special affix - Crit Chance, Increase elemental or natural Damage % or Increase Skill Damage %
  • 3 RNG Primary affixes from following – Area Damage, Increase Attack Speed, Bleed Damage, Crit Chance, Cooldown Reduction, Elite Damage %, Increased Resource Regen Rate, Life %, Resource Cost Reduction or Reduce Damage from Elites

Quiver - 3 guaranteed affixes, 1 special affix, 3 RNG Primary affixes & 2 RNG Secondary affix

  • Socket (1 weapon type)
  • Area Damage
  • Attack Speed
  • Special affix - Crit Chance Increase elemental or natural Damage % or Increase Skill Damage %
  • 3 RNG Primary affixes from following – Area Damage, Bleed Damage, Crit Chance, Cooldown Reduction, Elite Damage %, Increase Primary/ Generator/ Signature skills Attack Speed, Increased Resource Regen Rate, Life %, Resource Cost Reduction or Reduce Damage from Elites

Shield - 4 guaranteed affixes, 1 special affix, 3 RNG Primary affixes & 2 RNG Secondary affix

  • Block Amount & Block Chance
  • Socket (1 weapon type)
  • Amour
  • All Resist
  • Special affix - Crit Chance, Increase elemental or natural Damage % or Increase Skill Damage %
  • 3 RNG Primary affixes from following – Increase Armour , Increase Attack Speed, Block Chance, Crit Chance, Cooldown Reduction, Elite Damage %, Increased Resource Regen Rate, Life %, Resource Cost Reduction or Reduce Damage from Elites

These changes could be applied D3 in its current state… (If only) but such an overhaul would necessitate the need to increase characters to level 80 to reset everything as D3: ROS did, which is not going to happen with D4 in development. The objective of these ideas is to show how D3 can be improved within its existing games systems, to then improve the development of D4 game systems.

The character customisation gives 6 different types of attribute that can be chosen to change the base stats of a character class with meaningful choices to create a unique version of class. The paragon system also has meaningful choices once paragon 800 is reached and the update to itemisation should reduce the chance of instant trash legendaries while multiple versions of the same item will be equally viable to use, adding the fun back to the RNG elements of Diablo.

I will leave this here :slight_smile:

Quite a comprehensive and in-depth commentary which appears well thought out and exhaustively researched.

Fundamentally it boils down to reintroducing proper character individuality, as opposed to the “cookie cutter” options currently within D3.

The article seems to cover all classes, major items, but in particular in hinged around the removal of the over reliance where a characters “main stat” is concerned.

Worth a read imho

I don’t mind that as an option, the Fallout games do this. If you look at it as an apprenticeship stage of your character it could work.

Disregarding the numbers as that’s a Dev team balancing act, for me any numbers with high percentages are not what I’d like, but again its a few small changes when starting a character that can give you your personalized version of a class.

I’m not liking this post in general because of this part.
I like to level characters, I maybe one of the few that do and doing this will cut a lot of content out, making a lot of the work that people have put in to the game redundant, never a good thing.
I expect that people that don’t like leveling will find ways around it or even just ways to speed it up, but to just give any level starting point after you do one or more characters is justa bad idea.

Keeping in mind that any stat or trait that give high ranges of % in the hundreds is just asking to become a Power creep nightmare.

Another interesting idea, keep them coming. But I’m starting to fear that this is not going to go well with the Blizzard, Easy to Learn part, it will be a great part for the hard to Master.

Please no not just giving Max Level to a Legendary gem, the rest looks good.

The only thing that this promotes is a very hard to balance game, and a run away power creep, maybe at the time of the first expansion pack or something but to have to many places where gear can be buffed things just get out of hand.

Yes worth reading, as well as commenting on.

Thanks for input

Removing the mainstat damage multipler is a huge power reduction, the increases given to attack speed, crit chance and crit damage are only small over what currently can be achieved. Currently attack speed is capped at 200% and crit chance at 75% which has not changed.

This would be a choice whether to start a subsequent character of the same class at level 0, level 30 or max level. Some people like levelling process some just want an alt at max level to try new build or different choices in base characters stats. The first character of each class at the start of each season would always complete the levelling process.

Removing the mainstat damage multipler is a huge power reduction, allowing elemental damage to incease additively pass 100% would be acceptable.

At max character level all legendary gems unlocked at level 0 not max level, not great grammer so will edit post.

Only power creep if power constantly increases, with mainstat damager mulipler removed power is greatly reduced, then power re-introduced through interesting mechanics instead of bigger numbers which agree is harder to balance.

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