After thinking about what the real problems with this game are and what could be done about them, I realized that the randomized stat ranges are a huge issue.
Doing Nightmares, I used to fill up my inventory every 3 dungeons with Ancestrals. Now it’s almost every 2.
I come back to town every time, and look through them at a vendor, selling the trash, most of it, keeping 1-4 pieces to compare to the rest of items in my inventory once it fills.
I save a small variety of things that could be good for my current build or one I may want to try in the future.
Stash is pretty full. I only have 1.5 pages to fill this way. Once it fills completely, I try to throw away as much as I can.
Doing this over and over again, I have realized that the stat ranges are super dumb and a huge waste of time. In previous Diablo games, it wasn’t as big of a deal because rares were common and useless, except in some extremes, and uniques were actually rare and useful. But now that every rare can become a Legendary, progression insists on looking at each and every piece.
And it’s super dumb… First off, having to have the advanced tooltip on all the time is a massive clutter of spacial information on every item. The items feel BORING because I’m meticulously inspecting so many of them. And every time I have to do this, it takes me out of the monster smashing mindset into accountant mindset. I hate that the most. It really ruins the flow of the game.
It’s a huge waste of attention on things you are simply throwing away 95% of. And it’s not interesting. Randomness is nonsense. True randomness doesn’t happen anywhere in reality. Everything has its strengths and weaknesses. There are some variations from time to time, but those variations have reasons. They aren’t random.
At first I thought they should just have a static roll on every stat. Then I thought that could get boring too. Now I think the itemization should just be done like classic WoW’s. Every item has an iLevel, and that affords it a determined amount of stat allocation points. Each percentage of every type of stat costs a certain amount of stat allocation points, and every item of the same iLevel will have the same amount of allocation points, increasing as iLevels increase.
The type of stat on each piece and their point distribution will still be determined randomly. But the “power level” of the item will not vary.
This will not only simplify the items so you don’t have to waste as much attention on them, it will actually create more variety. Right now, most items are just automatic throw aways. If I see gloves with 1-2% crit on them they are vendored. But with this system, gloves with 1% crit on them won’t automatically be garbage because the Lucky Hit chance and attack speed could then be guaranteed 10-13% if those stats rolled.
This would probably necessitate fewer item drops, which, YES PLEASE! We don’t need so much crap to be picked up and assessed all the time.
The only argument against this that I can think of is, “But I want the chance to find that perfect uber-leet item with max rolls on all the right stats.” My response to that is, 1. Why? You just want to trivialize the content? And 2. No you don’t. With how this game is right now and in the forseeable future, finding those perfect items is not going to be worth having to sift through hundreds, thousands of garbage items. And in the meantime, you’re not going to like agonizing on whether or not you want to use the good legendary aspects you have filling up your stash on those sub-par items.
Personally, getting to the point in an ARPG where you are just farming items for perfect rolls was never interesting to me, and I always quit then.
So, I think they should take a big jump and get rid of this annoying randomness. Blizzard basically invented the ARPG. They can reinvent it. Come up with other compelling endgame activities like actually good PvP or raids or something.
But if people disagree or agree, I would like to hear/know why.