

It would be great if the book even took the highest roll you had on an affix and used that one. Maybe a “keep one affix and re-roll all the others” option.įinally, I really think aspects should all be in the codex (even if some have no dungeon) and then when you extract one it goes into the book as a permanent option to imbue an item with. In lieu of this, or even in addition too - we need more reroll transparency and options. I’m not saying you need to grim dawn where items literally have a scroll bar they do so much stuff - but something to make an item fun to find. Then when that’s done let items have more affixes on them. Just try to roll these up in some way to reduce the bloat. I mean we already have “damage to crowd controlled enemy” as a group. afflicted enemy or something where any status counts. You could keep vuln since it’s it’s own bucket and roll the rest into damage vs. Damage vs far, close, stunned, immobilized, chilled, burning, frozen, vulnerable. This isn’t 20 years ago.Ī start would be to reduce the number of affixes. Your solution also hinges on thousands of hours worth of intimate game knowledge. The game is decently fun, but your shortsighted plan would have people smashing their heads against a brick wall. There are a hundred other games out there I can play. If I need to grind 20 hours for a 1 percent increase in my dps. Most of player power should come from the talent tree and paragon board. TOO much of player power comes from items in D4 and D3.

The great thing about D2 itemization is you can find a unique at a lower level and know it’s still going to be good for you at level 60-80. Make unique items more abundant and have powerful effects. Keep affixes on items simple and to the point. USE smaller numbers to begin with and don’t introduce insane multipliers. The next problem is 100’s of convoluted affixes in D4 that don’t do anything meaningful. You don’t introduce large multipliers like vulnerable damage or critical strike damage, because they become too important all around to the player and little else matters. To solve this you use smaller numbers all around. Meaning items have to constantly keep increasing in huge leaps of power to feel worth while to the player. The numbers scale too large and too quickly in both D4 and D3. Most people are bad at identifying why itemization feels like crap in d3 and d4.
