Itemization Critical and Constructive Feedback

That would be no different from what it is to day. Rares should be viable without an imprinted legendary affix imo.

Sure, but that is already what the uniques are.
I’d be fine with scrapping the legendary name though. The names are not important imo.

That I agree with. Removing imprinting would be fine.

Just an out-of-the-box idea for Legendary Items and something totally different from what they currently are in Diablo IV:

Legendary Item

  • Damage (on Weapon) or Armor (on Armor Piece) or Resistances (on Jewelry) based on Character Level
  • Primary Stat based on Character Level
  • Character Level >=33 grants +3 to a specific passive skill node which fits the Legendary Item’s theme, for example +3 To Consuming Shadows
  • Character Level >=66 grants one Class Specific Skill, which fits the Legendary Item’s theme, as a passive bonus, like for example Shadow Imbuement is always active (and you don’t need to equip this skill to get it)
  • Character Level >=99 grants one additional Class Specific Skill, which fits the Legendary Item’s theme, as a passive bonus, like for example Shadow Clone is always active (and you don’t need to equip this skill to get it)

This way Legendary Items don’t compete with rares as they are lacking in terms of stats. Legendary Items also don’t compete with Uniques as (most) Uniques are much more powerful. They are more about making things easier and having to push less buttons.

So just to illustrate, here are some examples with random names:

Shadow of Zir
Legendary Dagger

  • [1-1500] Damage Per Hit Based on Character Level
  • +[1-100] Dexterity Based on Character Level
  • +3 To Consuming Shadows (granted when Character is Level 33 or Higher)
  • Shadow Imbuement is always active (granted when Character is Level 66 or Higher)
  • Shadow Clone is always active (granted when Character is Level 99 or Higher)

Nothing to Sneeze At
Legendary Wand

  • [1-1000] Damage Per Hit Based on Character Level
  • +[1-100] Intelligence Based on Character Level
  • +3 To Cold Front (granted when Character is Level 33 or Higher)
  • Ice Armor is always active (granted when Character is Level 66 or Higher)
  • Ice Blades is always active (granted when Character is Level 99 or Higher)

Juggernaut
Legendary Two Handed Mace

  • [1-4000] Damage Per Hit Based on Character Level
  • +[1-200] Strength Based on Character Level
  • +3 To Tough as Nails (granted when Character is Level 33 or Higher)
  • Iron Skin is always active (granted when Character is Level 66 or Higher)
  • While not immobilized Charge and Leap are always ready to use (granted when Character is Level 99 or Higher)

Each of these items could only drop once per account per game mode. If you for example find one for your Seasonal Hardcore Character you won’t find one again in Seasonal Hardcore during that Season, until you for example accidentally salvage the item.

And even with this idea I’m already thinking “Shouldn’t these skill related powers be in the skill tree instead?”. Deciding what Legendary Items in Diablo IV should look like can be done later on. For now it seems best to focus on (imprinted) rare items, aspects and unique items.

Update 1

As the gem slots are currently pretty underwhelming in terms of power and utility (outside of Season 1), this idea could also be transferred to Legendary gems. It would be even better if each Legendary gem would have the option to toggle any unlocked power. What I mean with this is when a level 100 player wants to for example use Shadow Imbuement but not Shadow Clone, the player can turn Shadow Clone off. The player can turn Shadow Clone on at a later time. Also, just to be clear, any “always on” skill doesn’t take up a skill slot, so you’ll have more options to combine skills.

Something Shadow
Legendary Gem

  • Dark Shroud is always active
  • Shadow Imbuement is always active (granted when Character is Level 33 or Higher)
  • Shadow Clone is always active and deals 25% of your damage (granted when Character is Level 66 or Higher)
  • +3 To Consuming Shadows (granted when Character is Level 99 or Higher)

This builds on the ideas from Season 1 but offers more.