I feel you don’t realize this somehow as a game company? The greatest thing you ever did… Ever RUNES … not diablo 3 runes … RUNE WORDS in D2. Just give us runewords. Put them in nightmare dungeon difficulties or something like zod drops off 80+ and el off 1-10 IDC. Give us rune words. Make a rune carver who makes it so maybe you enchant your gear with a rune word so you can have legendaries plus a rune word IDK be creative. DO SOMETHING HERE PEOPLE.
Set items that don’t break the game. We don’t need to be doing 15,000% damage like d3. The fun of 200 armor and resistances that worked in D2. Early game sets and class sets.
Just the fun of Diablo you are missing it. This game is great put it together please.
Diablo is grind monsters, get gear = fun. Right now its just boring we find something fun to do you nerf it. IDK what the point of this game is. The uber uniques are impossible I am playing for like 1% upgrades wtf is the point.
I have one question about these, i was new to d2 when d2r came out…so i think they are cool, but i found i needed a guide to use them.
Testing combinations that failed, got a little old for me…but the question is was that the intention or is there a ingame thing i missed that teaches you rune words?
That was the intention. Experimentation. There was a quest that rewarded you with a tal, ort, ral set that could be used to make an ancients pledge shield runeword. There are also cube recipes that aren’t runeword related for item crafting that aren’t explained in the game. You could go into others trading games and see them for yourself or use a guide.
Screwed up my first self made enigma by socketing jah then bur then ith and kicked myself for weeks but it taught me to be extremely careful with the mechanic
First, I want to say that I am not unhappy with D4. I find the mechanics of imprinting and extracting legendary aspects quite ingenius. I am also appreciative of the fact that there is already a fair bit of build-diversity that are item- and aspect-dependant. It’s not perfect, but it’s good enough for me. It’s so much better than D3 at launch.
HOWEVER, it is very strange that basic things (QoL, features, itemisation etc) from D2 and D3 that have been fine-tuned over decades of refinement did not make their ways into D4.
You would have thought that D4 would have employed, at least, a consultant from D2 and D3 teams to provide feedback and input into D4 mechanics - except they clearly did not do so.
So, we probably need to wait many cycles and seasons for things to be fine-tuned again.
I am sufficiently entertaind, and I only have time to play one class per season, so I am fine with it. It however, is not very fair to people who play much more than I do.
Okay cool, thanks so i am playing it right.
I mean yeah the advantage is i can look up guides and got myself a good starting rune words weapon…i felt like cheating but since the game is older i wanted to get a start on it at least.
My only critique is i feel it needs some kind of pattern to figure out a synergy of sorts.
I haven’t discovered this yet or it doesn’t exist, so it lacks a little for me with that side of self discovery.
But yeah i miss the variety of loot items D2 has, i want to throw burning oil at monsters and throwing knives etc without needing to be a rouge…
The best thing for me is it made more weapons useful and turning a blue into a rune word item felt good.
something d4 does lack.
Specifically what are you thinking though?, because no previous Diablo has the aspects system for one and for better or worse alot of stuff is in the game just class locked or found on boards etc.
However, the intention should not be exact imitation, but to transpose the core principles.
I am not going to spend the next hour trying to formulate what precise things should have been adapted, and how (lol), because I am not paid to do so. However, it is easy to highlight that basic quality of life features are missing from D4, such as:
stash tab
teleportation between one NMD to the next
chats
trading platforms
The list goes on.
I still enjoy the game. I don’t play enough to be bothered by the granular issues. But that’s just me. Tonnes of players play more than 6 hours a day, and these things matter to them.
N/m current TP i think is fine, i would be annoyed being forced inside, why because sometimes when i get there i want to go do that event or hell tide before i go in. I think it’s good enough.
I cannot answer this question because I actually don’t have an issue with itemisation now. I am enjoying it, except for distant and close enemies - i think they shoul djust be melee and ranged but that’s a small issue.
But, what I CAN comment on is GEMS. Gems were a source of great interest in d2, because gems of ALL qualities are used in crafting, in addition to being able to be socketed. This not only created an economy, it also made farming lower tier content a thing, as chipped gems were frequently used in recipes. The core principle relating to this is that: gems should have multiple facets of benefits. This is completely missing in d4. It was also missing in d3 although I am not sure if recent changes gave them any utilities.
This is just one example that I could think of. I could probably come up with more, such as the idea of rune words raised by the OP.
D3 had recipes use too so there is that…I found it annoying in D3 it wasn’t interesting it was just like having a big gold sink annoying and running out of when re-rolling lol.
D2 did it best so far i think.
That being said they moved the crafting to elixirs and such so that’s the new recipe chase.
Gems probably need another use i guess…idk.
At least to me for gear they are not as bad as d3 was for years in which it was class stat, diamond or vitality, until paragon then diamonds only…needed for gear sockets.
D2’s crafting was more interesting because the players are a lot more involved. For example, to craft Hitpower gloves, you need:
magic (blue) gloves
any jewel
ort rune
a perfect sapphire
All of the ingredients are existing items that are picked up from mobs, each of which has its own use and its own economy. As a player, you need to actively source these ingredients, either in the market, or farm yourself.
From D3 onwards, crafting became a semi-automated process. You salvage gear into materials that have no other purposes, and craft using these things. In essence, you just salvage, and hope for the best. Players stopped caring what was actually needed; these things are also not tradeable, thereby removing whole economies.
This philosophy, I feel, should have been adapted into D4. It’s too late though - the system won’t change unless we have new crafting methods.