Magic Items - Propose Inherent Experience Affixes

We all know blue items have an extremely short lifespan before getting quickly replaced. To improve the lifespan of blues, I would like to propose they roll with an inherent XP affix that is permanently attached to the item.

The inherent XP affixes comes in two flavors. For weapons, it’s a flat XP bonus per monster kill, whereas on armor and jewelry its a percentage bonus similar to elixirs. With this change, people could sacrifice power for power leveling a character using blues.

Magic Items

  • New Inherent Affixes
    • +X Experience Per Monster Kill (Weapons)
    • +X% Experience Gained (Armor/Jewelry)

Short, for me non existent, i use starting gear/white until yellows and legs drop :person_shrugging: which for me is what feels like a nano second.

I agree better quality blues and rare would be nice, heck just having blues with 750 IP and ancestral versions that can temper to a 8/8 , more fun more interesting.

I enjoy building with minimal affix’s until you realise you cannot do anything anymore, atleast in ogd4 I could level it and get ancestral blues.

It can be easily fixed, without doing too much. Basically what i suggested, more or less solves the problem.

Not all qol needs to be for blasters, this also improves the quest loot for those that wander.

Hello, can we have some qol and love too please to D4, it is sad ,to feel like doing a side quest knowing it will be garbage 100% of the time. Or do i need a camera and microphone first. :upside_down_face: :joy:

Same for me. Blue items are used until the very first rare drops for that slot. Once I have a full set of rares, I never even look at common or blues. I don’t necessarily see this as a problem though.

1 Like

I would likely not even pick them up; if they were dropped in tree caches or something else while I’m already in town, they’d get scrapped. XP is already fast enough as it is.

I don’t see it as one either. More just less interesting. Can do more with vendor loot, SQ rewards , in a improved version of what we had, rather than a nerfed one.

It makes loot rewards from other events. quests and such have more desire to play, knowing what i get isn’t garbage.

If you don’t go the blue rare path, that is fine, all that needs to happen is the games rewards are updated, in T1-4 bracket so no vendors have garbage blues and rare, they have the endgame loot bracket.

So a sidequest , grizzly maul for example is a 750/800 ga pool and version of that hammer. Or if you want to be creative a unique hammer, with a power, a rare ga i could do this all day. Point is made i hope.

So there is that, with you know rng lesser rewards if you want, however i think with the rng in 750s itself, perhaps the endgame vendors don’t need 712, 725 trash in it too. Just my opinion.

So two ways to go, that could improve depending on which color of loot range you want.

I like the blue/rare update, since this means not only looking a orange and orange with a big star on it. For general loot.

Not having it isn’t a problem there is content. I just feel soemthing like this at this stage in S9 is jumping out at me as update worthy as its getting stale and left behind. At some point, not saying it needs to bump up to priority one or i am going to cry and make a how sad i am video. nope. Just giving my thoughts as a passionate fan and long time gamer of many games and genres.

Think i have said all i have to say on it. Have a great day/night and happy gaming. :metal:

How would that fit with Blizzard’s intention of slowing levelling down to increase their engagement metrics for the bean counters?

Slow XP gain even more so even if equipped blue gear leveling is still relatively normal/slow :slight_smile:


On a more serious note, this won’t work, the reason why is because they don’t want to reset the world (it’s shared for everyone, it’s out there, and it’s 24/7 open)

The way the game was initially designed it’s the most PERFECT game to capitalize on early game diversity and options (literally no other game has this opportunity to shine with totally different experience of gameplay within first 15-30 levels as D4 could)

But it is what it is, for whatever the reason (or oversight) of rendering everyone at once and on the same world is there, and that’s how the game works

I even asked for SSF (like, a true/hard/real/brutal “iron mode” version) mod, and got the info that that’s not the way how the game works so there’s no point in “XP gain” type gear (or slowing down progress for that matter) when the entire map is already shown


However there IS one way for “blue” gear to survive later and that’s to add a “quantifier” on it (be it superior or bountiful, whatever) that increases value of sockets or added/crafted affixes on it (marked a “star” on it ofc.)

It won’t happen, in ideal world it would, but it’s also a “red herring” of sorts

Itemization isn’t bad necessarily because blue items have no elongated use, itemization is bad because it’s too bland and provides no sense what-so-ever of incrementalism

They need to drop-down exponentiality first in order to introduce (at least some semblances of) some incrementalism

THAT will work :slight_smile:

1 Like

I agree, the change to make it , faster for hamster wheeling, was not great(a perfect example of I want and armchair gamer mentality, versus game developer mentality. But they reap it anyway as now they still ask for endgame, and they get it faster. I have seen lack of attention, none like i have in reading the rule book for Original D4. Mind boggling really.

That said I am ok with it, if they would update the OpenWorld for T1 - T4, i can put aside loot color and play with the new ga tiers instead of blue, rare ancestral etc. but give me a game. Then i don’t have to feel the loss so much at how fast leveling 1-60 is before half the dam game is obsolete.

Whites and blues simply should not exist. If a blue or white would drop its rare now. Prob solved