Itemization idea, thoughts?

Too chaotic I think… I get the idea but that’s not D4

What could work for D4 for ex. if you want to Bear-druid could be things like:

  • Bonus damage based on Str
  • CC duration based on Str
  • CC duration based on Fortify/Barrier

Stuff like that… Personally don’t think that’s bad, ATM it’s just kinda “out of reach”

Could I play a Rogue-Pet with having item summoning a Bear ?, maybe, but don’t see how that would work for D4… Don’t think the game is bad by itself, it’s just we need better drops more often that offer some synergy :thinking:

Why not have a rouge that can proc shadow clones? Now we talking

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Because it’s an Ult ? :person_shrugging:

The thing about D4 is it has “categories” of items that are intended to work in a different way… Don’t think that’s bad but could break the “pattern” here and there, just don’t think it’s a baseline thing

Would be too much all over the place I think

Shadow clone proccing would work if the shadow clone didn’t do 100% damage (I’m assuming ?), and it didn’t also do all the other CDR stuff all the time

Think balance is still important, need better rolls yes but not “break” the game (not yet at least) :slight_smile:

Grimdawn is from 2016 and im not kidding their are thousands of affixes… one expansion released a thousand more… people have thousands of hours on that game with over 20 characters because the builds are endless… you can also combine two classes for example a necromancer with an occultist and have daemon summon along with undead… D4 brought absolutely bothing to the table besides a reskinned D3 sorry man but the reason D4 isnt doing good is because it didnt do anything for its own genre… if you think thousands of affixes are a problem you have never build a character in an arpg without a build guide this is a fact or you dont know how to build a character

That may be correct but the game has potential as is…

Don’t want to turn it into LE/PoE/GD/whatever else there is (not yet at least)

Named an example for both the Bear Druid build that you mentioned and how aspects could work if there were multiples but not as strong individually

Just organizing the affixes alone can go a long way, especially if introducing variations of implicits (I surely hope they think of this)


EDIT: some examples below for this:

  • Plate mail: DR 10-20% + Close DR 10-20%
  • Breast plate: Physical DR 20-30% + Close DR 10-20%
  • Chain mail: Physical DR 20-30% + Range DR 10-20%
  • Archmage cloak: DR 10-15% + 10-20% AllRes
  • Apprentice cloak: 10-20% BarrierGen + 10-20% AllRes

& Similar

Just doing that with chest, helm, gloves, and amulets alone we’d be in a MUCH better spot (get what you prefer baseline and rely less on gambling :thinking:)

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i think a good start would be to remove Item power completely, remove sacred and ancestral and reduce class specific gear or start only introducing gear for all classes, was listening to a great itemization video from Ginger Game mentor on youtube, he had such a great take on whats wrong with d4 itemization
I can’t wait to try the PTR

That’s not the case with the exception of weapon damage and armor. You can have an 870 item that’s better than a 925. I just replaced my 925 neck with an 840 because it had max shrine and almost max speed. Resistance on it was lower but for gauntlet I don’t care about resistance.

IP as a concept is fine, what isn’t is the constant DPS scaling up from it though

It’s ok if a IP925 weapon has 10% more stats (total) than say an IP 900 one. The problem with this is that also means increase in 10% main DPS also

They should find a way to not scale DPS up so much all the time, that’s the problem

Re-read what the poster stated. They stated all the stats were maxed. Clearly - they were not if Item Power was not 925. You are arguing about having different affixes - they are arguing about the same affixes with a lower Item Power. They also specifically mentioned a weapon.

I genuinely wonder at this point… will itemization even make a difference?

Let’s say we have a circus, but replace one of the clowns with a clown who has different jokes, it’s still the same circus… and at this point we’ve all seen the show enough.

Just borrow Grim Dawn’s Augments and Enchantment system.

  • Faction Vendors sell Augments at different ranks
  • Enchantments can be found and crafted

If you lack Defensive stats through your luck on item affix rolls, you can offset that with Augments or Enchantments. Need more Elemental Resist? No problem. More Fortify Generation? Got it. Max Resource? Sure. Special Enchantments can essentially be “Utility” Aspects added to gear.

With these additional layers of power, the game absolutely must be made more challenging and scale up for players better.

Now you have an RNG system, but also have some control over tweaking your itemization with flat values and multipliers that should not be on Aspects to begin with.

Also, add a Grand Charm slot that functions like GD’s Rune system. Can be a Movement Rune for Teleport, Engage, Disengage, Charge, Stealth, Defensive Buff etc. with Unique Affixes only found on the GC. The GC should have 4 Affixes. 2 Affixes would be Upgrades to a Skill Enhancement such as Strategic Ground Stomp adds +1 Second Ult CD reduction for a total of 3 seconds for every enemy hit with GS, 2 would be Passive Skill Ranks.

Depends on quality of implementation

You’d be surprised how much of a change a good itemization can make tbh :slight_smile:

All i really want to see is color gradients for affixes’ text based on how close to max they are.
White for below %50
Blue for below %75
Yellow for below %100
Red o whatever for %100
That way you can tell if an item is good or not with just a glance.