Rune words go from nothing to holy wowzers, that’s not good. D3 itemization actually had a few nuggets of brilliance that I think solves many issues.
The Legacy of Nighmare mechanic, with some tweaks, would make Diablo “easy to learn, difficult to master”, give casuals adequate power while giving hardcores the space to min max.
Diablo 3 had 3 item tiers - legendary, ancestral legendary, and primal legendary. Legendary was the base model, ancestral had higher values for certain attributes but still random, primal had ancestral level values but always rolled max values.
IIRC - ancestral was 1/10 legendaries, primal was 1/100.
Legacy of Nightmares was basically, “for each piece of ancestral legendary gear, get 5% DR and 100% increased damage”.
You could make LoN a baseline mechanic such that….
For each legendary get 1% DR and 25% damage, double that for ancestral, double again for primal.
Two reasons this could balance for hardcore vs casual:
-
Casuals get a solid baseline with reasonable investment and have a perpetual carrot / progression
-
Hardcores get real dilemmas (with properly tuned numbers) of things like perfect roll tier N for imperfectly rolled tier N+1 plus the rarity of max tier x perf rolls gives them a real grind
Diablo 3 had some very clever math underpinning its mechanics, basically it was linear (with steps) player growth vs. exponential enemy growth.
The only flaw in D3 itemization was set supported skills were the only viable option most of the time. If you remove that and focus on the “no set set” mechanic, you got a nice recipe.
I don’t see that steady progression with rune words unless they grant material “partial credit” like dragon shouts in Skyrim.
Edit: i know D4 doesn’t have ancestral and primal in the same sense, it’s a concept i’d like to borrow tho.