Imagine playing as a warrior, a mage, or any character in a world where you can craft magical gear. You forge a powerful ring, and then craft an even stronger piece of armor that glows purple right in front of you.
“OMG I’M GONNA WEAR IT!” “WAIT, what’s going on? Why can’t I put it on?”
Suddenly, some mysterious force stops you. Your arms physically refuse to put the armor on simply because you already have that crafted ring equipped.
There’s no lore behind it, no immersion, and absolutely no fun. It’s just an arbitrary software barrier. It’s forbidden just because the code says so. It feels like a lazy design choice: “Oh, the game is getting too easy, let’s add fake difficulty with a hard limit.”
Seriously, it just hit me. It’s like there’s some invisible “god of crafted mythics” watching over you just to make sure you never equip more than one crafted item at a time. MAN, THAT’S NOT FUN.
You spend hours grinding for materials, master the system, and get lucky enough to land the perfect roll for your build, only for the game to slam on the brakes and say, “Whoa, you can’t get too strong stash that armor you’ve just made.”
If the game gives you the tools and the grind to craft the item, it has to support your ability to use it. Anything else isn’t balancing. it’s just a cheap time-gating tactic to slow down your seasonal progress.
It’s not any different to any other ARPG or RPG (or loot shooter) that limits your build-defining or game-changing Epic, Legendary or Exotic items to one per category. There’s usually no lore reason, but in some of these games, that would be a balance decision based on how strong these items are compared to the norm (and how some items could badly interact with one another).
In D4’s case, it’s both a time-sink and a balance decision. If we could wear all of our crafted 30%+ Mythics, I would already be fully decked in Mythics by now and the only items that wouldn’t be so are the required Legendary aspects that are much stronger than any Unique power.
However, I really don’t understand why it does apply to Iconic Mythics too : They are pretty much in the same state as before, they aren’t 30% stronger than before and certainly aren’t 30% stronger than your usual Unique. Iconic Mythic shouldn’t have the crafted tag.
if it was the ones you “upgrade” through the cube (and they would be the exact item you actualy wanted to craft) i would be fine with it.
but even the ones you “craft” at the jeweler? that’s just a weird route to take.
but hey, i’m in T8 now (going to push to T12 today) and i still have subpar gear (my weapon isn’t even ancestral and offhands only the legendary)
i think i will be needing mythics for pushing past T12. ATM, i’m not struggling at all with moving through the difficulty but that could change now from T8 onward but then again, my glyphs are only lvl 25 and paragon 150 or something.
They made the blacksmith and jewelry ones to count as crafted after the PTR lol. The devs literally don’t play their own game and they do everything to increase engagement time
now, i’m no expert when it comes to this game (i just do what i think is fun and sometimes look at a guide when it comes to multipliers)
but from what i’ve experienced from this season, mythics are now for pushing high pits (not sure if it’s just me, but i feel that legendary aspects combined with a few uniques actualy work pretty well for the overall game. → not sure how good i’ll do in T12 though haha have to come back on that)
Well something like a good starless is still priceless on a WW barb let’s say but you will most likely have way better uniques by the time you find usable mythical uniques that are better than your standard uniques in any slot possible. This is like when we had chaos armor but worse and if they came with random affixes
Crafted Mythic behave poorly with each other, the mystical energies are unstable wearing more than one. Can lead to dire results: The items not working, your character exploding and so on. Fixed it to you from in game pov.
Aside of that, numerous A-RPG limit various types of items you can wear.
UI design & communication are particular weaknesses with these devs, and the Diablo player base was cultivated precisely because they don’t like unhappy complications. So it wouldn’t make sense to insert what is obviously a drastic switcheroo.
Except if you assume that seasons act as a dumping ground for ‘difficult’ transitions or experiments, which the studio prefers not to test internally… so that’s what a standard season is for: test the new ‘difficult’ transition, take flak for it, but it’s ok bc their mood will improve next season. This is the most cost-effective way to stay under Microsoft’s radar.
I’ve seen lazy coding. The worst and first was Mike Tyson’s Punch Out (the original release) where Mike was coded to never lose. You get that feel here where your game play progresses normally and suddenly the boss you’ve been beating on stops taking damage (the numbers fly but there is no progress on the boss’ health bar) and he kills you with one shot.