Devs you guys seriously need to put found aspects in codex. So we dont need to keep saving up items in stash. And when we find higher values they replace, eventually only max value aspects in codex. Its ridiculous we have so many items in stash just for that. It will be a big positive step to solving stash space
Wudijo did an interview with Adam Jackson at blizcon. Adam said the team is aware of what the player base wants and it will not be available until after season 3.
Adam Jackson interview
Theyâre working on it. Sounds like a late S3 to S4 thing at the earliest.
I was told by a reliable source to come back in 5 years.
As far as Iâm concerned it would be move in wrong direction
It may be convenient in the moment yes, but will bring bad practices on the long run
I donât understand what you mean, hereâs a scenario:
You have the normal ones you get in dungeons, we all know they are the weakest version of that power. Thatâs fine.
But then you go and find a more powerful version of it so you extract that and it automatically updates the power in your codex and basically the goal is to find the most powerful version and put that in the codex.
Literally all this will do is get all of those max roll legendaries out of your inventory which in turn reduces the amount of stash space you need. It kills two birds with one stone.
The only argument you could possibly have is âbut I want to have to go find the max roll every single timeâ and thatâs just⌠no. Imagine if in D3 you extracted a power in the cube and because it wasnât the max roll version, the cube didnât give you the max roll version. All that would do is feel like trash.
Right now aspects are a choice, do I equip, do I imprint, do I extract and store for a better item, do I just salvage and get mats
When the âCodex storageâ gets implemented aspects wonât become a choice, they become a collectionaire activity, they become another chore that should get completed that has no further value
The problem with that is when you complete codex why would you even need legendary drops ?, and even more further - why would you need any extraction when youâre done
People are thinking in terms of convenience, but what happens is a functionality thatâs made on scarcity and strategic planning becomes Pokemon, gotta catch 'em all. And after that Pokemon ?, another round of Pokemon, you guys are turning the game into labor, like literally hard labor
Donât turn the game into that, donât turn the game into a must-have 10/10/10/10/10 on defense/offense/damage/survival/utility, keep the scarcity of 35 total points available and your choice whether you have 7/7/7/7/7 or 10/5/5/7/7 or something different - in other words it becomes more interesting like that
When you get the ability to make a 10/10/10/10/10 fun goes away and itâs all labor
Now - whatâs the right thing to do ?, even MORE strategic value of choice
The right thing to do IMO is to just double-tripple the amount of possible aspects on Skills, at the very least only for Masteries and Core skills in game
Yes, it would take some time and more effort to make it happen but also would be the better option. Takes more commitment but also gets more âwhoa my skill really rocksâ factor
It will still require the strategical thinking bits we have currently in game while also having the opportunity double-down/tripple-down on the most prominent skill of your choice at the behest of not getting one of the better Generics there are for example
By having your previous pickups permanently stored - youâre removing the thrill of âdo I use this now or wait for a better drop later onâ type of decisions which albeit annoying is also one of the cooler parts in the game and youâre also reducing the strategic value of a choice of equipping the aspects at the right time on the right spot
I know the idea but itâs the wrong mindset to have. Youâre focused on convenience management but itâs also taking away from the decision making and strategic value
When the Codex becomes a permanent (or say semi-permanent) collection - youâre turning the aspect management into another Renown-like activity and thatâs bad
And let me ask you the obvious - what happens when 2-3 seasons down the line everyone has everything collected and ask for something more ?, what would that âmoreâ look like, what decision or dynamics is there to make if you turn the game into Pokemon 1.0, Pokemon 2.0, Pokemon 3.0 & e.t.c. ?
TLDR ? - this game needs LESS permanent power gains, LESS renown activity/ies and LESS renown-like bonuses, LESS collections of power upgrades
Respect the strategic choices along the way and donât ask for every bit of power acquisition in game to become a permanent bonus. Itâs bad, itâs bloating, and most of all turns people away from even starting the game, and most of all takes away from the strategic value I talked about
Donât make D4 into a âgotta haveâ 10/10/10/10/10 game, respect scarcity cause it provides dynamics and decisions
I agree with the feedback that all aspects should be in the Codex; keep the ones currently added by completing dungeons, and the rest can be added manually after theyâre found on an item by the player.
However, I donât agree that Codex aspects should be anything more than the minimum value. I see the Codex being there as a safety net of sorts, to give players access to aspects in case they donât currently have one in their inventory to use. Wouldnât make sense to me if that safety net eventually was just better than the items being dropped and made picking them up irrelevant.
I think this question is ultimately correlated to how well they are able to implement gear sorting in stash. I agree there should be some scarcity value to aspects, i.e. if you drop one high-rolled one that shouldnât allow you to imprint said max-roll on any and all items in perpetuity. On the flip side, currently when an aspect drops I quite literally have no idea how many of the same aspect I already have in stash and where this particular roll ranks among them. Itâs just bad game/UI design to force the player to mouse over every single item in several stash tabs just to understand how valuable a new drop of a particular aspect is.
If they introduce the ability to simultaneously sort all stash tabs by aspect (i.e. pull all identical aspects together and rank by quality of roll), then Iâm happy to keep the âstrategicâ element of storing top rolls as separate items to be forced to decide when to use them as lose them. As simultaneously this functionality would allow me to clear extra space that much quicker (i.e. if with one sorting button click you realize that you actually have 5 copies of an aspect you are unlikely to use at all, or 7 poorly rolled copies of a must-use aspect, of which you also already have 4 well-rolled copies).
If they are NOT able to do the above, then I think extracting to codex is literally the only solution. But even then you can make it balanced with the âdrops must have valueâ philosophy:
- Codex would obviously be season-only, not permanent like renown benefits. Youâd start each season with a clear codex
- Codex would remember individual rolls you extract into it. I.e. if you have rolls of 20, 22, and 25% of an aspect you use, you wouldnât get just 25% forever, but rather be able to imprint a default min-roll of 15% an unlimited number of times, but rolls of 20, 22 and 25% only 1 time each, being given the option to choose which one youâd like to imprint at the time of imprinting.
The problem with this is we all know the next step - some wiser than others will start complaining with âwhy do I have to recollect my aspects againâ feedback
IDK about you guys, this might help or unhelp but what I usually do is find the 2 highest rolls and sell the rest. Never at any point in time did I need a 3rd one of the same kind
I mean there are times when something is rushed and 5-10 minutes later a better drop drops and now youâve used your aspect that sucks, but, the aspects themselves arenât that much set in stone either - can temporarily use say Edgemasterâs or Elementalistâs instead of Conceited (or vice versa) for example, or gain a similar defensive bonus in a different manner
Except 2H and Amulets, have to keep more strategic decisions and more âprimary impactfulâ choices for those 2 tbh, but thatâs also a part of the game I love more as a result
I wouldnât think so, after all the entire point of an ARPG is to collect drops that make you stronger through an otherwise very similar leveling loop every season. Renown was different because finding obscure statues in the open world or completing a generic quest for the nth time is not something people want to do in principle. A legendary is basically an affix drop attached to a yellow item. No one has been calling to carry yellow gear across seasons, so no point to do the same with an affix )
Until there is an option to sort by affixes, even this strategy doesnât work well. Just to determine the 2-3 highest rolls requires that you are able to quickly find the 2-3 respective items and compare rolls on them. Without a proper filter that is not something you can quickly do. And same issues when you actually go to imprint. Unless you actually remember in which place of which stash tab a particular aspect is, itâs strictly necessary long term to have either a codex-pulling mechanic or a high quality stash filter.
This is true and always wondered why donât they just sort aspects alphabetically, like, whatâs the problem by doing that ?
Modify the idea a bit (actually posted this idea long time ago on these forums).
You donate the extracted aspect to the occultist so that s/he can study and improve the Maximum value of possible outcomes of his/her codex-imprint. This is sorta like âTech-levelâ for the lack of a better word.
For example, if an Aspect can have a value of 1% to 100%, and the occultist currently can only codex-imprint 1%-1%:
- donating a max-rolled (100%) aspect will allow the occultist to codex-imprint 1%-11%, an improvement of 10%.
- donating a min-rolled (1%) aspect will allow the occultist to codex-imprint 1%-2%, an improvement of 1%.
Let this become the new âgold-sinkâ, so the Enchantment (reroll of a single affix) prices can be capped at Item Power x 1000 gold.
Thatâs my â2 birds, one stoneâ.
Iâm making my 5th Character.
2 up and coming, 3 at end game.
It takes a fair amount of Aspects and lots of stash space.
I have trash Aspects for milestone points along the way.
Near perf for good but not ideal gear.
Perfect for when I find the right piece.
I DO NOT like sharing gear among characters regardless of shared stash.
The âLoot Huntâ is why I play and each character must find their own end-game items(to a point. Iâll let 1 slot slide).
My point is - thatâs for Base Gear. Aspects though are a different creature. Iâll farm and share those - I just want a way to STORE them.
Further - While I agree thereâs much âRunaway Power Trainâ already with the game(sadly) - Aspects arenât in it.
We can store 5 Stash Pages if we wish to use the space for it â Having a Codex for them is no different than that.
I just posted this idea - Iâve posted it a dozen times.
I designed it with my terrible MS Paint skills and never finished it 3 months ago.
As follows.
Iâve put a lot of thought in ALL possible ways to do this and I think this is the middle ground.
- Devs want us to FIND Aspects not in the Generic Codex of Power.
- Players want to be able to STORE Aspects they find
- Everyone happy.
I see âupgradingâ existing Aspects can be clunky if theyâre 1 time use. Back to square 1 of holding onto items awaiting need to extract and imprint.
Permanently âupgradingâ a Codex Aspect because we found 1 single perfect is kind of broken(imo).I think a Library where we can Extract to and Store Aspects we Found would be best.
Itâs exactly as it is now - minus the taking up our inventory a space.Keep Codex we have currently as a Codex Library.
Thatâs our reference and generic Aspect source and our âAspect Mapâ(where to find them etc).
- Add: Player Codex.
Thereâs 11 slots PER horizontal row in the Codex(as it is now).
Assuming they use the same design:
Simply give Each Aspect a âRowâ and the 1st slot is the Aspect Label.
The following 10 slots: |LABEL| |1||2||3||4||5||6||7||8||9||10| â Aspects EXTRACT to these.
(*NOTE: It can be 5x or 7x or 10x slots. I just base the idea on the CURRENT model the Codex uses.)
- Theyâre account wide - âAgnosticâ Aspects are shared account wide(just like stash).
- Theyâre manageable - You can choose to remove(destroy) and get âAre You Sure?â prompt etc as usual to clear a spot to ADD an upgraded version of the Aspect.
- They sort by % Strength(or item power or whatever - thatâs not my decision)
- When IMPRINTING: 2 Sources just like now but new names:
[Codex Library] â [Player Codex]They stack and sort Alphabetically.
Example:
They sort alphabetically from top to bottom as follows - visualize our codex as it is now, but as rows stacking horizontally 1 aspect above another.
|Aspect of Inner Calm| |1||2||3||4||5||6||7||8||9||10| <-extract to
|Aspect of Pestilent Points| |1||2||3||4||5||6||7||8||9||10|<-extract to
|Rapid Aspect| |1||2||3||4||5||6||7||8||9||10|<- etc
etc.I designed this like 3 months ago. Never got around to finishing it.
Just what Iâd like to see for Storage, Sorting, Ease of Use/Access etc.
Huge difference from interface/usability standpoint. The codex is the same for everyone, so all you need to âstoreâ is which rolls you have extracted into it. So you free up stash space by immediately extracting aspects you are interested in instead of storing an item you donât need just because you might need its aspect at some point. And itâs a technical win-win for Blizzard as well since you suddenly donât need to store irrelevant data (set of affixes plus their actual rolls on a piece of gear that is literally being stored for a single number that is its aspect roll)
And hugely more convenient during the actual imprinting process to select values from the codex rather than go through 5 stash tabs to manually find if there might be a roll youâd prefer.
I could imagine it being doable, but itâs also more complicated than you tend to think tbh
As for the âgear for a different classâ problem it would be more better addressed with affix/loot rework rather, for example instead of Berserking buff duration to just have Buff duration, or Damage against Poisoned/Burning/Bleeding to just have Damage against (letâs introduce a new âbuzzwordâ here) Suffering, or simply Damage affected by overtime
They said theyâre taking another loot and reoptimizing it, and curious to what it turns out, but surely hope they do a bit more than the absolute minimum in that regard
Because you get souls from themâŚ
I just meant - itâs not breaking anything. ie. OP etc.
I can still âloot huntâ and farm for Aspects, as I should have to - Iâm simply no longer suffocating with overloaded stash.
What I meant was - I can store a hundred in stash(âphysicalâ items) or in an Aspect Library I can develop and build(huge QOL).
Exactamundo.
Gigantic win for âexpensive memory overheadâ stash limitations. These can be coded completely differently.
Granted weâd still have gear/alt gear and so on - so the positive is limited in scope but still frees up quite a bit.
Iâve posted this for over 3 months.
Crickets.
If I were to post âd4badâ Iâd get 50 likes within the hour.
Such is the forums.
Aspect management is a PIA as it is now⌠Any improvement is welcome.
Just look at them , an aspect that is ancestral ( blue ) and cost loads to extract and imprint can suck worse than a low level non-sacred or non ancestral aspect ,based on how it rolls. Just effin stupid
The RNG system on aspects , gear , affixes is assinine and goes back to WOW RNG systems,
Storing individual aspects in codex is fine. But it should NOT be a permanent upgrade system. That just sounds horrible.
Adding 1 aspect to codex = one charge of that aspect.