Itemization is a joke

I have played all the Diablo games and this one is bad because 50 million drops and not a useful one. I know in ARPGs we love loot, but quality should come before quantity. I’m using gear that I have been using for ten levels in some cases and dying because numbers are not going up. I would rather have 1/8 the drops but those drops do something.

Sort of a rant I suppose since I die over and over. But I believe this is causing it.

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Yeah it’s a random loot based game. You can make some stuff with crafting. But nothing like dropped gear, or at least that I am aware of yet. The game decides if you will have a powerful toon or not. As you have little to no say in it.

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Pretty much this. If you don’t get the drops…you just don’t get the drops…nothing more to do besides a different game or keep playing until you DO get the drops. Kinda sad really.

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I disagree. Yes, loot is overloaded with some trash (about 6-7 of them) but as far as baseline goes it works obviously

Let’s say imma want to use a DeathBlow Barb, the affixes I search for are obvious:

1 - +ranks to Death Blow (or Weapon Masteries)
2 - Weapon Mastery damage
3 - Damage vs Close
4 - Physical damage
5 - Physical skills damage (I believe these are multipliers actually so should go higher on list but if wrong someone correct me)
6 - Damage vs CC-ed (assuming combined with Ground stomp or something like that which would be recommended - after all to DB a target has to be mostly stationary)
7 - Vulnerable damage

Or say going for Ball lightning Sorc:

1 - +ranks to BL or Mastery skills
2 - Mastery skills damage
3 - Lightning damage
4 - Shock skills damage (again, multiplier I think but correct me)
5 - Damage vs Ranged (although again - wish Graviton converted BL to Close-damage spell so can use in combo with Dagger)
6 - Crit (or even better Lightning Crit cause I think rolls higher than generic Crit)

What’s the problem that people feel like “Tempest Roar or nothing” from the very start of a game and then QQ about not getting it? :person_shrugging:

There’s not a single game that doesn’t have a “stepping stone” in power acquisition - instead of being “stubborn” use what you have until you get what you want, the respec isn’t even that costly all things considering…

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I don’t think it’s a case of “I need this unique or nothing!”. The complaints I’ve seen are more about the bloated mass of fractured aspects. So many things have been split into tiny compartments, like “Fire Damage, Pyromancy Skills Damage, Fire Damage Over time”. Or splitting Lightning and ‘Shock Skill’ damage. Or having “Lightning Critical Damage” as an affix when there’s only a couple builds in the entire game that benefit from it.

What we end up with is picking up 500 items and having to read 3-4 affixes on each one to see if it has anything good for your build, before trashing 495 of them. And white/blue items might as well not even exist - I’ve never seen anyone use them beyond about level 8. Just more item bloat.

Good items are part of the thrill of this type of game, and while D4 is so easy you don’t really need ‘the best’ items, the current affix bloat leads to more exhaustion than excitement.

D4 would do a lot better IMO by streamling about 40% of these fragmented bloated affix lists into more general categories, “Fire Damage, Lightning Damage, Crowd Control” etc. Then improve the item power a bit and bump the challenge of the game to balance the increase in power.

6 Likes

Main thing that should change in this regard imo, is drastically reducing the affix ranges.
Instead of 3-7% crit or whatever, make it 6-7% crit.
Those 3-5% drops just feel a bit useless at lvl 100 (but can be fine at lvl 60, more about that further down).

An alternative design, but much more complex, could be that ALL items have a static weight scaling for the affixes.
In the sense that you simply cant get max rolls on each affix. Instead, maybe you can get max roll on 2 affixes and lowest roll on 2, or average roll on all 4.
That outright removes “perfect” items, but also removes low rolled items. All items would be “averagely rolled”. While preserving the RNG of which affixes are high or low rolled. Could potentially be an interesting system too imo.

The last thing missing here is progression.
So, at lvl 60, keep affix ranges as they are today (or in the alternative system above, keep the affix scale averaging on the low side; like 3 low rolls and 1 high roll per item as an average).
Then as you lvl toward 100, this is increased. The affix ranges are reduced, by increased the minimum values (or the scaling average is increased in the alternative system).
items do not get better overall in the first system (but it does in the second system) but the likelihood of getting a better item goes up, when the affix range is made smaller.
And you just see a lot less trash items overall, in both systems.

Then droprates can also be lowered, since the items that drop have become better. Reducing the need to look through as many items before selling/dismantling them.

Both agree and disagree, this is a different topic of discussion entirely (can check here: https://us.forums.blizzard.com/en/d4/t/suggestions-to-fix-itemization/134586/3), but here’s the thing:

They can (and probably should) combine stuff, but don’t think the individual stat-boosts should go away, for example just by adding 2 new generics:

1 - vs Suffering (which means vs Bleeding, Poisoned, Burning all at once)
2 - Spellpower (which means all types of skills damage increase)

Then you can have a 3-step or even 4-step depth in builds

Wanna do a Firewall ?

1 - +ranks to Firewall
2 - Fire damage
3 - Spellpower + Pyro skills damage (hope they make the total of these 2 as a multiplicative number b.t.w. - would kinda stirr things a bit)
4 - Overtime + Fire Overtime (though I think the latter could be a candidate to remove, easily)
5 - vs Suffering + vs Burning

Right ?, that’s cool if you manage to get all of these then your FW will rock (+5 FW = 1.1^5, Fire dam. 200%, 20% pyro and 10% SP would result in 30% increase - multiplicative, say have OT 30% and FOT 50% = that’s 80%, vsS 15% and vsB30% that’s 45%)

That’s what kinda makes it nice to “complete”, it’s again we just lack a couple of generics to make this functioning

Same with other builds, say you want Poison imbued rogue:

1 - +ranks for Poison trap/imbue
2 - Trap/Imbue skills damage
3 - Poison damage
4 - Overtime damage + Poison overtime (again, easy decision to remove latter)
5 - vs S + vs P

I think that’s cool

What’s NOT cool though is we have like 6-7 useless stats that whenever they roll feel like the game is trolling us (Shrine buff duration, Control impairment duration, on Elite kill bonuses - yes I know, put that on Necro skill tree, Potion drop ratio, Crit chance vs Injured, LH chance to Slow - again - put on Barb skill tree)

Like - remove those 6-7 and add the 2 generics I mentioned above and I’m at least 40% more happy :slight_smile:

Oh yeah, this also agreed, I’d be fine with 4-7% but yes - everywhere where low roll is less than 60% of highest roll should probably address

And one more I just thought of as well saying from before - introduce a bit of “smart” loot mechanics where “paired” affixes tend to roll better (if Pyro skill then tend to roll Fire damage more often, not Cold or Lightning)

the problem is… they know which affixes people want… and those affixes magically appear way less often as the other garbage affixes

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For the casual players that have no clue about all the stuff posted above I agree with the original post. I’ve now gone around 6-8 Helltide sessions (last one hit both 250 cinder deposits) without a single upgrade.

Stuck in an endless loop. Cant run the higher NM dungeons. My level 89 sorcerer is getting wrecked on level 20 NM dungeons. Can’t get the better weapons and armor to advance. I ran a level 35 dungeon with 2 others (90 something druid and 90 level barb), barely got through it, I died 3 times and they each did once and all for a level 50 pair of gloves?

Can’t remember the last time a world boss or legion event produced an upgrade.

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When the Devs add crafting to the game… yeah maybe you can make some stuff

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I don’t know what you’re doing wrong but you’re doing something very horribly wrong with your sorcerer. And it’s not because of “bad item luck”.

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All you really need is those few affixes on your weapons, and you’re in business!

+45% damage vs crippled 2 legged creatures
+63% damage vs flying creatures in a cave
+89% damage vs slime monster boosted by a shaman
+113% damage vs monster while they are jumping

I know you’re joking but ngl for some time wanted for them to just go a bit wild with it and put one of Incinerate’s upgrades to be “double damage vs flyers” :slight_smile:

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you can craft gear in this game? wtf have i been missing the entire time.

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the whole itemization needs to be reworked imo.
There are just to many useless stats.
Here’s what i want to see :

  • Less different stats, there is no need for 500 different reduce dmg when, increase dmg when …
  • Remove the stat tier list, crit chance should not have less chance to roll on gear
  • Reduce enchant MAT cost or increase fiend rose and forgotten soul drop chance, or add them to blood harvest, fiend rose only dropping in helltide, an event that happens every couple hour is just stupid, there should always be a way to farm these.
  • Increase enchant options to 3
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I agree.

As a Necro stuck in a death loop at level 74, something needs done. This thread was created out of frustration.

I made a Barb today, a blast tanking a group of mobs and not dying. Not my kind of normal class, but having a blast at 30 so far.

Stats bloating, the reroll costs are better but still can sink you. Right now these are my 2 main beefs with items. You get lot’s of them, but like you said, I feel 99% are useless one way or another.

it has been like this since the core design of the game, so unfortunately it is what it is.

you must have done something wrong with necro, i finished all content of the game with a necro, now at lvl100 and never had any issue. i died just once since lvl1 and that was because the batteries of my wireless mouse died at that point…

Something is wrong…

Are you only looking at Legs?

My biggest upgrade this season was a rare from a world boss. Slapped an aspect on it and just about double my damage output.

Do a couple world bosses for some 925 items and gather some backup aspects. Even if the aspects are slightly worse than your current one. You can afford a slightly worse aspect on a big item upgrade.

The only thing that can kill me right now is Ubers. I don’t think there has been a time where I have felt like survivability is better.