Hello all,
I am not a game developer nor do I possess graphic design skills to bring my idea to life but I have an idea for an overhaul of the legendary aspect system that I believe can improve the overall experience of Diablo IV. I’ll try to be as brief and detailed as possible.
Problem: The current legendary aspect system causes builds to be RNG dependent and given character traits, it creates balance issues.
Solution: Create a new “sister skill tree” for each class called Legendary Powers (Placeholder name) all existing class specific legendary aspects get moved to your Legendary Powers tree. All “generic” aspects remain on legendary gear, all Unique and Uber Unique aspects remain on unique items.
Explanation: Right now as the game currently exists your build is reliant on RNG and not you choosing to build your character. I know gear should play an important role in your build but I believe gear should compliment a build and not be necessary, with the exception of the unique and uber unique items. There is also an imbalance that currently exists across the classes. Barbarian has 8 slots for offensive legendary aspects. The Rogue has 7 slots for offensive legendary aspects. The other 3 classes only have 6 slots for offensive legendary aspects. My proposal of converting all of the class specific legendary aspects to “legendary powers” could fix this and here is how. All classes can have up to 8 offensive legendary powers, up to 5 defensive legendary powers, up to 6 utility legendary powers, up to 2 mobility legendary powers. Legendary powers will be unlocked for the first time when you hit level 50 for that class for all future classes you create going forward Example: You hit level 50 on your Sorcerer season 5 after that and all subsequent seasons you have them unlocked from the start. You will only be able to equip a legendary power after you have unlocked them and only if you have a legendary item that corresponds to the category you wish to equip. Examples are as follows:
- Barbarian: Can equip offensive 1 legendary power for each legendary gloves, rings, amulets, 1 for each two handed slot and 1 for each one handed slot totaling 8 potential Offensive slots. The other legendary power categories work the same as they did before in the codex when you assign the aspects to whichever corresponding gears. So if you equip an offensive power for one of your ring slots, the option to equip 2 Resource Legendary powers will be reduced to 1. Since the Offensive power is taking up the potential slot.
- Rogue: Can equip 2 offensive legendary powers for its ranged slot and then one each for gloves, rings, amulets. This will allow the Rogue to be able to equip up to 8 legendary powers like the Barbarian.
- All other classes: Can equip 2 offensive legendary powers for 1 handed legendary weapons and 2 offensive legendary powers for legendary off hand items and 4 legendary powers for two handed legendary weapons
The development can determine which legendary powers you unlock and in what order as you level. All future legendary powers can be unlocked as part of the season journey and moved to the eternal realm after each season. For the sake of fun I say let unique items and uber unique items still allow you to equip legendary powers but if it gets to be too much maybe balance it down some. I would also implement a new crafting system called ascendancy where you can spend resources to evolve a rare item to a legendary item since we are losing the ability to do that by removing the aspect system. I would also encourage the team to add more new “generic” legendary aspects to roll on legendary gear that can work for all classes.