Rares should indeed have their place, but where did you have to correct me? I didnât know I was suggesting something about D2 that was incorrectâŚ
Let me repeat the question you directed at me:
âSo you acknowledge that rare canât beat legendary item with legendary power?â
^^ this is what you asked me and I answered it.
It depends on various factors on whether a rare can beat a legendary that also has a special affix. One of these reasons is the power of the special affix and the other normal affixes on the legendary. Another reason can be that if legendaries have fixed stats, the other normal affixes on a legendary might not be too useful for your build and so you might prefer a rare. Etc.
Enigma and Infinity are weapon and chest armor runewords.
Weapon and chest armor (and off-hand) where the places in D2 where rare and magic items could not compete against uniques and RWâs at all, but they still could do that in other slots.
They should, ⌠in some slots.
Enhaning can mean anything non-skill-specific in this context.
It can be e.g.
- a weapon RW that gives you the base effect of the Necromancers Command Skeletons skill, so you gain a nice meatshield as a ranged character
- it can be a chance to cast a screenwide Meteor Shower on attack/kill
- a chance to enter ultimate form for x seconds after you killed 60 enemies
- gain +x-y lightning damage if you have at least x lightning resistance
- increasing your damage by e.g. 40% for 5 seconds if you have been on low health
- an oSkill that summons a random demon lord for 15 seconds with a long cooldown
- an Aura that increases movement speed and/or armor for you and allies
- etc.
You see, that is not all flat numbers and it is rather ironic that you prefer a âSkill X deals 800% increased damage and costs xx% less resourceâ over that, which all is numbers.
I did not even brought up Wolcen and Last Epoch to make it a huge thing, but rather just for references.
The only reason for why I brought up Wolcen and Last Epoch was because you claimed that skill-specific special affixes are better than more universally useful special affixes and then I said that skill-specific things are better put on the skill system and casually mentioned Wolcen and Last Epoch (for references).
That is not me derailing the conversation, that is you blowing things out of proportion that were not even an issue in the first place.
Not for Type C players. They very much care about if it is just 20% or 800%.
As far as I know, the game was designed and intended to focus on players self-expression and hive its focus on viable builds, rather than optimal builds:
Source (starting at 52:14 mark, lasting about 1 minute):
Quote: âIt is totally fine for there to be best builds as long as they donât shut down viable ones.â
No, that is not the correct takeaway from that.
The correct takeaway from this is that for the vast majority of players efficiency is important.
That is different from just playing to win.
Type A only plays to win, but Type C does not, but rather for self-expression while also not wanting to fall behind too much.
That is a huge difference.
Intended? Yes.
Good design? No.
The point was to show how bad D3âs itemization and its underlying design philosophy is. That is why I brought them upâŚ
Didnât you just say earlier that it doesnât matter if you are 15% more powerful or 800% more powerful?
So I think you will be fine if you are just 15% more powerful than other builds, rather than 800% or more.
The point is not whether or not all wands give a xxx% damage bonus to Skill X or not or if there are also other items that do that, but rather that the xxx% increased damage to Skill X effect is taking away choices because it is s ridiculously more powerful than anything else.
In your opinion.
I very much disagree.
You know, I was always of the opinion that D3 should improve upon D2âs itemization and that D2âs itemization obviously had flaws, but instead of doing that, D3 made itemization worse.
And D3 could have made itemization better by having more universally useful special affixes like for example âFor every 30 Fire Resistance you have, gain a 1% chance to cast Meteor Shower on attackâ, that is why I brought up that example.
A wand withâŚ
° for every 30 Fire Resistance you have, gain a 1% chance to cast Meteor Shower on attack
° +5 to Wizard Skills
° and a few other affixes
⌠is much more interesting than âSkill X deals 800% increased damageâ.
That was what I was trying to show hereâŚ
Monster immunity has a massive impact on builds and itemization. That is why it is being brought up here.
I am not denying that it is awesome, I am just saying that it is awesome for the wrong reasons.
Yes, and my opinion is that a lot of these special affixes like 'Aracne Orb explodes twice should not be on an item, but rather on a skill system.
Furthermore, D3 legendaries have by default a larger affix range than rare and magic items (e.g. when a rare rolls with a max of 400 Intelligence, a Legendary can roll with e.g. 550 Intelligence or whatever), so yes, just with this fact alone they would beat rares.
Again, that would depend on how powerful the special affix is, because as I have show to you already, there are items like the unique Ravenfrost ring in D2 that had a special affix on it (you can not be frozen), and still rare rings could compete against it.
So just having a special power does not by default make a unique or legendary better than a rare.
In your opinion.
My opinion is that they shouldnât (at least not always / not in every slot).
Now, counter question:
Do you acknowledge that a rare can beat a legendary/unique that has a special affix, but this special affix not being by far as powerful as giving you unlimited Teleport?
The question is âcanâ, not âshouldâ?
So you wouldnât care if you are famous for brutally killing a lot of people or for being famous because you have created a beloved piece of art?
Anyway, letâs go back to an example I brought up earlier:
Letâs say that starting at one of the higher difficultiy setting, all 30 second the game spawns a powerful, almost invulnerable demon lord that attack you (which is significantly slowing down your process), and the only way to reasonable deal with that would be a rare legendary item that somehow lets you almost instantly obliterate that thing (and only this thing, nothing else) and only this specific legendary has the ability to do so in an efficient way.
Now, this legendary would definitely be memorable, but it does not mean that the reasons for why it is that way (aka bad game design in this specific instance) are good.
Because we are talking about the idea and concept of âfiller statsâ rather than how it was executed.
Your opinion is that filler stats are bad in general, while I say that they have their place if balanced correctly.
But they should or should have.
I already told you how I would get rid of the prevalence of the CHD+CHC combo.
Because they also care about efficiency, that is why.
Efficiency plays a lower role for them than for players that just want to win, but it still is important for them.
They may not play to win, but they still wanna play viable builds (referring back to the idea of âviable over optimalâ).