The new unique rings should not be as limited by class

Five new unique rings are being added, but these don’t do much for the continued problem of shallow itemization, due to their class restriction. It’s 1 ring for each class, instead of 4+ rings for 5 classes.

Most of these abilities have no reason to be restricted to a specific class, and more options would improve itemization depth.

Here are the effects:

Rogue Ring Effect: Casting a Subterfuge Skill leaves behind a Decoy Trap that continuously taunts and lures enemies. The Decoy Trap explodes after 3 seconds dealing XXXX Shadow damage. Can only occur every 12 seconds.

Commentary: This is clearly a defensive effect and has 0 reason to be restricted to Rogue. It even has a 12 second cooldown. Just make this available to every class and change Subterfuge to something like Subterfuge, Macabre, and Defensive.


Sorcerer Ring Effect: For each type of Elemental damage you deal, gain xXX% increased damage for 4 seconds. Dealing Elemental damage refreshes all bonuses.

Commentary: There’s no reason for this to be restricted to Sorcerer. Sorcerer has the most access to elemental damage types, but it could easily lead to some weird builds on other classes in the future if they get ways to get all 3 elements.


Barbarian Ring Effect: After spending 100 Fure within 3 seconds, your next cast of Hammer of the Ancients, Upheaval, or Death Blow is a guaranteed Critic Strike and deals xXX% bonus Critic Strike Damage.

Commentary: I also don’t see why this effect needs to be limited to Barb. Barb already is the best class at lining up 1 big burst hit, so the effect benefits them the most already. Change the ring to “Core Skills” and have the resource be generic (we already have a generic resource spent thing with Banished Lord’s Talisman). If you really need Death Blow, have a separate ring that has a skill type list including Weapon Mastery, or if there’s a balance concern with some skill on some other class in the category that is analagous to Weapon Mastery (or in Weapon Mastery itself) then just make a class-specific version of this ring for each class with a few skills on it.


Druid Ring Effect: When casting an Ultimate Skill and again 5 seconds after, you Pull in Distant enemies and deal XXXX Physical damage to them. This damage is increased by 1% per 1 point of Willpower you have.

Commentary: Again, no reason for this to be restricted to Druid. It’s a utility pull and burst effect that’s limited by Ultimate usage. Make it work for every class, and change Willpower to mainstat. If there’s any balance concern with a specific build being able to use it too much because they can Ult very often, just add a hard cooldown to the effect.


Necromancer Ring Effect: You automatically activate the following equupped skills on Corpses around you… (Raise Skeleton/Corpse Explosion/Corpse tendrils with different cooldowns).

Commentary: This is the only one that I think can only be used by Necromancer. Necromancer is the only class that interacts with the resource of corpses and has skills with no cooldown that use an extra resource like this…

However I do think that it would be certainly possible to give other classes a few auto-activate skills. Notably on the auto-corpse ring for Necro, Corpse Tendrils has a much longer duration between activations compared to the other two skills, so you could easily put some auto-activations on there for other classes for certain archetypes and just balance it by making the activation timer longer.

  • Auto activate Summon skills for Sorc
  • Auto activate Companion skills for Druid
  • Auto activate Trap skills for Rogue
  • Auto activate Shout skills for Barbarian

Conclusion: Stop restricting things to classes that have no need to be restricted to classes, it’s part of the reason itemization is so bad.

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class restricted items are fine. i dont see an issue with the rings and am looking forward to them

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Did you even read the post, do you want to make any comments regarding the points I made?

When it makes sense for balance reasons or mechanic-specific reasons sure. But that only applies to 1-2 of the 5 rings.

There’s plenty of builds that pop up in other ARPGs when a class ends up using something you wouldn’t normally expect, immediately hard limiting things by class for no reason just makes itemization and build creativity suck.

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no because i dont agree with your points. i think the rings are fine as is. you think they should be implemented differently. cheers to your opinion. but i disagree. i like how they are and am looking forward to them

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So no real reasons, got it. Just “I don’t agree”. Only rogues should be able to have the decoy proc with a 12 second cooldown because…? It certainly wouldn’t be OP, and there’s no mechanical problem since it’s a defensive one-off item skill spawn, not even a skill from the Rogue skill tree.

0 critical thinking about game design, just “it should be class restricted because Blizzard said so”.

I 100% agree with OP.

Diablo 4 have shot themselves in the foot with so much class restricted stuff.
Instead of specific skills and specific class stuff they should operate with tags for the most part and universal things such as “resource” “core skills” etc that goes cross class.

It also future proofs unique items for the future when you have a working tag system or whatever else that works cross class. You get more uniques that are potentially good for multiple classes/multiple builds instead of items being specifically designed for this one skill and this build.

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no because 1 the rings make sense and they are callbacks to class specific malignant hearts. they were fine in s1 and fine with how they are now

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I didn’t play S1, I would have had the same criticism then. Not to mention S1 mechanics are gone from the game while these are permanent additions to itemization which is a problem in the game they need to work on and said they will be working on.

Still can’t give any real point about game design and balance, just repeating “that’s what Blizzard said”.

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lol ok kid. you just dont like that someone disagrees with you. you didnt even play season 1 so you dont know how these worked and how they worked well as is

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I’m fine with people disagreeing with me if they have actual reasons. You don’t have any actual reasons though besides “Blizzard did it this way”, and you refuse to address the points I’ve made about the abilities (because you have no actual arguments).

Like I have actual arguments against the Barb/Necro rings that I have pointed out, but you don’t even have that lmao.

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you are suggesting it doesnt work without even experiencing it firsthand. like i played s1 and it worked. where you are reading a patch not and saying no to paper without firsthand experience.

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Now you’re strawmanning me.

I never said “it doesn’t work”, I’m criticizing the benefit to itemization and build creativity if you restrict effects that can easily work on all classes to a specific class.

Explain how it’s better for the game that the Rogue ring can only be used by Rogues. Go on, actually try to argue something, instead of just saying it has to be that way because Blizzard.

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you are asking me to explain how a decoy “trap” per se makes sense to be a rogue thing and not other classes. well lets start with classes are inherently different and should not all be the same. that being said a thing like a decoy trap makes sense with a rogue, not with other classes. if you want to make all classes be able to perform the same tricks and have no differentiation between then i think you picked the wrong game

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Ok then why are there any non-class specific aspects and uniques, why aren’t they all class restricted?

Ok why don’t we make Andariel’s Visage Druid only, because “Poison Nova” is more like a Druid thing right? Let’s make Temerity Sorc only, Barrier is their thing. Let’s make Shako Rogue only because Harlequin = Jester = Rogue or something right?

Cmon man it’s not even a Rogue skill, it’s an item proc.

You’re using vague notions of thematic class stuff to argue for bad itemization, in a game where it doesn’t even apply in the first place.

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didnt realize druids were only class that did poison dmg. dont tell the rogues. in fact i think the bursting venoms aspect might need a rewrite now

The rogue ring is garbage
Nobody wanfs critical strike damage anymore. It should be replaced with lucky hit.
All the stats are standard for ring slot and all are standard values. Very underwhelming for a unique. They were supposed to be changing their attitude towards uniques in this game

And once again, a defensive ability in an offensive/utility slot.
Nobody will use this unless they find this at like level 75

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Hm weird, so what’s your excuse for the Druid ring then? They clearly aren’t the only class with Ultimate skills that deal Physical damage. What’s your excuse for Sorc ring? They aren’t the only class that deals Elemental damage.

My post isn’t about whether the items are good, it’s about having the choice to use them. Who knows maybe there’s a build or strat that it ends up being good for at some point.

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Itemization coming in S4, you’re looking at April.

Every class has good stats and good abilities on ring
Except for rogue

How disappointing. All of us will just ignore this ring. I bet less than 2% of rogues will use this if they find it

again call backs to s1 malignant hearts. abilities that were class specific season hearts. and you want to criticize their implementation of bringing back fan favorite malignant heart abilities when you didnt even play s1. they were class specific in s1 and ofcourse they are class specific now. they are call backs. this isnt rocket science. the necro heart that did auto corpse tendrils/explosions was like one of the most requested seasonal mechanics to carry over. then when they decide to implement a way to bring back s1 things you with no knowledge or experience of s1 decide to take a dump on the implementation. previously i was like cheers for you and your opinion but now i hold no value in it because you have zero knowledge of why these were implemented in the way they were or how they previously worked.

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