Probably writing this for like the 10th time lol but think is important (and probably A LOT of things will get a lot better fast after this is done), and think I’ll summarize it relatively shortly and to the point now
Super simple and easy by title (a bit harder to do in practice but still super important though)
Items need a subversion/flavor
A mace dropped ?, fine, what kind, is it a Bandit mace, a Warrior’s mace, or maybe even a Cursed one ?
A dagger dropped ?, fine, is it a standard/duelist knife, is it a cultist dagger, or is it a scout/wanderer one ?
An amulet dropped ?, fine, is it a fighter’s amulet (CC/reduction, fortify/barrier), a priest’s amulet (healing received, regen), a mage’s amulet (AllRes, RCR) or maybe even a cursed/necrotic one (Thorns, Overtime) ?
Got the point ?, no, it is NOT the problem that the loot is “too generic”, the problem is there aren’t subversions (and when I’m talking about subversion of items I’m talking about INHERENT roll)
People are asking for certain specific things can find them if there’s a chance for that stat to be an inherent roll… They actually wouldn’t gamble that much for every single item, only when they want to “double down” on something they like OR simply try to “fine tune” an item that has like 2-3 really good rolls on them
If all, like every single Amulet rolls “AllRes” inherently - what’s the point ?
Those are the kinds of things that people find lacking in D4… I mean let’s face it - even if inherent rolls were predetermined but still had subflavors would increase the loot quality by about 50% (if not more)
The problem isn’t that inherent rolls are “dedicated”, the problem is that they are SET IN STONE (literally), a Dagger cannot roll anything else but Close damage, a Mace cannot roll anything but Overpower, a Focus can’t roll anything else but CDR, a Staff cannot roll ANYTHING but damage vs CC-ed e.t.c.
Now, let’s give a few flavors to each of the ones we mentioned:
Amulet:
- Movement speed (scout’s/thief’s/ranger’s)
- vs-Close/Overpower damage (brawler’s/warrior’s/knight’s)
- Crit%/LH% (beduin’s/adventurer’s/wanderer’s)
- AllRes/RCR/Resource-Gen (accolyte’s/mage’s/sorcerer’s)
Staff:
- Fortify/Barrier gen. (Brawler’s/Warrior’s/Knight’s)
- Damage based on Resource (Accolyte’s/Mage’s/Sorcerer’s)
- Defense/Ult/All CD spells reduced by X (Bishop’s/Inquisitor’s/Executioner’s)
- Damage vs CC-ed (Nomad’s/Druidic/Elementalist’s)
- LH% increased by X% (Baseline) (Scout’s/Adventurer’s/Wanderer’s)
Right ?,
Like, don’t have to do much changes (at least not too much) except remove the duplicates and the affixes that have low impact (LH chance % to Slow, Control-impairment/slow duration, Shrine buff duration)
BUT - we really DO need sub/flavours of items
THAT’s what will make the drops more exciting (the surprise of seeing an Executioner’s staff for the first time for ex., or a Wanderer’s staff with say 6% Baseline LH increase), those kinds of “you know, if you continue searching for items of type X you can eventually get inherent roll of X” is what makes the loot both teasing and also huntable
Pretty sure hit the nail this time , but sure, discuss further if you like folks…