For Those Who Are Excited For S2, Good. It's All A Bandaid Until Loot 2.0

I understand what you were saying in your previous posts, I wasn’t sure on what mechanics they were changing, to improve the quality of drops.

So two more questions, what does IP stand for in Diablo and was it previously based on the players level, not the monsters?

I’m using IP in place of “item power” and the current system isn’t based on anything from what I can tell, the whole thing seems completely pseudo random.

No sets, for the love of god. I want to be able to assemble my Build, and not have it ready chosen by the game. Unique items must be useful, or free rolls or improve your statistics. You need to improve aspects, as most are bad, effect to every 90 seconds, damage and more damage. You need to transform your skills, why doesn’t it look like this: it turns your main skill into cold damage and has a 20% chance of freezing? It would work for all classes.

Already confirmed sets are coming, we believe around S4 when the expansion hits soooo around April.

I’m not really sold on runewords or sets like we used to have. Essentially the aspects we have now and paragon boards are the sets in place of the old sets.

Remember they are trying to mimic other arpg’s like PoE so it’s all about loot being exciting and not getting sets that boost our damage 50,000% for some skill. This is more about putting the power in the hands of the player to make just about any build viable they can create with the tools presented as far as I’m aware. The problem as far as I can see is that the road to get there was too heavily paved in rng (and likely affixes and Uniques needing TLC/adjustments).

They said it wouldn’t be for the end game

They will be different completely to previous sets… aspects pretty much make legos sets as is. Sets are boring. I want to see innovation.

Duh, I should have figured that out on my own. But it’s been over a month since I was really “into” the game. And honestly, now a days, I just don’t care enough to stay fully versed in video game lingo. Lol

Yes, I understand that you will always have goals.
Disobedience for example. So far so good, the problem is that there is a lot of damage aspect that weighs on the choice of build, we are stuck with the same items. How can we remove an aspect that gives 40% multiplicative damage for one that gives daze?

While I like the concept of sets, I see your point and it rings true. In D2 sets were kind of optional…but in D3, they became the foundation for just about every build.

Still, I’d like to see them in game, cause I’m looking for variety.

Not really relevant to the conversation.

Indeed.

Uniques should specifically not be better than rares.

Sets can be fine, as a version of unqiues, but Blizzard has shown that they should not allowed anywhere nearby set item design. Better not to take that risk.

Runewords. Well, D2 runewords were quite boring, and extremely very balanced. But the runewords D4 showed a few years ago seemed interesting. That is the one thing here I’d like to see added. However, it should be in a deeper version than what was initially shown.

Agreed.
Would be nice if it was actual rares though, and not pretend rares with legendary affixes.

Probably by baking it into the paragon boards or improving on existing affixes I guess.

That’s quite the mindset considering there’s no crafting.

What does crafting have to do with anything here?
Rares, legendaries and uniques should have roughly the same power ceiling regardless of whatever crafting systems might exist.
Their floor should be different, and thus also their average. Since uniques are static, their power floor should be much higher than the randomness of a rare item.

I dont think there should be any crafting in the sense of creating new items. New items should come from killing monsters, opening chests etc.
The only crafting should be to enhance existing items. That could certainly be expanded massively. With D4 style runes/runewords, adding more affixes to an item and such.

What we need are aspects or glyphs that completely change our build. We need synergies between the main skills. And have more generic aspects: Your main skill deals fire damage and has a 20% chance to leave the enemy burning for 3 seconds. No more 10 % damage if you stand still. On d3 we had 5 options for each skill. Even though it’s not meta, it makes our climb fun. Today the only ones fall when, we already have better aspects and items, it would be fun if they fell from level 1 as usual it was. That’s missing

1 Like

I had to read this gibberish at least 10 times to attempt to make any sense of it, but it sounds to me like you aren’t aware that ALL items have the same max IP (920).

Item lvl and an items actual power is not very correlated.

The power of the best rares should be equal to the best uniques, and the best legendaries. Regardless of what their “IP” might be.

Explain to me how this works considering uniques and aspects actually have build defining traits. Also imagine just running a rare item without an aspect on it :clown_face:

“Legendaries should only be as powerful as rares even though a rare is just a legendary without an aspect on it.”

“Legendaries shouldn’t be more powerful than rares enough though a Legendary is just a rare. With more power.”

What are you even saying at this point. You’re whining to whine. Not hard to detect a narcissist have fun.

Doesnt matter whether an affix is “build defining” or not when it comes to power. Power is about numbers.
A normal affix can be stronger than a “build defining” affix. But even if it is not 2, or 5, normal affixes can be stronger than 1 legendary or unique affix. Just a question of number balancing.

Like three items, in terms of their affix power

Rare item:
Affix 1: 100
Affix 2: 50
Affix 3: 100
Affix 4: 75
Affix 5: 75:
Affix 6: 100

Total power = 500

Legendary item:
Affix 1: 100
Affix 2: 50
Affix 3: 100
Affix 4: 50
Legendary affix: 200

Total power = 500

Unique item:
Affix 1: 100
Affix 2: 50
Affix 3: 50
Unique “build defining” affix: 300

Total power = 500

3 different types of items, with different rules on how they function (fully randomized, part random/part static, and fully static). But with same power ceiling.
Honestly, this should not be hard to grasp.