Blizzard on Diablo 3 Item Binding and Useless Gear


A fan asked whether DiabloWikiLoot 2.0 in the Expansion will will mean that more of what we find is useful. I think so, but mainly for a reason the CM’s reply doesn’t touch on: Diablo 3 item binding. Let’s discuss that, but first the Blue quote:

Will there still be 99,9% of items useless?

I don’t see it addressed at all in loot 2.0 /RoS. Correct me if I’m wrong. This is one of main flaws of Diablo3, after finding 0,1% of best items, 99,9% are weaker, and so, worthless, useless. Is it gonna change in RoS or we still won’t find anything useful after a month?
Vaneras: Loot 2.0 is following a “less is more” philosophy and I think that a lot of people will find that it will feel like a nice improvement to the game. That being said, we should never forget that this is a Diablo game, which means that it is about hunting for loot and as such the loot will never stop dropping 🙂

As in the previous Diablo games, gear upgrades will become less frequent over time as your character progress and acquires better and better gear. At some point around the time when your character is all maxed out and fully equipped with great legendaries, you will be more likely to find a good sidegrade than a good upgrade, but thanks to loot 2.0 as well as the Mystic, you will have some more interesting options to adjust and improve your gear.

Click through for the full blue quote and discussion of item binding, which seems to be where the devs are putting a lot of their hopes for improving the economy in Loot 2.0.

Once loot 2.0 is out, drops will be less “spammy” than they are currently, and the loot that will drop will more likely be something that you can find some use for, even if it is just for enchanting or transmogrification.

So, what about items and usefulness? I have never actually counted and the OP didn’t mean it as a scientific figure, but what % of items actually are useless, and what % should be? I suppose the game could drop a lot of gear of equivalent quality, so that much of what you found was roughly equal to what you had, but that wouldn’t be any fun. The fun is finding an upgrade, and of course that gets harder the better your current gear is. And the more upgrades you find the more of your old stuff you sell off, which new players buy, thus ensuring that most of what they find is “useless.”

There are various ways to try and break that cycle, and from what we saw and heard from Gamescom, the devs seem to be strongly considering a lot of DiabloWikiBind of Account or even DiabloWikiBind on Equip tags in Reaper of Souls. I like the BoA approach myself; if the Mystic can reroll one bad affix on any item and once she does that item can never be traded or sold, that seems a good system. You can still trade and buy and sell, but anything you like enough to customize for your own use gets locked to your account and leaves the economy.

Plus, it’ll change the balance of what you’re looking for in trade. Now, for an item to be valuable it must have 2 or 3 essential stats (varying by the item type) and there are other things you really want, but aren’t critical. Once we can reroll one affix on an item though, that will change. Currently we’ve got “useless” items like helms without sockets, bracers without CC, weapons with low DPS, etc. No matter what other mods those items have, if they’re missing one or two key stats, they are garbage. But what happens with the Mystic comes in, with her potential to turn that frown upside down, and reroll some junk stat to the one crucial affix for that item type? It’s going to be interesting…

Tagged As: | Categories: Artisans, Blizzard People, Blue Posts, Loot 2.0

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  1. I would suggest, if it havent done before, do a poll about making items BoA, or BoE.

    Perhaps blizz devs will see a little more clear what people want?

    I definitely would like that items become BoA once you equip them, with a warning.

    • No. No boe. Fuck it’s diablo not wow.

      • BoE is needed or at least there needs to be a way to remove *quality* gear from the economy permanently.

        Quality gear in the AH is like bad cholesterol in the body: It will keep building up unless there is a way for it to be flushed out. BoE is a way to flush out the quality gear because it can either be sold or be used and once used that’s it, it’s gone.

        The problem we have now is that over the last year all the super awesome drops have been found and they’re too valuable to salvage and so it gets recycled back into the AH. The result? We get an ever bigger accumulation of the best gear in the AH and as such, the drops become more and more worthless.

        • If i remember correctly, in D2 there was no boe or boa, but the items would go away in different forms.

          One was that back in that time there was a lot of duplicated items, so the real trading was in unid items, this cant be done here since one lacuni bracers can be either really good or really bad, back there they would be nice but with lower stats.

          The other one was that you could not change your character skill points, so once you made a build you would stick with it, and if you wanted to change you needed a new character with new gear.

          its been a long time so if im wrong please let me know =P

        • Ladders. Problem solved.

  2. You could re-roll every single affix on an item, one at a time can’t you?

    It doesn’t make sense to do it on an item with all crap affixes but would be good if that is possible.

    • I would guess not. It’s more likely that there is some kind of limit, but i could be wrong. Could be that the price goes up every time you re-roll an affix.

    • They haven’t made clear, probably since it’s still under development. Josh said at Gamescom that you could select an individual affix to reroll. So it’s specific, but not known how many times it can be done on just one affix, or all of them, etc.

    • Probably will be same distinction as the paragon 2.0 tab.

      Core aka Mainstat, can only be rerolled into other mainstats.
      Same logic for Attack, Defense, and Utility.

  3. The thing about useless vs useful is that it’s relative: The more upgrades you get quickly, the more quickly drops become useless. While I agree that the Mystic and Loot 2.0 in general will improve the useless vs useful ratio, I wonder whether we’ll fall back into the never ending grind for no reward scenario after the honeymoon period is over.

    I think the real issue with useless vs useful is really about how fast you are rewarded with an upgrade more than anything else. If it’s easy for everyone to get to good gear fast, then gear will become useless fast, both from a usage point of view and a selling point of view. It doesn’t matter whether there are less drops or the drops are better quality, it’s all relative.

    The AH is the biggest cause of being rewarded with minimal effort. So I really hope they go hell for leather on the BoA/BoE idea. I’d like the idea of all drops (worth selling) being BoE at least. So players either sell it or use it but if they use it, they can only vendor it / salvage it when they find a replacement. This might be very WoWish, but after seeing the AH for the last year in WoW. It might help to reduce the amount of quality gear that people can get access too. This, in turn, will help with managing the effort-to-reward ratio.

    • EDIT: Should be:

      “This might be very WoWish, but after seeing the AH for the last year in D3, It might help to reduce…”

    • Unfortunately yes if they don’t remove the AH their alternative is BOA or creating a separate non-AH ladder mode which I think they may announce that at Blizzcon.
      Another idea is with legendary’s if you sell the legendary, it will lose its legendary affix such as “spawn hydras on kill” and thus the legendary becomes no different than any other rare on the AH, this will keep the desire to find legendary’s and value high.

  4. There does need to be more “side grade” options for example wizards, some may want to use a storm crow for its APOC while others may want to use Mempos for its damage and AR. Both items represent alternatives as far as what they provide in necessity and that is what needs to be focused on. Of course with loot 2.0 with their focus on buffing skills with legendary’s to change the way they work we should see more “side grades” I would hope.

  5. The reason the percentage of useless items is so high is largely because the itemization and customization systems are still terrible.

    In D2, completely apart from having more uniques which were more useful, you could find a use for all sorts of other items – rare and magic items which could roll affixes and combinations of affixes you couldn’t get anywhere else, white/grey items which could be used for crafting etc. Then, because the character customization was so much deeper, some of these were best in slot for certain builds, which meant that if you knew what you were doing there was a lot of good stuff dropping.

    D3 has an awful itemization/customization system, and if they don’t fix that then it will always be 99.9% garbage because all anyone wants is CC/CD/mainstat/vit, and it will simply be a case of getting the highest numbers.

  6. Yep. Whites are completely useless and blues are close to it. You can scrap them for crafting material, but you’ll acquire the basic material far faster than you can use it.

  7. I agree with an above post. All this stuff they keep mentioning sounds good, but if they don’t touch stats’ utility none of it will matter and we’ll be here next year complaining about the same trifectas and lack of diversity. I want to hire a guy that does nothing but follow the devs around with a bullhorn yelling “FIX ITEM STATS” for 12 hours a day until they take care of the single most ignored problem in the game.

  8. No one is providing real solutions, here are some.

    First, EpicS above wrote \No boe, it’s not WoW.\
    To respond, BoE doesn’t make this WoW, it gives players decisions to make. What is more valuable, this piece of gear that provides me a slight upgrade/sidegrade, or selling this, to acquire the piece that I really need to upgrade? Each individuals time and effort is still their own, as well as their RNG, this is not WoW, even with BoE.

    BoE is \A\ solution, as it’s been said, it removes items from the game.
    But there are other options.

    Group Binding
    Only allows trading of the dropped item between players who were there at the time it was dropped.
    This would increase the desire to play in groups, as well as give people a wider variety of options, instead of immediately binding all Smart Drops to their character. Sure it might be a downgrade for me, but sometimes there’s more than 1 barb in the party.

    Gem lock 1
    Once you’ve put the gem in the socket, it’s there forever. You can trade it, sell it, whatever, but you can’t remove them.

    This will help clear up some items and some gems, increasing their value. Not everyone will want the mid range gems in their high-end items, so now that you’ve socket-ed it, it’s value has actually gone down.

    And finally, because the mystic really hasn’t gotten an in-depth report from Blizzard, it’s all very much speculation.

    Allowing players to re-roll a single stat should make the item bound to them, for lore reasons, and item value reasons.

    For example, if you’ve got bracers with main stat/vit/ar/goldfind and you want to re-roll gold-find. If this item isn’t bound to you afterwards, you’re potentially turning every one of the items that you say \if only it had X\ into a perfect roll which will just crush the top tier of items. Whereas if it becomes bound to you, you may get that perfect roll, but it’s now out of the market forever, whether you get a side upgrade or have a new character.

    In my example, I prefer that the Mystic binds the item to the currently played character. This forces you to get that lucky perfect roll more than once per account. Perfect items should still be something you get excited about, not something you should get 5 times and have for all D3 classes forever and always.

    This also creates value for items like bracers without Crit chance, because players who have great bracers who might only get a side upgrace can sell these to players who would see the value in the ability to re-roll the 1 poor stat, and attempt to get crit chance.

    Creating a secondary market helps balance the value of the \primary\ stats.

    Thank you for reading.

  9. I don’t know what the hell is wrong with Bliz the last 10 years. They seem to put their heads in the sand and think they can be innovative by not doing anything innovative.

    Why can’t they look at other games that actually has a great way to address the “useless gear” aspect. Like Path of Exile where you can take a shitty white item, upgrade it to a blue, upgrade that to a rare, boost it’s damage, add new sockets, boost it’s stats til it’s actually quite good.

    Why don’t they realise that a ladder reset every x time is a good thing for both bliz and for the players. Sure it’s a drag if you had the best stuff while on top but only the professional sellers would suffer, the rest would feel it’s a fresh start. And along with each ladder reset comes a patch with new stuff. items would have a more sticky value with a reset so bliz would make much more money.

    Why don’t they drop this rediculous skill system meant for 2 year olds. Give us stat points and skill points, make us feel like we’re building up a character like a RPG should be like. That is the BEST thing about RPG so for the love of furking, don’t be innovative by removing the best bits.

  10. The problem is in the way the items affect the characters.

    In D2 and in almost every other RPG , your character gets buffed with levels from stats that you assign , in D3 , your character at level 60 is totally useless and can do absolutely nothing , the gear has all the stats from Vit to mainstat to cc and CHD and IAS , I think having CC and CHD on gear is the biggest issue , CC and CHD shouldn’t be needed for the character to deal good damage , CHD should be capped at around 150-200 and CC should be moved to skills/paragon points/passives , some players will whine that they lost their 700% CHD and they no longer see those huge numbers but it is better for the game when these stats are capped , because then you don’t need CHD and CC on every piece that can roll them , you can simply reach the cap on certain items and the other items will be free and you can use whatever you like.

    IAS is not gonna be an issue because if they keep certain skills the same way and buff the bad ones , IAS can be good or bad for the character depending on the build , some builds get hurt by IAS so IAS isn’t gonna be the most dominating stat that items will be judged by.

    I hope we get a better glimpse at loot 2.0 at blizzcon and hope they didn’t do the same mistake thinking they can fix the game because I remember in some of the reviews they were talking and saying we didn’t add certain features or didn’t do certain things because WE THINK it is better for the game , ofcourse we don’t want them to do everything the community says but it was proven since before the release of D3 that the community knew better than the devs.

  11. QUOTE

    because then you don't need CHD and CC on every piece that can roll them , you can simply reach the cap on certain items and the other items will be free and you can use whatever you like.
    You remove the "need" for CHD and CC, but then it just becomes that you have more so-called "perfect" items which rolled the new stats that you "need" which would be mainstat/vit/allres
    
    The real way to fix the issue imho, is to raise the value of of the unused stats like thorns, gf/mf (I believe it was flux who made the point in one of the recent podcasts that paragon with mf/gf took away a lot of the decision making, people no longer had to trade in survivability for the chance to find better items), pickup radius.
    
    If we all currently KNOW that cc, chd, ar, main stat, socket, are THE BEST for each item they can belong to, then obviously raising the value of the lesser used stats will then create the situation where the decision needs to be made what stats you really want are.
    
    Example, Gold Find also increases lightning damage each enemy takes. Pick-up radius also increases all skills by 1/10th (so 25yd pick-uo = 2.5yd range on all skills).
    
    If you look at this and say, "Well I still want all my other stats", that's great, because then clearly these boosts have increased the value of those stats, without completely effecting how the game works. But in some situations may create a decision for players, and creates new and unique builds.
  12. You know, I would love, you know if one of the guests, you know, would stop overusing a certain phrase, you know, because it drives me crazy, you know?

  13. Actually stats in D2 were mostly useless. You would put a little into str, and the rest into vit. Unless you wanted to max block, in which case you would put some points into dex. You may even remember some quotes like \The paladin is only as good as his weapon\ and so on.
    What D2 had was that some builds that, while not very efficient, were gear independent. Fishymancer could just go through the whole game naked. Blizzball and meteorb sorcs were also very popular, although those were a bit more gear dependant. You could use those starting characters to amass some wealth and equip the character you actually wanted to play.

    • “Stats in D2 were mostly useless.”

      Ah, it’s good to see SOMEone remembers. Str for gear, dex for block or base, all else in vit. Every class, every time. We had just as much effective choice then as we have now, except you got to push a + button 5 times per level, and that was our “character customization.”

  14. Anyone else see gold becoming pretty much useless in HC?
    Since you will get most loot from mobs/drops as BoP, what use will be left for it?
    Gems and crafting?

    Other big problem, the dependency on mainstats. Right now if an item doesn’t have massive quantities of (str/dex/wis)+vita, it will most surelly be bad. And then after comes the cc, cd, as, etc.
    I don’t see anything of that changing with expansion? Itemization will remain the same stale boring crap with 0 diversity.

    Also, was watching RoS reveal trailer again… and realised they \sticked\ the non RoS features there… without them it becomes clear the lack of content in the expansion.

    @direfire
    That system is basically an improvment/huge expansion of the seeds that already existed in D2 with some horadric cube recipes that upgraded 1 unique normal item into unique exceptional, and exceptional into elite.

    They are adding that ring that makes a treasure goblin go pickup whites and then after X amount turn them into rare legendary… why not have that by default… or not tied to ring.

    It’s what should have been available on release!! 🙁

    Wich further raises the questions…
    On the diablo 3 original announcement they claimed that they had been playing the game for years… have they really?!?
    Or did Jay Wilson only play the game on normal difficulty? He said he loved necro, must have been full skellies build( melee ones ). -.-‘

  15. B]Trifecta monopoly must be broken.[/B] Either by capping it (not recommended), either by giving its diminishing return, either by removing the possibility of certain affixes appear on certain gear slots (same goes for stats, mentioned ‘pants of wisdom’ or ‘helm of dexterity’). [I]This is unlikely to happen, since the actual increase in the trifecta is announced both on screenshot of the items (Goblin Ring) and Paragon 2.0
    [/I]
    2. [B]Skill have to become upgradable on another way than just dps.[/B] [I]This is changing of the game mechanics, and also likely not to be implemented.[/I] Divine being considers the possibility that skill modifiers be connected with character levels, which would not break leveling phase, and at the same time, made starting skills viable in the endgame

    (example: Magic Missile damage = initial 125% + (level-skill level) * 5%; endgame Magic Missile would be over 400% and therefore viable, and skills acquired later will progress slower, or not at all; much-hated skill-tree doesn’t exist and low-level skills, which in case of the Wizard are least useful in the endgame, become viable again. Furthermore, skill-balancing becomes easy and painless in the current system)

    3. [B]Classes, as such, have to be more different.[/B] This applies to needs for every individual class – currently, The God, even without using his infinite wisdom, can easily predict what will Crusader development look like: mass strength, mass vitality (perhaps more vitality, if it is included somehow in dps, via passive or such), mass trifecta. Chose passives which increase dps in any way. Chose skills and runes which increase dps. The end. All classes follow this complex and hard-to-derive algorithm, so the new one won’t be an exception.

    To avoid this, class design had to be different in the first place. We don’t have a decent multiplayer because we don’t have a clear definition of class and its role. According to its role, classes should have strived for different types and purposes of items, to increase their strengths or decrease weaknesses. This, of course, is not the case and 3 out of 5 classes tend to use same axe, etc.

    [I]This also won’t change in expansion[/I].

    [B]The Mystic. [/B]If anyone thinks this is an improvement and a worthy addition to the game, The God orders rethinking. Rerolling one stats just makes reaching the ‘cap’ more likely. It doesn’t add quality, just quantity – drops become better and less rare. Is it an improvements? On a grand scale, no. More better items = less time needed for item hunting. Unless mystic offers something else instead of just perfecting pretty-good items, The God states that we can get along without…

    On the separate note, both “game-changing items” and mystic would fit nicely in SF mode, where the probability of ‘finding on AH’ perfect trifecta+main is much lower, actually zero…

    Divine conclusion is that Loot 2.0 will have a hard time beating current mechanics. But not much is revealed yet (even to the eyes of The God!), so there is very small chance that something is learned from many past mistakes, but heavenly being thrust into Blizzard is very low these days.

    [B]Divine pun: [/B]
    Want the game that looks more dark and depressing? Look at Blizzard announcements!
    I, Tiberius Claudius Augustus Caesar Germanicus, The God, have a limited expectation of Loot 2.0 as a whole.

    Reasons of divine doubts are following:
    – whole skill system is depending exclusively on dps, as only defining characteristic
    – any “game-changing” item will probably influence one or more skills, as opposed to “bad-old” trifecta+main, which in turn affect them all, therefore being at least similar in power, while more versatile (oh, tempora! oh, mores!)
    – each class has exactly same expectation of each item – increase in dps and hp (in some form)

    While D2 itemization allowed different expectation from, say, armour – melee class wanting maximum protection payed with higher investment in strength. On the other hand, ranged/caster classes were generally unable to wear most-protective armours, and used ones specializing in something else.

    D3 itemization allows everything to be wearable by any class, armour gives both offense and defense and there is generally a much less place for “game-changers”. On the same note, each equipment slot acts the same. In order to change this sorry situation, Loot 2.0 would have to make equipment slots far more specialized than they are now – no trifecta on virtually everything, applying to legendaries, too – or especially.

    On the role playing matter, divine being states that itemization is flat and uninspiring – each and every item just increases attack/defense. More vivid (‘visceral?’) itemization would have armour/shield concentrating on good defense (including effects like thorns), boots on speed (possibly tricks of some kind), gloves on increased attack speed, jewelry on magical properties of special kinds, unfitting a regular armour/weapons, etc. Certain parts, gloves for example could increase strength or dexterity, but intelligence??? Helm increasing dexterity is nonsensical, too! Heavenly being declares basic lack of common sense and lore knowledge expressed by Blizzard on Loot 1.0!

    99.9% comes into play here, too. What is an upgrade in D3? An item with better trifecta+main+vit. In current order of things, item even slightly worse than one used is not an upgrade, it’s not even usable, it’s 99.9%. Absolutely no finesse, no ‘this could be useful under conditions…’, nothing. A great void.

    As the weak skill system governed by exclusively one parameter (opposed to D2, where leveling of individual skills, special skill characteristic, equipment used, synergies and other skill choices, various bonuses got through charms, etc. – a much richer system, allowing more diverse ways to buff it), buffing skills though ITEMIZATION is kinda doomed to fail – each level of skill in D2 brought about 20% or more to the total skill damage (or other trait), while heavily investing had gains of several hundred percents. Divine being will compare it to possible “game-changing ring which increases Magic Missile damage twofold”

    Ok, now Magic Missile is definitely more powerful than before. It qualifies it to be more used than currently, and jumps in usage from current 1.5% to, say 7-8%. On the other hand, high level trifecta+int gives ALL skills 20+% more dps. Ok, Magic Missile is more used than before – but who will pass on the global dps increase, proc increase and resist all increase? Only item holding trifecta+main+”game changing bonus” is eligible to be considered an upgrade.

    I, Clavdivs, The God, declare that Loot 2.0 won’t increase number of upgrades, and that 99.9% items found, “game changing” or not, will remain useless. Interesting maybe, but not really useful and not really an upgrades.

    Furthermore, heavenly being in its infinite wisdom post rules which has to be obeyed, in an unlikely case that Blizzard wants to make game interesting and more balanced:

    1.

    Trifecta monopoly must be broken.
     Either by capping it (not recommended), either by giving its diminishing return, either by removing the possibility of certain affixes appear on certain gear slots (same goes for stats, mentioned 'pants of wisdom' or 'helm of dexterity'). 
    This is unlikely to happen, since the actual increase in the trifecta is announced both on screenshot of the items (Goblin Ring) and Paragon 2.0
    
    2. 
    Skill have to become upgradable on another way than just dps.
     
    This is changing of the game mechanics, and also likely not to be implemented.
     Divine being considers the possibility that skill modifiers be connected with character levels, which would not break leveling phase, and at the same time, made starting skills viable in the endgame 
    
    (example: Magic Missile damage = initial 125% + (level-skill level) * 5%; endgame Magic Missile would be over 400% and therefore viable, and skills acquired later will progress slower, or not at all; much-hated skill-tree doesn't exist and low-level skills, which in case of the Wizard are least useful in the endgame, become viable again. Furthermore, skill-balancing becomes easy and painless in the current system)
    
    3. 
    Classes, as such, have to be more different.
     This applies to needs for every individual class - currently, The God, even without using his infinite wisdom, can easily predict what will Crusader development look like: mass strength, mass vitality (perhaps more vitality, if it is included somehow in dps, via passive or such), mass trifecta. Chose passives which increase dps in any way. Chose skills and runes which increase dps. The end. All classes follow this complex and hard-to-derive algorithm, so the new one won't be an exception. 
    
    To avoid this, class design had to be different in the first place. We don't have a decent multiplayer because we don't have a clear definition of class and its role. According to its role, classes should have strived for different types and purposes of items, to increase their strengths or decrease weaknesses. This, of course, is not the case and 3 out of 5 classes tend to use same axe, etc.
    
    
    This also won't change in expansion
    .
    
    
    The Mystic. 
    If anyone thinks this is an improvement and a worthy addition to the game, The God orders rethinking. Rerolling one stats just makes reaching the 'cap' more likely. It doesn't add quality, just quantity - drops become better and less rare. Is it an improvements? On a grand scale, no. More better items = less time needed for item hunting. Unless mystic offers something else instead of just perfecting pretty-good items, The God states that we can get along without...
    
    On the separate note, both "game-changing items" and mystic would fit nicely in SF mode, where the probability of 'finding on AH' perfect trifecta+main is much lower, actually zero...
    
    Divine conclusion is that Loot 2.0 will have a hard time beating current mechanics. But not much is revealed yet (even to the eyes of The God!), so there is very small chance that something is learned from many past mistakes, but heavenly being thrust into Blizzard is very low these days.
    
    
    Divine pun: 
    Want the game that looks more dark and depressing? Look at Blizzard announcements!
  16. If an item is so unlikely to have value that you don’t even pick it up, then the % is too low. If you pick it up hoping that it’s something worthwhile but it often isn’t, then the % is right.

    Currently, nobody picks up white items and virtually nobody picks up blue items. Those could use a boost of some kind to make them at least slightly valuable.

    Most/many/some people pick up at least some yellows, whether it’s to decompose them, sell them, or use them. Those are probably about right (though improving them somewhat wouldn’t be a bad idea either).

    Similarly, the lower quality gems are useful at low levels for noobs, so it’s appropriate for them to drop in Normal mode. If they continued to drop in Inferno, that would be bad.

  17. Someone above nailed it. can’t find the dang post to reply to now tho. You can’t remove CC and whatnot. But you can introduce other balanced affixes that are desirable. Thorns being useful would certainly be one. I loved the thorns aura on my pally in d2. When the number got high in that skill, it was pretty sick. 20 points in it gave 1000% thorns damage. It’s only downside of course was it was only good against melee. Add another affix then for reflect missile, balance those 2 out and it would be pretty sweet. The numbers have to be big tho to be fun.

  18. Boa and boe will simply delay the inevitable situation where nothing of value is dropping. It works so well in wow, but that is partly due to them constantly adding new content so the rewards are well paced. D2 got around it by ladder resets.

    I do think more binding will be good for diablo, but there are deeper issues that must be addressed to keep the loothunt going. Runes were great in d2 because you were always creeping toward that godly runeword. The crafting system really needs to be beefed up so you feel like you are getting closer to that gg item. Essence farming is good, but a stack of 500 does not feel like a vex rune.

    Economic stagnation will continue to be a prpblem in d3 without either a ladder or economy reset, or continually adding new content like wow does.

  19. Here is an idea for removing items from economy.

    Have yet another crafting material that is only attainable by salvaging the best of legendaries (and perhaps chance to get from best of rares) Use this material at the mystic to add a random legendary affix to an item. Perhaps even make it so it requires several of this material since adding an affix could make a item much better.

    Might need some fleshing out but I think it seems like a good idea.

  20. When there are no tiers of items, everything falls within the same boundaries and on the same level. All the good stuff is at level 60. There are no steps along the path to Best In Slot, which is why the gear progression and, as a result, itemization in D3 feels so shallow.

    Look back at how D2 did it. A lot of the very useful items that people hunted and traded for were not lvl 99 items, not even close.

    Jalal’s – lvl 42
    Homunculus – lvl 42
    Oculus – lvl 42
    Titan’s Revenge – lvl 42
    Herald of Zakurum (HoZ) – lvl 42
    Bartuc’s – lvl 42
    Arreat Face – lvl 42

    All very useful items and very versatile and could easily see use for 30+ levels until you found something better, of which there wasn’t much until you made an epic runeword item.

    There are tons of other items that were useful (and therefore maintained a certain value) but not necessarily the best in slot such as Shaftstop, Vampire Gaze, Raven Frost, Tarnhelm, Cat’s Eye etc etc etc. None of which were high level items but could be found relatively early on.

    Having items of varying usefulness and power scattered throughout the game instead of all lumped together at the end is a much better way to handle itemization. And if they feel so inclined to lump them all together at the end, there needs to be a change in the way the game is currently so that progressively harder modes, stages, bosses, monsters whatever; have progressively better rewards. The greater the challenge the greater the loot.

    And ladders would be nice.

  21. If the blue is quoting previous diablo games as a standard here. It is worth mentioning there is a list of gear that can be found in Nightmare, that can serve as endgame budget get in d2. Gear found in nightmare in d3 is entirely worthless when it comes to the d3 endgame.

  22. QUOTE

    YES!! Finally someone gets it.
    
    Whatever stats really matter - skill points in D2, cc/cd in D3 - there is a natural economy and diminishing returns as everyone goes for those. An option is to push the trade off idea further so players have to decide.

    No. There is a ridicilously simple solution of not making individual stats that are the best for everyone.

  23. I don’t mean to be nit picky, but does the chance that you’ll find an upgrade stay the same in loot 2.0?

    Seems like they’re trying to say all the right things, but, in the end, dependence on the AH is something do not want to change.

  24. I hate the idea of bounding items. I want trade my items !

  25. I would like to see BoE, but after x minutes of it being equipped. The idea would be that I could try an item for 10 or 15 minutes just to see if it really will work with that new build I’ve been wanting to try.

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