The Future Of Diablo

Clearly it is not true.

Doubt what? When is the last time you see D3 players created a thread about D3 rare?

Good.

Based on your previous example, your rare version of rare doesn’t give random affixes.

Here is what you said previously:

CTRL+F “Random” not found.

Now you are being silly. The whole discussion here has been about rare items, which means items that spawn with random affixes. As is the case in D2, D3, D4.
If you go back in the thread, clueso and I even spelled out for you what rare items means.

You need to be specific because we don’t know what kind of rare system is using for D4. How am I know that you are using D2 rare as example and not D3 rare?

At least I even bother to specified it for you in my post.

Both D2 and D3 rares are the same. Random stats.
Same for D4.

A rare item with 6 random stats + legendary affix is not better that a legendary with 6 fixed stats. They are just different from each other.

They are not same. D3 rare can’t roll 6 different affixes and stats like D2 rare can. D3 rare can only roll 4/2 stats like D3 legendary item, but at lower value.

4+2 does happen to be 6.
But anyway, it is the random stats that makes them the same here.

Not really.

D2 rare probably can roll 6 awesome DPS stat in the rare item, but for D3 rare, it can only roll 4 awesome DPS stats, and 2 secondary stats that nothing to do DPS like pickup range and globe healing.

Even D2 got rules on which affixes can spawn together, with the prefix and suffix systems.

Random rolls don’t mean there are no game rules to follow.

D2 rare can roll 3 prefix and 3 suffix, if I not mistaken.

All the good primary stats for D3 rare is still capped at 4 and the 2 secondary stat is extremely limited to pick from while there are quite many good suffix and prefix for D2 rare to have, if you are lucky.

That is why it is important to list which diablo game’s rare that you are using for your example.

I don’t think it matters for any of the examples I have used. Both D2s 3 affix/suffix and D3s 4/2 are fine in theory.

Except there should be more than 6 affixes on items imo.

And DPS affixes shouldn’t inherently be more powerful than other affixes, which is what caused the 4/2 in the first place. Like, resistances should be just as useful as more dmg if the balance is good. I’d be just fine with 4/2 returning otherwise.
Or you could have even further separation on affix categories, like DPS/utility/defense/ADA Power, to ensure all items spawn with varied stats.

If you are using D3 rare system as an example, then it is pointless because D3 legendary is using the same system as D3 rare. Whatever D3 rare can roll, D3 legendary items can roll except it is even better.

The reason resistance is least useful compare to DPS affixes in the same item because you have other alternatives to increase your all resistances for your character in D3.

I am assuming D4 legendaries will have more fixed stats than D3. Which I have also said earlier.
If they can roll all random stats like the rares, then no, rare + legendary consumable would make no sense.

Sure. I don’t think All Resist should exist.
But resist is just one example. Pickup radius, life on kill etc should not automatically be weaker than a dps stat.

Not a problem considering that they never compete for the same affix slot with DPS affixes due to those stats are categorized at secondary stats.

Very different from what I thought. I was under the impression that D4 legendary will roll random affixes like D3 legendary but capped at 4 primary affixes while D4 rare will not have the limitation that allows its to roll 6 primary affixes if you are lucky, and that is why legendary consumable is making sense here because you can make a perfect rolled rare items into BiS item by giving it the legendary power.

Also, this is D4 legendary item vs blue item image:

https://i.imgur.com/d50utC9.png

and based on the image, it seems that D4 legendary doesn’t have fixed affixes as it can roll the same generic stat with the blue item, but just more affixes.

Yeah, but in a different itemization ruleset where they do compete.
In theory the more affixes you can throw together in the same affix pool, the better for build diversity, since more types of affix combinations will be possible.

So it would be pretty nice if you could have Crit chance and Life on kill in the same affix pool, and everyone considered both to be perfectly viable choices.

Hard to know based on that picture, whether the stats on the legendary is fixed or not. Maybe that legendary always spawn with cooldown reduction.
In any case, most item pictures we have seen for D4 so far seems to be “made up”, in the sense that they were created as examples for a presentation a blog post or a demo. Wouldn’t conclude anything about item generation based on that. Itemization is still in a very very early development phase.

It would be interesting to know more about it though.

That goes against some of the few words Blizzard have said about itemization though.

We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.

This means a few things:

  • We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
  • This adds a way to introduce new methods of play without adding even more power to endgame items
  • Rare items with the best affixes on them are always useful and retain value

Since it would increase end-game power, by adding an item tier stronger than legendaries.
And the “new methods of play” makes it sound like there has to be some difference between legendaries and rares with legendary affix, that is not “moar power!”-based. Hence the assumption that they can have different stats. But time will tell I guess. Hopefully not too much time :smiley:

Not for the game that has 4/2 or 3/3 item system. Life on Kill is just too situational to compete with DPS affixes in the same pool. Separate them into a different category is better, like what D3 did.

True enough and I won’t be surprised that D4 legendary will work like D3 legendary where it doesn’t have fixed affixes.

I wouldn’t consider that giving the rare items a legendary power as adding more power. If anything, it gives flexibility and an option for the players to customize their dream items. It is not like I am asking for the legendary power to be stronger than the original legendary item when slot into the rare item.

For the love of god no. There’s is absolutely nothing complicated about gems.

What makes a game boring is mindless repetition for the same rewards.

DIII devolved into a hamster wheel because systems were overly simplified.

I will sum my feelings up as this:

If it is a one shot speed arcade game like PoE, I am going to pass. The ONLY thing in PoE that is fun is making builds, everything else is garbage. GGG has yet to prove they can balance content to be little more than a one shot fiesta other than for a select few end game bosses that 90% of the playerbase does not hit.

If it is a complete lack of customization like D3, I will also just pass on the game. I do not need a super deep system like PoE where they continue to add in new avenues of crafting etc… I just want to have it where uniques define my build, but do not take up all of my equipment slots. Simply removing the +X% damage of sets will likely accomplish this.

Lastly, the end game needs to be engaging with multiple facets of gameplay. I think D4 is looking great in this department as they have noted all the questing, world lore, dungeons, and even hinted there are other styles/game modes for end game they are discussing. I think the end game is going to be engaging, so if the combat actually feels like combat rather than a 1-shot zoom zoom, and the character customization requires some though, but is also wide open, then I will be a lifer!

Totally agree. Character progression needs to be sensible and content should be engaging at the very least.

“Easy to learn. Hard to master”.

Sounds a bit vague, but I’m hoping for the best.

Amen brother.