Itemization idea, thoughts?

i was just thinking of an idea, the drops in game are all magic items(blue) with 2-3 stats, we can slam 2-3 magic items together to create our own rare items (yellow), then introduce Jewels into the game that go into item sockets to create Uniques.
Demonic Jewels
Angelic Jewels
Primal jewels
Vampiric jewels
these jewels once put into an items socket create a Unique item, and there would be Demonic Unique items, Angelic Unique items, Primal unique items …
This way we are involved in the entire process of building up our gear from magic to unique, and each jewel would create a different type of unique Demonic uniques, Angelic Uniques etc…

what do you guys think, im my head this sounds really good

All im saying is no one should get their hopes up for itemization due to the fsct we still havent seen anything about it at all… look at how S3 was after being announced what 2 weeks before season start? PTB with itemization patch could be a sign of confidence they have tho which mite be a good sign… only people on ptb are the mmo players from battlenet tho so who know whats gonna happen

i did hear one streamer say he was excited for new itemization from what he seen, but he seen it early on and had no clue how far they have developed the new system

Checking yellow ancestral items is already exhausting. You can’t expect people to care about all the garbage the game throws at you

From what I’ve been told, they were given a sneak peak at a few items and were given an explanation about possible changes. Initial thoughts were positive, but they didn’t show or even explain everything they had planned, also even what they were shown was subject to change too.

All I know is there’s been at least a hundred or more posts about itemization suggestions on these boards since before and after launch. Knowing Blizzard though, they have their own ideas in place and won’t be changing anything until the patch is finally out and then they’ll tweak it as necessary. Their philosophy has typically been get it out first, hear the feedback, then make changes, possibly, maybe, sometime in the future.

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If we dont get an affix that releases poison boom on hit or somthing and only the basic affixes they have right now then i consider it a fail

They should first remove item power from unique items and have it fixed per item. Having max rolls on my 870 power Insert Random Weapon Name doesn’t matter since it’s dealing much lower damage than a 925 item. Uniques need to be exciting when they drop and right now 99% of the Uniques I find just make me want to log out and play something else.

If your item is 870/925 - how is it max rolled???

870/925 isn’t max, just as 19%/20% isn’t max.

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The stats on the items are maxed out and this is what is exciting, not some random number which invalidates everything else.

But the stats aren’t maxed if Item Power is less than 925.

Item Power is another stat that you simply wish to ignore and wave off.

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Whats exciting is a real affix such as poison blast on hit or % chance to summon golem or some crap… the affixes in this game are so basic and boring that i hope they dont think deleting a few and buffing the others are good enough

NO, they need fix items baseline (no more elitist powercreep)

Damage vs injured/healthy => gone, replace with damage vs elite&players/non-elite (which already exists)

Damage vs chilled/frozen/stunned => damage vs CCed
Damage vs poisoned/burned/bleeding/cursed => damage vs Afflicted (or whatever that is)

** They can surely keep the vs poisoned/burned/bleeding also (as specific buff) but roll them rarer and with higher numbers (sometimes)

Combine while fortified and while under barrier into one affix (while Protected)

Need more types of lucky hits - not just execute injured non-elite. Make LHs that burn/shock/poison an enemy, maybe :thinking:, or just reduce target damage

Or heck, keep everything as is until WT3, just make it possible to gain more things more early (like can play a Sorc and not have a slick of mana retention at all until lvl40, try introduce “higher affixes” even earlier but roll them at a rarer case)

Things like that, TLDR - don’t make the 0.00001% of items even MORE powerful (or the ability to do so), do something with the rest of 99.9999% of them instead

Make people feel like they can play what they want, not “hunt” for 3/4 affixes and then spend millions (if not billions) in gambling for something

The fact is yes alot of their affixes need to be deleted but also they need to add affixes that proc effects like every other arpg lol… all of their affixes are basic and boring and dont add anything fun or engaging in the gameplay other then damage boost of course… give us an affix for druid that has a chance to summon a giant spirit bear for 30 seconds idk man somthing engaging

THE FACT a year later they are planning something so massive like this, I am not sure if ever been done. I doubt any true success here.

The biggest glaring issue is the Eternal Realm, season over, your character goes their to die.

I would love to pull up my Druid, or Barb or Rogue or Sorc who are all level 100. But what is there to do in the eternal realm? NOTHING.

How can they fix this? They touched base on this years ago, in a Forbes article about the coming of Diablo 4. At the time, the person mentioned Runes, Set Pieces. This was scrapped due to other game stores, other game passes… Greed clear as day, and these idiots did not think it would hurt their game, it has killed it.

I have no faith, next season, I will run a Necro, it will be my last character to level 100, after that, game be put on back burner… it is boring and I never played a game, in which I am falling asleep as I play, this is a first for me, and it is Diablo 4.

That’s too build-specific, those things are aspects

OR Uniques, if they want to make it highly powerful

They don’t have bad idea for affixes, having generic is better than specific, the problem is they don’t “tier” them like I did (vs Afflicted = 8%, vs Poisoned = 15% ==> combined == 23%, upgrade that on vendor ==> vs Poisoned == 38%)

The good part is if you say play a Rogue and you ALSO have Shadow damage, then it would benefit from the “vs Afflicted” also… Like say you have:

8% vs Afflicted (upgraded 12%)
15% vs Poisoned (upgraded 23%)
Shadow damage 10% (upgraded 15%)

You’d end up in a nice spot of having 35% vs poisoned and 38% shadow damage increase in some manner… :slight_smile:

Get the point ?, also, the problem is they have some “thing” for visuals, like, shrine buff duration, movement speed on X (on elite kill, lol)

Almost like they wanna “lure” the player into impression of a kind “hey that’s cool, look at that” instead of focusing on actual value

The shrine buff duration, not sure but might be like another example

TLDR - I actually think the baseline idea of having “generic” rolls on items isn’t bad idea, the problem is they have lots of “fillers” and they roll in a too unorganized manner like say the following:

  • +X to fireball
  • X% damage vs Shocked
  • Cold damage %

All on one item

Or say + to 3 Core skills at the same time
:person_shrugging: ?

I think this is what aspects and printing is for, ground stop creates earthquakes for example. Problem is so many apsects are just like fine tunning stats, and some skills don’t even get a cool proc attack change.

This is what makes vampric powers interesting, and well you can see the reason core is so vanilla, it seems by xpac we will have even more.

Problem is as the core game goes, and even with vampric powers which some may not even want. Since as cool as it is i feel like a necro with my barb with blood boils and it’s fun but changes the feel of my class.
There is just a lack of interesting powers across the board and can often feel more like a data sheet at times, Hota wave aspect for example is just not cool enough, and from what i have found there is nothing else for hota. It can be combined with gushing wounds to add a cool blood effect, but again what if you are using a different spec.

This needs improving i agree. Upheaval gets Hell hammer and thats cool, but what if i dont want to use it, than upheaval has no other cool ways to change it to ice or some other special attack Earth spikes idk something. But perhaps all this comes later anyway, the game was pushed out probably and by design live service can often start vanilla, Destiney 2 is a huge example.

Some classes suffer from this more than others i guess, so i think barb is too vanilla, rouge has been far more interesting to play due to imbuements, and other skill proc effects that are cool.

I also find the struggle between unique and printed gear and making my character too weak, its like oh that’s a cool unique but either the roll is crap, or when i use it i also lose my important stats like DR armor and or resist caps and get one shot if i don’t rework everything to fix it, been doing it with barb and its a mentally taxing and not very engaging task after a while.

I think too much character shaping is all tied into the gear stats that is normal something done on a tree or attributes sheet, this way of doing that side of the game is a cause for a issue i think. Loot juggling is not that fun tbh. Older systems have it right for a reason. Some problems have been solved by past games, and best not to over re-invent the wheel i think. It kinda works early on, but at 100 plus, the juggle is not the best, too much kiss and cursing and trade offs with no feeling of control with it, since i have none. Since i will never have the time to find the gear and roll off stats on all the other gear to get one unique to work properly and not screw up my caps and defense.
It’s a puzzle of sorts but a little overly convoluted.

Those things are not ASPECTS lol… this is an example of how to tell sombody D4 was your first arpg… literaly play any arpg and see what type of affixes their are hahahaha

As far as aspects are concerned I think just by adding a new bunch and kinda nerfing the existing ones (somewhat) they’d achieve the right depth and balance

For example having the following 3:

  • Meteor shower (many meteors, should reduce the area of hit though a bit, right now I think it’s OP)
  • Meteor boulder (after landing continues rolling forward a bit)
  • Arcane meteor (% damage returns barrier)

Could work… Some could have only 1, some could combine all 3 for what we know, that alone allows some depth (and interesting possibilities)

In fact here’s another thing: don’t see why some of the generic aspects are first of all, class-specific only, but then also why not roll as baseline affixes (with somewhat reduced numbers), for ex:

  • Aspect of efficiency - Casting a Basic Skill reduces the Mana cost of your next Core or Mastery Skill by [15 - 25]%. (Sorcerer Only)
  • Conceited aspect - Deal [15 - 25]%[x] increased damage while you have a Barrier active

I mean that looks like something every class could use (or near every ?), not like Weapon Mastery can’t be renamed to Mastery, and Barrier to be (again) Barrier/Fortify :slight_smile:

Disagree

If you want to have an affix like:

+1 to Fire aura. Area increased by 13%

Is fine, but personally don’t see the impact of doing this. First of all reduces item reusability between classes, but also “pigeonholes” items into “factions”, not a fan of this

D4 is not my first a/RPG, just happen to hate itemization “cosmetics”. And yes, items should be more organized, but that’s not the way to do it

What they probably should do is organize implicit rolls better, but that’s more like a “next step” thing, I just tried to talk about broadening the options and depth (across the board) baseline, so people don’t feel as bad when they don’t EXACTLY the roll they need

Thats a decent example i meen the spirit bear summon per 30 sec would be cool to tho man… these affixes are the most basic affixes their are in an arpg and it really doesnt matter because when poe2 comes out we can all have what we want… look up poe2 bear druid gameplay on yt