Are Weapon Stats in Diablo III Different Enough?


Azzure made an interesting post over on Diablo 3 Markets (his simulcast forum thread is already churning up debate) in which he argues that the modifiers and stats on weapons in Diablo III are not different enough to make the items varied and interesting.

Here’s a quote from his post, with an interesting collection of some of the top rare xbows now available in the D3 beta RMAH.

The Criteria List for a random item in D2:

  1. The right Affix combinations, and little to no wasted affixes (ie caster-friendly stats to match a caster-item, rather than strength, lifesteal etc.)
  2. The right item-type to match the affixes. (caster stats for light armor, melee stats for 2h-heavy weaps etc)
  3. The top-end affix range for the affixes (ie 290 out of 300% enhanced damage over say, 83 out of 300%)
  4. A large number of Affixes.

So if you found a Rare 2-hand axe, you would needed it to have melee friendly stats, and not have wasted affixes like Faster Cast Rate and + Energy etc. That alone had low probability, since there were so many affixes in the pool, and rolling multiple affixes that complemented the class/item was very rare. On top of this, because it is a Weapon-class item, it MUST have the Enhanced damage stat or it is trash. So the requirement of having that Affix roll on the item dramatically reduces the probability further. And finally, you would need it to have high-range stats of its affixes. And the more you had the better. This criteria is so difficult to achieve that it made the item-system in Diablo 2 virtually unconquerable (until the super-powerful Runes came in a later patch). You would always be able to get better items.

Diablo 3 on the other hand, thus far has very generic, balanced and equally useful affixes no matter what your class or spec is. In fact, before the recent changes to Attribute points, every single affix was more or less equally useful for every single class/spec. In addition to this, item-types in Diablo 3 are far more homogenized, meaning that every class can use virtually every item-type (some restrictions). Wizards can use big 2h swords. Armors have no requirements, usable by all. This further moves away from the D2-style model of low-probability awesome items. It means that when you roll up a rare item, all of its stats are useful, and the criteria for an item to be good is drastically lowered to only one thing: High Stat Ranges.

The theory behind this (by the D3 devs) seems to be to flatten the item quality at the top end. Thus in D3 we’ll see a lot of items that are basically comparable, rather than the Himalayan peaks and valleys of item quality we saw in D2, where .0001% of elite rare and unique items were awesome, 1% were okay, and 99% were junk.

That seems a sound theory. The conspiracy part I’m not convinced of (and neither is Azzure). That theory says this is all tied to the RMAH, and that Bliz figures they’ll get more total sales by having lots of top items going for reasonable prices, rather than a tiny handful that are super expensive, with everything else crap you can just find yourself.

On the larger issue of D3’s top items though, I have been arguing with Azzure about that for weeks. He’s correct about the interchangeability of top items in the beta, (and how lousy the previous attribute system was, where every class wanted the same items) but I think that’s because stats don’t really matter, since the early game is so easy. I think if we had an Arena in the beta, min/maxing would be much more involved and every 5 or 10 points in vitality or strength or dexterity would become very important.

Moreover though, I don’t think we know enough about late game item needs or affixes to project accurately how important or interchangeable items will be at the top end. +10 str vs. +10 dex makes almost no diff at Clvl 13, but I think +200 str vs. +200 dex will be very important at Clvl 60, especially whey you’re getting one or the other on 8 or 10 different items, making for a huge cumulative difference.

And I’m not necessarily opposed to the D3 weapon system, where +%damage is quite limited, making the other mods on items much more important. As opposed to D2, where +damage was far and away the most important stat, to the point that no combat weapon was worth using unless it rolled very well on +ED, no matter what other affixes it spawned with. D3’s system should give many more viable item choices, though I can understand the concerns about it flattening items and making legendaries and other super-rare loot much less impactful than it should be.

At any rate, you are encouraged to read his full post and form your own opinion. I’m sure we’ll be debating this one in the weeks to come, as D3’s itemization system is finalized and more details are released.

Tagged As: | Categories: Economy, End Game, Items

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  1. I never realized how insanely, overwhelmingly difficult it is to balance itemization and skills in a game.  The factors are almost endless, and when you finally *do* achieve technical balance, there’s the larger question of whether or not it’s fun to play.

    Despite being a rather short, static-world ARPG, Diablo 3 is shaping up to be one of the most complicated titles on the market to design.  The avalanche of items, skills, runestones, monsters, difficulties, players per game, and classes must be an absolute nightmare.

    • Welcome to the knowing team 🙂 isn’t it fun!  This is why I try to not complain about things, though I’ve never specifically built a game it’s part of my aspirations in life so I’ve analyzed games at a technical level and all the little details that go into it and your are VERY correct.  The amount of variables in finding that balance is incredible and then you have to reevaluate it and see if it’s fun.  But I have faith in Blizzard and that’s why I’m not angry/upset when they push it back.  I mean I want the game, probably more than the ppl who are crying and whining about it, but I know when I finally get it it’s going to be phenomenal!

      • If you want my advice, first you design so it’s fun to play, then you balance so it’s not broken. Not the other way around.
        The problem with most games today is that game designers are just bad at their jobs, either through their own fault or because of external factors (budget, corporate environment, design by committee, etc.).
        Also also also, on by games like D3, the game designers don’t balance the game, it’s a complex process of interaction between the content team and QA. Content team = content designers. Game design usually runs at a much higher level.
        Basically, a good game designer need to be able to foresee the shortcomings of their design to minimize problems during development. A bad game designer will either suck outright or run the game into a dead end. As often happens.

  2. I think flattening the items in normal/nightmare makes the game easier to play through, since you’re bound to find somewhat decent equipment. This also makes balancing the game from a developers point of view easier. On the higher difficulties though (hell and inferno) i hope one is required to search for specific items to compliment their gear, instead of just keep on plummeling through with the somewhat regular stuff they find. It will be hard to find the right balance, but i think Blizz will do it right.

  3. Well in a Tweet bashiok said that we have not even seen a fraction of the available affixes ; though i believe that this is largely exaggerated ; i think it is true that the itemization is not done yet. i also think that the Affixpool gets more complicated as we progress through the different difficulty , eg. i am pretty certain that you can beat normal without a single resistance affix ; maybe even nightmare . Hell and Inferno : i doubt it …

  4. There will no doubt be many more Affixes to come before release, and in the end-game. I just hope that these new Affixes are less generic than the current ones we have seen in datamining, and shake the item system up a bit rather than making everything comparatively useful.
    My personal opinion is that Blizzard will do this, if they haven’t already. The changes to Attributes is an example of them doing this. The first of hopefully many changes to un-homogenize item affixes.

    • The idea that bad stats, whose only real purpose is to be… bad, would improve the item system seems strange to me.
       
      Once the game progresses and gear actually matters, we will figure out which stats are best, we don’t need intentionally bad stats to ruin items for us, instead we can accept that items don’t need to be pure trash to be of little value.
       
      Point1: In Diablo 2 it was possible to get perfect rares, better than any other item for a certain slot, have you ever found one of those? They were so rare that I did not even get the slightest tingle of excitement from seeing a rare drop. Sure, I picked them up and identified them, but I never expected them to be good and I never found a good one, is that really a good item system in your book?
       
      Point2: Your 4 crossbows up there? atk speed and disc increase is part of the recipe I assume, in that case a +damage, +dexterity combination would obviously be the best one, none of your examples has that. So the answer to your question would be: The one without dexterity is trash, the others are kinda meh on an equal level.
      Doesn’t spell disaster for me; on higher level items with 4-5 random affixes (or more) and a larger affix pool it’ll be just as difficult to get the perfect rare combination as it was in D2 and that is the only thing that matters.
      If good rares of a certain type are common then that will not ruin the perfect ones, it’ll simply make good rares less valuable and normalize the item progression path.

      • Bad affixes dilute the affix pool, so that when you get a good item, you REALLY get a good item. It also makes the very best items HIGHLY HIGHLY sought after, which is a strong stimulus that drives gameplay in any online loot-based game. 

    • Have you checked out diablonut lately? Or the game files?

      They’ve been adding in quite a lot of affixes throughout the course of the beta. It seems like they’re just implementing them, and I would believe that many of them are not in the beta files (yet).

      IE, last patch, they put in dual-stat affixes (IE, str/dex affix), affixes that boost a single skill or spell, etc. Rares should actually be pretty exciting in D3, like it was in D2 vanilla.

  5. Aside from afixes, theres one thing that I don’t like if it is like it’s shown at the moment in the diablo site. Looking at the normal weapons we can see all swords have 1.40 attacks per secons, wether it’s a short sword, a long one or a scimitar. The same happens for every other weapon in the game. For me that’s going to make nearly all weapons feel the same in a short time, just the damage makes them different.
    I hope those stats are just placeholders because otherwise that will contribute with the feeling that weapons are not different enough.

    • But that is supposed to make it uniform, to make sure that every weapon in a weapon type has the same speed, that helps you with the choice by knowing base speed for every weapon class, instead od having weapon speed different regardless of weapon type. And they aren´t all going to be identical, those are only base weapon speeds, various +attack speed mods as well as gems (maybe?) and spells (like Equilibrium) will increase your attack speed.

      • This. It worked just like this in Diablo II, but it was just displayed differently. “Slow Attack Speed”, etc, is how it was labeled, which sucks compared to an actual number of attacks per second.

        Then it is further modified by affixes, other items, skills, things like that.

  6. More than +30 to a core stat on a req lvl 13 item? I just can’t stand the number inflation in D3… I understand why, but I don’t like it one tiny bit. Finishing normal in D1 left you with a few hundred hit points, the way it should be…

    • I’m not a fan of the huge increase in numbers either. Obviously it’s all relative, and we’ll get used to the larger figures, but at this point it feels kind of like monopoly money (and thus worthless), with +10 or +20 to a stat very common and hardly impactful.

       

    • Well, it is not like the series never had any huge numbers. Druids could have over 20k health, Firewalls could do well over 30k damage, Hammerdins could do around 15k damage, and there are various other spells and classes that had very high numbers. Also, Hell Baal with 8 players had little over million health (if I remember correctly). So, yes, the series has had some history of very high numbers, but I do agree that I am not quite the fan of those.

      If done incorrectly, they can even trivialize some content, like in WoW. I haven´t played in ages, but from what I´ve seen, all classes have over 150k health, with melees having over 250k – 300k health. That means that nothing less then newest raid boss can harm the players. I´ve seen some players go to high level zones and just stand there letting monsters beat on them, they go get coffee or something, when they return, they are still at 75% or more health. And these are very high level monsters. Which sounds worryingly like the current situation in the beta.

      • Well, the inflated dmg in D2 was a result of the the synergies which added dmg %-wise, and large amounts of HP on bosses was needed in order to cope with that. But that in itself is not a problem, large amounts of dmg is cool (if you buy the funny notion that you could essentially “one shot” yourself, but the boss with 100x your HP cannot). However, needing several hundred points of a core stat in order to notice any difference trivializes the value of each point as Flux also mentions. It may result in a better balanced end-game, which I am for, I just wish they could come up with a more elegant solution. Think of the exp pack, “Want a comparable difference in HP you say? You need 2000 vitality which these ugly ass slippers will grant you!”

        • Agree with you agreeing with me. Also, Dend’s examples are from D2X, after about 9 years of continually inflating patches. Since things had to get bigger in every patch, those figures eventually got huge. But they were nothing like that in D2C or D2X.

          Yet with D3 we’re starting out with +1000s of stat points; imagine what the figures will be like after 2 expansions and numerous additional patches?

          • It’s so ridiculous that it’s almost funny. Picture it 5 years from now:

            “Tyrael’s Heavenly Sword of Awesomeness”
            + 33.2k to Strength
            + 21.4k to Vitality
            + …

            And the community: “OMG Blizzard, you won’t even accurately describe the stat numbers on items anymore?”

            Blizzard: The grandmothers of some of our team members had problems distinguishing the digits of such large numbers. And besides, the necessary amount of digits caused storage problems, so we found it in place to redo the way we display stat bonuses in order to keep the current stash size…”

    • It’s another one of the flavours we’ve inherited with the former WoW developers coming to work on D3. No matter what you say it’s kind of obvious a lot of the basic ideas and changes made to D3 stem from WoW. I suppose it’s the way they feel things should be done seeing as they did it in WoW. Unfortunately the games are so very different which they don’t seem to acknowledge.
       

      • Just out of curiousity, can you point out any specific devs who came from WoW to work on D3?
         
        Unrelated to that, the number explosion in WoW developed with it’s raids and expansions, the best items obtainable in the original WoW usually had stat values somewhere in the 10-40 range.

    • I agree. But. it has been suggested here somewhere that a large HP pool allows to build a more varied boss attacks – i like that idea. If that is not he case, than the number inflation totally suckz ballz indeed. 

  7. The “pathfinders arc” is better because it has +32 dex which is what increases DH damage. also if your looking for more vitality the +34 vit is better than having life after each kill cuz health globes drop anyways. wouldnt you wan higher HP? i know i would for starters.

  8. I wouldn’t really be drawing conclusions by looking at the beta at this point in time. Simply put:
    1) Devs already hinted at the early game (ie, throughout whole normal) being very simple at the beginning, with added layers of complexity being leveraged as you progress into the game.
    2) The vast majority of item mods being available only past normal.

    So yeah, the mods and items all seem flat and to have very little variation, but only a tiny amount of rare stuff drops at lvl13 to begin with.

    Hopefully that’s going to be a whole different story once you hit hell/inferno. Let’s hope Blizz delivers on this.

  9. ^ Well here a few comments based on the items listed.
    1: They are Demon hunter ONLY weapon type so they are going to be similar (+STR & +INT on the item would make it instant vender trash). So the pool of mods that can spawn is smaller than for a sword that can be used by all classes.
    2: Lvl 13 is still really low, look at D2 mods at low lvl not much there either (once you removed the vender trash items).
    3: It a basic beta demo version so some mods etc are likely to be kept back.
    4: Mods are still being worked on and most likely will be the last things to be finalized.
    5: Mod pool will likely be bigger in later difficulties, also they are rare and therefore need 4 randomized mods on them.
    6: the example items are a bad choice something like Gloves or belts would be a better choice IMO.
    7: Need more D2 items to compare to each other to see if there really is more difference or not in D2.
    Take these together and your see what the problem is here, the pool of mods to be pick from is very small, the only possibilities that missing IMO are +damage and +element damage ones (anything else will be an odd ball mods and be really hard to balance and hard to tell how good they are).

    BTW look at his D2 example (keep in mind that its a lvl 60 item for a correct comparison it should be lvl 21) and the D3 items, the only thing special on the D2 bow is a % chance of skill and +skills really meh. The rest of the differences come down to power percentage imo or are junk stats now (acc rating?).

    As for what one better well i would say the Pathfinder’s or the Sovereign ones are best depending on if you want the extra Stats or XP on kill. The other 2 are worse unless your a noob and are taking damage left right and centre.

    • “2: Lvl 13 is still really low, look at D2 mods at low lvl not much there either (once you removed the vender trash items).”
      Are u kidding? Please check http://classic.battle.net/diablo2exp/items/magic/ again.
      Llv Diablo2 items have almost same number of mods as hlv ones

    • 1: They are Demon hunter ONLY weapon type so they are going to be similar (+STR & +INT on the item would make it instant vender trash). So the pool of mods that can spawn is smaller than for a sword that can be used by all classes.

      This is why I hate the current design of stats.  Just make every stat important in some way to every class and then those stats won’t be “trash” and the pool of useful items will increase depending upon how you build your character.

      The only thing I would like to see is the ordering of the item bonuses to have a set “order” where one will take precedence over another, so you will always see bonuses to stats at the top in order, and other things like that, but that’s just my OCD kicking in.   🙂

  10. Like I mentioned a year ago or so in one of my (maybe less eloquently written than this one 🙂 ) forum posts, i believe that the removal of, for instance, the manual assigning of attribute points, an attempt is to take more control of the economy. By being able to make slight changes to attributes thru patches, in the name of ‘balance’, they can increase or lower demands on certain weapons. Which is pretty much the same as posting their own items on the AH. But smarter. 🙂

    edit: i would do the same though. i understand

  11. Items are the most important aspect of Diablo so they better get that right. The top end items need to be extremely rare, it’s the hunt for those items that’s fun. If you ever find the best possible items for your character then the fun ends, running around killing monsters with the best possible gear isn’t fun for very long.
     
    I hope they go the D2 route where upgrading an average item to an awesome one is really noticeable on your characters performance and not the WoW route where it isn’t noticeable except on the damage meter.

  12. The problem with this observation is, that it is based on very low lvl items. By the time the XBows drop Blizzard will not expect the player to even look at the item stats. At level 13 a new player will very likely still be figuring out the controls, different skills and monsters. And when a rare item drops they should be able to slab it on and feel a good boost immediatly. The items are what makes Diablo what it is and will be spot on in the later parts of the game, I’m 100% sure of that.

    • No, just… No! Your’re not making sense. As you say, items and stats is largely what makes Diablo, well… Diablo. Don’t say stats don’t matter and “you’ll just slab it on an don’t care” even though you are low lvl. You know what you are left with if that’s the case? Ahem, something made by Runic… Item comparison should happen straight away. If you remove that part of the game until 50+, ohh my leveling will be boring…

  13. 1.Try to find rare Hand Axes in Diablo2, act1, there will also be no significant differences. The Good lvl9 stuff, mainly does not drop in Act1 norm.
    2.It’s still Beta
    3.Now stop the crying girls, and wait for the game… wait… wait… wait :mrgreen:

  14. I remember in the earlier days always selling the cheap item and keeping the expensive one if i couldn’t decide witch one was better! 😛

  15. Look, I’m not saying that I like that but it would be very much in line with what Blizzard repeatedly said their design goals for the beginning of the game are (not until 50+ but nightmare): Making the game very accessible for casual players and lure them so they become the new hardcore. That said I could be wrong but item affixes seem to be one of the last things a casual player will look into on their way to ‘becoming the new hardcore’. Runestone effects just seem so much more ‘flashy’ for lack of another word. So Yes, your levelling in the early game will be boring (for you!) and Yes, I think Blizzard doesn’t care about that.

  16. Blizzard has already explained that they’ll be unlocking the new modifiers as you level and progress into later difficulties.  I like that we may see more varied and more powerful (resist all) mods as we progress through the game.  It will make higher level weapons feel more powerful in a way other than simply larger numbers.  Considering we’ve probably seen only a fraction of the mods, otherwise Blizzard would have done their final reveal of the item system, I think it’s a safe bet that we’ll have even more to play with at the higher levels which should at least make things as interesting as D2.  Even if they transferred over just the old mods from D2 we’d be in pretty good shape.

  17. All those rare x-bows are technically not true rares, but are crafted items, which is why they have such similar stats. I haven’t seen enough true rares of one item type to be able to make the call that they’re not varied enough. Blizzard should really make crafted rares coloring orange like with D2.

  18. I think most cool affixes (like procs) will come in expansions! So i will have 2 kids when the real game starts

  19. You know what the itemization in this game reminds me of? Torchlight. And that’s not a compliment.
    Do i do 125 fire 651 light 321 cold and 416 poison damage or 341 fire 168 light 741 cold and 032 poison damage, i really don’t give a flying fuck. Sure, the uniformity of it allows the game to be balanced easier since one of the two options is mathematically best, but it’s boring as all hell. I feel the same thing is true for Diablo 3. Do i attack 1% faster or do i do 1% more damage, i don’t give a fuck. I rather choose between actually INTERESTING mechanics that fundamentally change the way i play the game (i know, hard to ask from those that made WoW /trollbutsotrue) instead of just offering a clear mathematic winner. I know, D2’s rare items failed for the exact same reason, well, sorta. Technically D2’s rare item stats were still much more interesting due to mechanics like breakpoints/range/Deadly Strike/Attack Rating,… Not to forget item attributes (or their magnitude) only uniques/runewords/crafts/magic’s could have. It’s funny because wasn’t everything having a mathematical best exactly Jay Wilson’s (falacious) criticism of D2’s statsystem? Yet now this boring uniformity is seen in everything D3. That guy is full of shit anyways.

    • But TL1’s “item soup” was an artifact of a very rushed development process. (They made the whole game , from scratch, blank computers to start, in 11 months, or about 1/8th of the current version of D3’s dev time.) They’re going to have a vastly improved item system in TL2, and we should certainly hope that D3 does as good or better at that, as long a dev time and as large a team as they have working on it.

      • I know this. Torchlight could be excused for this for the reasons you mentioned and the fact that it released at a budget price. D3 really doesn’t have an excuse imo.

        To the person beneath me.

        Ah yes, i even forgot class specific affixes and charges. There were also a lot of interesting on attack/on hit/when hit/… ctc effects, some of them even defined entire builds! Then we also had o-skills and aura’s, nothing similar to be seen in D3 as of yet. But everytime one reminds us of these INTERESTING mechanics that are void in D3 someone else mentions “Enigma and how it ruined the game” as if the fact some obvious D2 mistakes as giving an armor the most useful utility/movement skill in the entire game is justified reason for a bland and boring D3.

  20. I agree.

    Diablo 3’s item mod threshold is pretty bland and generic.

    Diablo 2 mixed things up by giving you OTHER CLASSES abilities in charges.

    Thus far, all we’ve seen in Diablo 3 items are different ranges of a stastic set of item mods. There’s no special “PROCS” like the stuff you see on WoW’s epic/legendary items.

     It’s all very basic looking stuff.

    I really hope they’ve got surprises in store for us. 

  21. This is the innovation the game needed.  As long as they can make them interesting enough in practice: that’s all that matters.

    As long as there’s a tradeoff between fast and slow weapons, and those tradeoffs have plusses and minuses, that’s a good thing.  Having relatively more homogonized item states will improve the game, in that people will be making microchanges.  This probably will encourage more use of the RMAH.

    The point is this though:  One of the things that wasn’t fun about Diablo 2 was the way mods worked.  There were so many mods that had incredibly high levels that basically ruined items.  For example: Rolling 1-10 lightning damage on a crafted amulet.  Enjoy your level 95 amulet that has terrible statistics.  Or even getting things like 1-2 fire damage or + light radius on a weapon.  And the procs given on weapons, almost universally worthless.  One of the best you could get: 1% chance to cast level 1 amp damage… 10% chance to cast a lvl 3 firebolt?  Etc.  All pointless. 

    In Diablo 2, everything was about getting the most damage possible out of a weapon, which was fine.  But that ultimately left rare items so far in the hole they almost always weren’t worth looking at (not to mention rare armors, and helms which were NEVER worth looking at).  Kepping items on some parity will keep players identifying them to see if they are upgrades in the random affix sense, which is much more fun than just tossing 95% of the rares you find. 

    I also think this is one of the only ways to keep the AH from becoming a “Legendary only” feature.  Also, they will probably introduce more item mods.

    • Rare items in Diablo 2 weren’t meant to be the main items used, or even close. There was a clear hierarchy.
      Patch 1.09: Unique, Set, Rare/Rune Words, Magic
      Patch 1.10: Rune Words, Unique, Rare, Set, Magic

      Most of the stuff you used was going to have predictable stats. Items that everyone knew were good, everyone knew by name, and everyone knew the stats. This gave you something to strive to attain. With nothing but, or 95% prefixes/affixes in the game, who knows what is worthwhile? It’s a jumbled mess.

      There were items worth picking up and identifying at every rarity in Diablo 2. You just had to know what was good when compared to uniques and rune words, and what was useful.
      Magic items: Bows and Swords in 1.09, javelins, shrunken heads, druid pelts, barb helms, wands, circlets, charms, jewels, amulets, rings
      Rare items: Rings, amulets, jewels, circlets,, gloves, boots, belts, shrunken heads, druid pelts, barb helms, wands, shields, javelins, axes, scepters
      Hell, even certain white items were worth something.

      The idea of a plateau where almost everything is useful is complete shit. Without a mountain/pyramid structure, there is nothing to strive for. You just wander back and forth looking down off cliffs with thousands of other people, thinking, now wtf do I do? Maybe I’ll try out this other set of armor that is pretty much the same as the one that I had before.

      • Pretty sure my entire post went right over your head.  The point is, in D2 there were far too many items which were entirely rendered useless by their mods.  That is something they really needed to fix in D2. 

        It’s more interesting to find something usable but not optimal and then spend more time finding a way to replace it with something that has better stats, than it is to wait for lightning to strike when you find that one super amazing rare or unique. 

        And even your examples illustrate my point.  It’s bad design when rare items that were shields, helmets or armors were _NEVER_ worth picking up (unless to vendor).  Having variety where everything (in a given class) is usable is better than having variety where 20% of the stuff you find is completely unusable by design, the next 75% is unusable because the mods are so bad, and you are left with the 5% “jackpot” items which will probably not even be usable for your character. 

  22. They should sort affixes lists.

  23. The only problem with item mods in D2 was the really trash ones, like “+2 to Light Radius” or “Damage Reduced by 3” but even them helped to bring a lot of randomness in the items making more difficult to find good rare item, which were very powerful when they had the correct affixes. Mods like “faster cast rate” appearing in 2 handed swords, for example, also helped to bring randomness but they also made possible to create unusual builds instead of the current standardization we have in D3.
    I agree in parts that people need some items that scale well with the games difficulty, different from D2 where you reached the end of hell difficult using only items with crappy and useless affixes, but changing rare items to always be useful is not the right choice.
    I know its hard for the current D3 devs to create something intelligent after all the masterminds from Blizzard North left the team, but there are many other ways to make items interesting without killing the randomness (which is an essential part in Diablo’s franchise). *cough*useful but not powerful standard affixes to enchant you gear with crafting*cough*

  24. The item system better not end up like Hellgate London.

    Instead of having a bunch of uniques and set items where you know what the stats are, and how good they are.. It was all rares with random prefixes and affixes, and you didn’t know wtf was useful or actually worth keeping since they all had about the same stats. This was NOT fun, because you had absolutely no idea where you wanted to go with your character in terms of items.

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