I was waiting for some time (playing since day one of d4 beta release) to collect enough experience in order to provide credible feedback on Diablo IV’s item lore and mechanics.
For reference I have 8+ years of experience in diablo 2 modding, playing diablo 2 mods fore 20+ years and also have experience in modding other PRG games. I always try to look for the art in every game, because in my experience the art is the sole thing that makes player identify itself with the game and stay with the genre for …indefinite time.
As you may guessed well, the reason for my feedback is to shed light of what I think makes a game a piece of art and how to incorporate it in diablo 4, and keep the game strong and well established in the gaming space.
Now, there are a lot of things that must be addressed, but I will skip them, because either they are hard to fix or maybe not so relevant to the current game phase developemnment. I will focus on my thoughts on items and where they should be touched with the magic stick to make the game times more exciting.
How items look like in diablo as on now:
item quality1: base stats
item quality2: base stats, affix
item quality3: base stats, affix, affix
item quality4: base stats, affix, affix affix
item quality5: base stats, affix, affix affix, magic power
item quality6: base stats, affix, affix affix, affix, magic power
Did I missed something? Probably not. If yes, excuse me, its probably becasue they are …just the same.
The problem with this system is that is is not much exciting. I know devs tried to make everything fine and smooth and leveled… and it happened that it is not at all fun to play with. Look, I don’t go with the negative here, I am just honest. I play the game, I like so many things, but when I look at my items, reflect on the way of how I acquired them and compare the whole situation with some of my other experiences, sorry but it even does not beat some games from 1999 with Pentium requirements. It is that much backtracking.
OK, off with the smirks, lets make it amazingly inspiring now!
Again, if I have not modded for so many years I would not know for sure this will work, but here I am very serious telling everybody, how a small twist in the item style can make big changes without harming the current infrastructure and game style. The idea is based on the theory of randomization within a system. Instead of having a purely leveled item system we create a finely tuned randomized system, where the balance is not linear but is held within the gaps of each unique element. So instead of all the elements have the same things, all the elements shall have different properties, which when combined create the feeling of fullness and completeness. Let me proceed with the exacts of the matter now.
How items should look like in diablo after being fixed:
item quality1:
base stats
but increased compared to other item types. this item can be imprinted with aspects.
item quality2:
base stats, special magic property only occurring only on this items
for example weapons can have + flat elemental damage on hit and armor can have + flat elemental thorns when hit. this item cannot be imprinted with aspects.
item quality3:
base stats, affix, affix
(affixes on this items should be always x2 more powerful than affixes of item quality4) this item cannot be imprinted with aspects.
item quality4:
base stats, affix, affix affix.
this item can be imprinted with aspects.
item quality5:
base stats, affix, aspect.
this item can be imprinted with aspects and the aspect can be learned when salvaged. (affixes on this items should be always x2.5 more powerful than affixes of item quality4)
item quality6:
base stats, affix, unique item power
this item can receive extra 1 or 2 affixes throughout crafting systems. this item cannot receive aspects, nor its unique power learned for imprints.
item quality7:
base stats, special magic power unique to this item only, set item bonus
this items will have extra properties gained upon wearing other items from the same set. this item cannot be imprinted with aspects.
That sums it overall in very profane manner, the real thing must be done much more exact.
So I hope you see, how we have just limited the obnoxious overuse of aspects in gear, in favor of flat stats or extra magic powers and added set items to the game. So now your gear should look instead of 7 aspected item and 3 uniques, more like: 2 magic, 2 set, 2 unique, 2 rare, 1 basic (if leveling probably and using it for the base stat boost, I doubt it will stay relevant late game) 1 aspected. Or any other combination of these, but the goal is to make most item types relevant to each other, with gradual increase in power when increase the quality.
So a leveling character can mash up whatever he finds and make it work, while to have min-max the player will have to lurk deep and hard for the best items, and if the loot tables are set properly he would even have to trade with other players minimum 1-2 times in his carrier to be min-maxed properly.
I must stress that loot tables need good rework if this is to work. Professionals know how to do it, I am sure our devs will have it done in a time of a cheeseburger!
There is much more to be said and elaborated, but I will leave it here, since it went already too long for the most tired grinders to be able to keep the focus. Peace!