Is Armory reasonable without increasing stash space?

Armory has been asked for a while and I believe is a great feature for the game but I am worried to see it being implemented before giving us any additional stash space. Blizzard has been trying to work around the problem by moving stuff to the material tab but has also introduced the Runes that basically take on stash tab and a new class.

For some obscure reason, increasing stash space seems overly complicated. If Blizzard is unable to do it, there are maybe still ways to make it easier for us to manage our items:

  • Make Boss summoning mats stackable up to 1k. One of my tabs is just for them.
  • Make Infernal Horde compasses stackable or event better move them to the material tab. We could just click on IH entry and select 6, 8 or 10 rounds based on the type of compasses we have available.
  • Make one NMD Sigil per region or even better move them to the material tab. We could just click the entry of the Dungeon and if we have the corresponding Sigil, it would open. Would also solve the problem of going through our Sigils to check if any of them opens a Whisper NMD.

No Compasses and NMD Sigils would result in one less inventory tab which could become and additional stash tab.

For me, because I like my stuff to be organized, make it so we can have more tabs even if smaller. We have 6 classes in the game, we should be able to allocate one tab to each. A separator in the tabs with the possibility to sort each sub-tab could also work.

Those are just a couple of personal ideas, there are certainly other ones, better ones. Just to say that there are still options to help us manage our items just by optimizing the existing stash/inventory space.

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I’ll do you one better, condense them all down to 2 materials. 1 material used for the 4 lesser bosses, 1 material used for the Andy and Dury. 1K stack is fine, I’d say have the cap even higher, but that’s me.

Even just making the same wave amounts stackable would help. You’d only have 3 separate items at any given time, instead of 20 of Wave-10, 5 Wave-8, and 9 Wave-6 compasses taking up a total of 34 slots of inventory because they don’t stack.

This will take some considerable time to implement as you’re asking for the whole sigil system to be reworked entirely. As it stands right now they’ve attached affixes to the sigils, which makes it more difficult to just throw into a materials tab for example or make a one-size fits all. Not that I don’t agree with your idea, I’m just thinking of the current system.


I personally think Runes should be more along the lines of gems, but I know they won’t ever do this. What I mean is have rune-shards instead of actual runes, so we can make our own runes at a cost of so many shards. The legendary runes would obviously cost a crap load of shards, just as the highest gems do now, but this would get rid of the need to have the socketable tab again.

I think the current iteration of Runes in D4 shouldn’t be under the same system as the D2 runes when they aren’t nearly as impactful and work completely differently. They are for better or worse, just a different type of gem. The combination of runes to make a runeword doesn’t mean the same thing in D4 as it does in D2.

It’s not giving you completely new affixes based off of combining the right words, instead it’s just adding a ‘If you do this, then this will happen’ stipulation. Therefor they should be treated along the same lines of gem fragments, in my opinion.

You’re just asking for a rework of the UI at this point. Which isn’t a bad idea in and of itself, but obviously everyone will have their own ideas for this. What would be a better idea is the ability to separate your tabs into sections where you have the option of altering their shape to anything the player desires, but still having the limitation of how big the tab itself is.

Now you’re getting into another form of QoL that I’m not entirely sure would be worth the effort, when the obvious easier fix is just more stash tabs in general. Now I’m not saying it’s the easier fix in terms of how their coding currently works, I just mean in general. Obviously they need to fix the stash tab problem first, before working on the UI of it, in my opinion anyway.

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From what I understand, it’s a resources issue, because while you’re playing, your stash and other player’s stashes are loaded into memory.

I have no idea why this decision was made. I’d like to hope there’s a legitimate benefit from it, but I don’t know. Apparently this would take a full rework which they have not indicated if they are in process of, to my knowledge.

As a stop gap, I think it would be possible to reduce the issue by unloading stashes from memory when the player is out of town. They’re stored server side, so the data remains; there is no way to access stashes outside of town; and, the game already is set up to detect when a player is/isn’t in the confines of what the game considers a town.

Presumably, this might allow stash size increase because the additional strain would only take place in town where there are less other game elements fighting for resources.

But, I’m just musing. I wouldn’t really know for sure.

INB4: “Just stop hoarding!”

  • Not everyone discards everything seasonally
  • Running multiple classes and builds requires the space for swap out gear and leveling pieces
  • New items are continually being introduced that take up space and are needed to access or interact with content
  • Limited inventory space isn’t justifiable as a “feature,” and other ARPGs have done away with this for quite some time
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My idea for the Sigils would be to keep track of the ones we found and allow us to open a Dungeon only if we have the corresponding Sigil. They could all be visible in the material tab or in something similar to the Aspect Codex. Just move them out of the stash or inventory.

Runes have been designed to be tradable, with some rarer than others. I am not seeing Blizzard allowing us to directly craft them and I absolutely don’t want a RNG crafting system for them.

In the end, I agree with you that the solution to the problem would be to just give us a couple more stash tabs.

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It was simply a copy paste of the system from D3 in order to save development time. There were less players interacting in D3, so loading everyone’s stash wasn’t an issue. It actually has zero benefit in D4.

Apparently it’s going to be a nightmare to dig it out of the game code and replace it. Hence why we keep getting work arounds like gem fragments.

Which is why I suggested the gem fragment system. Now if we take it to the extreme, you could have 3 types of runeshards to match the rarity of the runes themselves. It wouldn’t make it much different then what we have now, except you’d have far more control over what rune you get in the long run.

So for example let’s just say you got enough Legendary Rune Shards to make 1 Legendary Rune, now you can choose which one to make, instead of getting one you don’t want, and then needing to trade it, hopefully for the one you want. You can still trade runes with my system, you just have to craft them first.

I will fully admit, I don’t think my system is necessarily needed with how common runes are, even the legendary ones. It’s just something I think they could change to, and would allow players to actually get the runes they want in a shorter amount of time, given the longevity of it all. It would help those who don’t trade far more than the current system, in my opinion.

Yeah it’s bad how pathetic some of the stacking is. The new citadel scrolls, for example, only stack to 10… Although, they’re mostly useless anyway. Certain boss mats also stacking to 50 and requiring 12 per summon is also terrible.

Armory is just going to be even more painful to work with, due to already limited stash space. Good luck playing more than one class, each with more than one build… No idea why they couldn’t add an armory inventory tab (or two) on the character itself, so all of that gear can just stay on the character and not have to clutter the stash. Like usual, a big missed opportunity and the end result is less than ideal. Can’t avoid being disappointed that a highly requested feature is massively flawed right out of the gate.

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Your proposal works if there is no weighting in rune drops. I believe I managed to get all types but Blizzard might have decided to have some of them drop a little less than others. That’s why I mentioned the RNG crafting system. I tend to believe there is a difference. Because they are designed to be tradable, some have to be more difficult to get than others.

Have to be careful mentioning those type of things. I don’t want to start a new passionate debate on the subject.

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Fair enough, and yea my system would have a weighted drop system just like the runes currently do now. With the legendary rune-shards being not as common as the others of course. Also why I wouldn’t attach it to an RNG crafting system, it would just be a copy+paste of the gem one so you can choose your own.

I agree that some have to be more difficult to get than others, but which legendary rune you get seems to be more on the random side from what I’ve seen, I could be wrong. I’ve gotten a bunch of a particular legendary rune, where as friends have gotten completely different ones in abundance. My system would just add more control that to that chaos is all.

Again though the only reason I suggest it is because they work similar to gems right now. They are not the D2 runes we know, they function much differently and don’t have actual runeword benefits. I can choose any random rune of ritual to combine with any random rune of invocation.

Now if I could combine, let’s say, Lith with Eom, and on top of the ‘If, then’ statements it also added another function of some sort, now we’re getting into runes that should have more rarity and weighted drops, even within their own respective rarity tiers. As certain combinations would obviously be more beneficial than others, just like in D2.

But that’s the fun of these conversations, although I shall respect your decision and I will stop further conversation of this particular topic if you choose not to indulge. I wish you a good day.

I really think it’s worth pointing out that the armoury in D3 does not have stash space with it either. This is an old complaint

You also have arguably way more stash space in D3 though.

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Well, here comes D2L again to the rescue… :ambulance:
Why not make a revamp of the good old D2L gear swap system? Is that hard?

Presumably the armory shouldn’t affect the storage one way or another since it stores the info on the items you are wearing. If you change items, they are likely coming from something you are already storing in your stash. While it would be nice to have additional storage especially on eternal, the armory’s effect on it will be negligeable.

D3 fixed that issue of loading all stash with RoS launch. It shouldn’t have been in D4 at all, ever.

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but why take lessons from the past when you can just make those mistakes again and look dumber than the first time?

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At a top-level, it’s not all that complicated. The systems architecture that Diablo 4 sits on makes it so that increasing the stash size for accounts can lead to performance/stability issues.

I imagine the gradual increase of the stash size is a result of continued work on removing or optimizing those architectural bottlenecks/restrictions.

Another tab needed for this. That would be manageable for my current approach to playing d4 store Tetris (groan).

No chance till they’ve nailed duping. Already it’s pretty clear there’s circles where duping is heavily exploited for mats. Take a look at out of game mat trading for the most visible of indications.

See Colin’s comments during the last fireside.

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then hire the devs from Last Epoch or PoE to do it. Because, clearly, they can!

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I agree with the thread. After thinking about it, wouldnt it be nice to have the Armory function as a class stash extension, so that the armory sets dont get lost next to other stash or inventory items?

Assuming that a character has ~10 slots and 5 Armory set saves, that would add 50 new items at max, that a character can carry around, make builds from and switch to.

Imo that sounds safer to handle and easier to organise.

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I’m looking forward to it as I play a CL sorc on eternal and they’re are a couple of pit push builds but you have to change up a paragon board and only swap out gloves for the gear. I’ll just wait until S7 and put both variants in the wardrobe…it’s only 2 weeks. On a lot of builds in the same class you share a lot of the gear between them.