Gear stats suck

i like arpgs, i played d2, d3, poe. gear is fine in all of those.

d4 comes along with the absolutely most bizarre stats ive ever seen.

its just not exciting. why is there dmg to close, far, and just damage increase. vulnerable, stunned, chilled, frozen, burning, everything is a percent. its annoying to have to do the math, do i swap damage to far for damage vulnerable, how much % of the time am i really far from enemies, and how much % of the time are they vulnerable really?

these arent fun questions to deal with. while all those stats should exist, i dont think you should be able to get more than one % damage increase on a piece of gear. willpower/str/dex/int should be more prominent. resists need to actually be important. armor is totally op atm.

i think if a piece of gear could only spawn with a single % inc damage (so you had to decide if you want stunned, frozen, vulnerable, close, far, or general % dmg increase) would be better, and maybe each piece of gear could only spawn with a single stat thats +skill level.

but this implies resistances become important and we actually have to prioritize 7 stats and the max nr of affixes on something is 5 and we have to min max gear.

right now it just feels bad. reading stats on the gear is tiring and uninspired. i literally just salvage everything without even looking at it anymore, and im barely level 50.

65 Likes

I absolutely agree. It’s overly complicated for no good reason. I believe that D3 did it a lot better.

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Too many conditional damage affixes bloating the game.

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While I don’t have high hopes of them revamping this system, I understand why it is currently the way it is.

Had some :clown_face: try to say that PoE has less or more boring stats than this game earlier. LMAO!!! HAHAHAHAHAHA!!! Like 75% of the stats in this game are identical additive damage modifiers. Joke game what a joke HAHAHAHAHAHAHA! Imagine not even making explody chests or totem builds. HAHAHAHAHAHAHAHAH!

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It’s like they forgot what loot 2.0 was all about in D3. My personal theory is Blizzard knows all of this and was forced to release a year early. There’s a lot of things that just don’t feel right in the game.

These stats could be neat if the UI would actually tell you how you might achieve optimal damage with your classes skills and paragon board. maybe a togglable UI to show a ring for close/far.

And for God sakes wheres the training dummies or simulations? I guess I gotta duel screen with Excel on the other monitor and write math models based on data mined formulas for damage calculation or do what 99% of us will do and follow a guide. Like what were they thinking (in AVGN voice)?

I also vendor most gear without looking. There’s too much of it. It takes too much time to go over every line with that much gear. It’s easy to accidentally read something and think it’s something similar but it’s something totally different. Oh and the progression system isn’t friendly to experimentation.

Blizzard’s really leaning into the horizontal integration with Microsoft. If the merger happens they’ll get a big pat on the back from Microsoft’s CEO.

9 Likes

Right? Like, Diablo 3 had some main categories but I forget what they were. It was like Damage, protection, life regen, and something else as your main four stats and if you swapped gear it would tell you which of that one stat that piece of gear was overall improving or weakening. Granted there were exceptions and other things and D3 had a lot of OTHER stats but the main four stats took all those other smaller stats into account to give you an estimate if equipping a piece of gear was better/worse.

It didn’t take special effects and legendary affixes into account, though, but it was at least something.

They definitely need that here if they’re going to have like 40 different possible things on gear because number crunching is NOT my idea of fun.

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Loot 2.0 aka lootsplosion made the game worse. Lootsplosion made the game only enticing for like a weekend. Who is going to buy a skin to use for 2 days? You would have to be an absolute idiot to do that.

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And the icing on the cake is the “Attack Power” number on your character screen which is a complete bait, taking into account almost nothing beyond weapon damage and main attribute.

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you know… i was just thinking about that. it’s so annoying… lol. Mechanics in D4 are too situational that it’s annoying.

I disagree: I think considering these questions of what type of build you are making is far more interesting than most other affix systems I’ve seen. But:

I do think those bonuses appear far too often and the other affixes not often enough. There should just be prefix/suffix groupings with no more than 2 prefixes or 2 suffixes on a rare, with all the damage bonus or damage reduction affixes falling in the same group.

Ugh, I really hope they don’t bring this back. Dumbing the game down to where you just have to follow the little arrows is bad for everyone.

Close and distant are farces. The threshold between the two is like a third of the screen.

3 Likes

Yeah im sick of having to look at every piece of gear constantly for the right stats because there is sooooo many different stat options or wasting my gold don’t his crap enchanting system its awful.

1 Like

We need more affixes

+damage on Friday
damage reduction during lunch hours
damage to enemies that jump
10 different affixes for each enemy type
chance to have a chance to increase damage (oh wait…)

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Why there is vulnerable damage stat if vulnerable effect itself is enough?

Diablo 4 is an action RPG. Gear upgrades in RPGs should be intuitive. I should know relatively quickly after about 10 seconds if a piece of gear is better for me, doubly so when I have an inventory filled with 30 pieces of gear. I should not have to spend 10 minutes analyzing each tiny number before getting back into the action. The current system is not fun. I’m not a data analyst, I’m playing Diablo 4.

And for the record as far as MMOs are concerned I shouldn’t have to plug my character/gear/talents into a simulator either, but that’s how far we’ve fallen off the fun bus and into number crunch land. I already have a job, I don’t want to be a calculator in my video games.

As it stands, while leveling, I upgrade weapons exclusively on +damage and gear exclusively on +main 5 skills. I don’t sit there and go “Hmmm yes, 3.3% close damage and 4.7% more damage when vulnerable, let me just plug that in and see if it beats my 2.5% cold damage and 7% more damage to stunned enemies. Oh, but if I equip this ring that does 3.4% more poison damage and then these boots that give me 1.5% more overall damage, I will come out exactly 1.2% ahead in efficiency!”

It’s dumb and this game was designed by robots if they think numbers like that are fun to consider.

Give me the big green arrows and big red arrows. Even if they’re not 100% accurate like they weren’t in D3 anything is better than what we have now, especially with this UI.

8 Likes

Yeah, I am getting the feeling this game was designed by and for accountants.

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Quite right, sifting through a whole screen of loot is actually one of my least favorite parts of the game, which is completely bizarre.

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Spend a few minutes figuring out which stats you want. You only have to do it once. Then, when you look through items, you can look for those stats. It takes me 5 seconds or less to figure out if an item has potential. An inventory full of rares and legendaries might have 2-3 items that take longer than 5 seconds, and finding those is fun because it means I have a shot at an upgrade.

If they simplified the whole system to the point where you can just look at the green arrows, then the only way to make an interesting loot chase would be to scale the numbers higher and higher and higher.

1 Like