Title
Ok, so yesterday I created an albatross of a topic which people rightfully so ignored (https://us.forums.blizzard.com/en/d4/t/a-deeper-analysis-and-some-guidelines-based-on-comparisons-for-itemization/226153
) cause it was largely biased but also it was mainly to support my âhot takesâ that Iâll start the topic with just here below
- Hot take #1 => Rarity is not relevant, can carry that extra âcherryâ on the top but good itemization does not come from âitem huntâ i.e. rarity chase, how the ârestâ i.e. vast majority of items function is much more important
- Hot take #2 => Fine tuning (be it in the form of a lot of affixes or in the form of high amount of getting exactly what you want) is not only not needed but also arguably detrimental
- Hot take #3 => Itemizationâs most important (BY FAR) characteristic is immediate gauge of individual affix impact (each independently of their own)
- Hot take #4 => A lot of other games praised for good itemization just have a mediocre itemization but a very good crafting mechanism (*)
I put that last one with an asterisk (*) because I want to emphasize that that one currently is probably the worst part of D4âs itemization (i.e. if a bad feature existed in it that is the one)
And the main reason why is the following:
- The moment where you realize that you got a GREAT item drop but you have to go do âcirclesâ to unlock its true potential from MW is like remembering you didnât pay rent or bills the moment you got a bonus
The problem is not that MW works or doesnât work, the problem is that the way it is designed is MANDATORY for every single drop (regardless of the type of drop)
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As you can see from my initial âhot takesâ Iâm probably leaning towards the statement that âD2 is king of itemizationâ despite other games have done some improvements to make things work (kudos for creativity, sure)
BUT, here are few things that I claim to be the âsecret sauceâ of what made itemization in D2 work better than every other (yes even 25 years later too)
- âZero BS policyâ, i.e. every option that gets offered is offered in as least possible forms
For example
- Half freeze duration, Cannot be frozen
Not
- 17% reduced freeze duration, or 17% impairment duration reduced, or gain 25% CC reduction after Crit/Overopwer e.t.c.
Itâs JUST the two options (no more)
Same with Poison durations (25%/50%/75%) thatâs it, thereâs no 22% or 37%. ALL you get is a 3-state switch that youâre offered
The second âsecret sauceâ of itemization in D2 were âcarryâ affixes, i.e. affixes that regardless of the potential âaffix soupâ below carry the weight of an item (+2 to Offensive Auras, +1 to All skills, e.t.c.)
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Now, over some time and over some iterations (half-jokingly or in more serious matter), Iâve created a list of some affixes in that particular style (although they might not end up being THAT impactful), i.e. affixes that are just outright (or very close) to having âzero BS policyâ in them
- DoT per tick increased by Life per kill
- Thorns increased by basic attack damage amount
- Overpower damage [x ] increased by CC% duration bonus
- Evade grants Overpower
- CDR increased by DR%
- Cannot be Dazed
- Cannot be Vulnerable
- 25%/50% less elite affix damage taken
- DoT can be stacked twice
- Overpower occurs twice in succession
- Lucky hits occur twice in succession
- Lucky hit chance vs Elites & Bosses is doubled
- Basic attacks ignore defenses and barriers
- 25%/33% of damage dealt ignores defenses and barriers
Hint: you can add some of your own
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Now what to potentially do with some of those ?, even if most of them sound like a âplace it on uniqueâ type of material, donât do that, try make a sub-set of Rare items that cannot be MW-ed, and try place some of these on them (be it gloves, amy, helm, whatever)
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Which brings us to the following point:
- Itemization is not a system, itâs a collection of systems that each have a separate criteria of determining item value of their own
Thatâs where D2 excelled the most, white items couldâve been superior or high-capacity-socketable, blue items could roll highest, rare items could roll extra affixes compared to other typesâŚ
Now, Iâm NOT saying that this is what D4 must/should do, what Iâm saying is:
Try to uncouple existing mechanisms and criterias in the game, and intend them for a different kind of item⌠i.e.
- Intend MW for only some item type or portion
- Intend Imprinting for another
- Intend Tempering for another
Or even better (and probably the right thing to do) just add an optional âhintingâ qualifier
- Forgable (or extra forging potential) => Contains extra MW capacity or can roll higher Imprinted value
- Bountiful => Can mean extra value from additional affixes in the item (be it via Socket or Temper)
But the important thing is:
- Do not succumb to the temptation to add everything to all, keep it as an exclusive choice
The MERE FACT that every single item in the game is all 3 => Temperable, Imprintable and can be MW-ed meaning the ENTIRE EFFORT of the player is transferred to gambling and labor sessions⌠If you make one or the other => will reduce the amount of âimpactâ that gambling and imprinting, and tempering, e.t.c. stuff like that can do and keeps the game âcleanâ to search for more
In addition => that kind of distinction AND exclusion of âlabor for perfectionâ will make things a lot more interesting (than adding a new unique each season or two)⌠The amount of time and effort âwastedâ to add 3 new items in the game, can be used to make the rest 99.999999% of loot potentially and situationally useful
Thatâs it⌠No need to âreinvent the wheelâ, but if people start nagging or complaining about itemization being not inspiring remember the reasons:
- MW (along with Tempering, Imprinting, e.t.c.) is mandatory/obligatory for all items (or most of all)
- There is no point in diving too deep into rarity, fix the rest of items by having an individual criteria based on item type they belong to that makes them work
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Ofcourse, youâre welcomed to give some feedback of your own