You may or may not agree with me, but this is how I feel about current itemization in Diablo 3. Also, sorry for the wall of text The most honest and spot-on definition of â€Diabloâ€ I have ever seen is this: it's a â€glorified slot machineâ€. At first, the player is thrown into a world of slaughtering all kinds of monsters and demons using variety of different, interesting skills and spells. On the side, the game introduces a story to keep the player going on, at least for one full playthrough. While the aforementioned things are fun, they will not carry on for a long time. The game will slowly turn into a repetitive clickfest. For this reason, the game tries to get the player hopelessly hooked on a carefully crafted item system. When someone says â€Diabloâ€ is all about the loot, this is what they mean. A system, in which you get addicted. At the moment, in Diablo 3, players hardly ever find items, which make them squeal in joy. Items, which make people play more and more and more. Over and over againâ€¦ just to find that next item made of pure awesome. Item, which might be right around the next cornerâ€¦ just one more run. Iâ€™m not necessarily talking about very powerful items â€“ it could be that, but the item could simply be cool beyond all imagination, or really make the player think: is this item good? Would it be good, if I changed my skill setup to something else? Basically, the item is special in some way (looks, utility, the overall package, anything really). Diablo 3 in its current state does not generate that feverish item-addition in people well enough. This is a serious problem, because once the freshness and novelty of storyline, new skills and areas has worn off, items are the only thing which remains. If the items are boring, the longevity of the game is killed. Legendary and set item play central role in this all. Traditionally (and also for a reason) they have stood out of the churning mass of loot, which the game throws on the screen. Often they have been a rather clear cut upgrade, or at least they provide a noticeable difference (like freeze target on armor, but no other significant mods, etc). On top of that, they give players a goal to aim for. Exactly like with those slot machines â€“ on the side of the machine reads â€get combination X and win Yâ€. Player knows there is something in there, waiting to be found. They want to get that special â€somethingâ€. The core of the item system cannot depend too much on magical and rare items â€“ they are too random and chaotic. Legendaries and set items have offered players a landmark and point of reference in the sea of randomness, creating a steady foundation from which to reach further. Rare items are best fit to be those ultimate â€jackpotsâ€, the best items in the whole game. Of course, rares can be good (or even great) at any level, but you can never count on them in the same way as you can count on legendaries and sets. Using magicals and rares to get people hooked on the game is much harder and uncertain. I think Blizzard failed, when they added even several totally random modidiers on legendaries, because it blurs the players view even further. The random modifiers on legendaries may drastically change the item and turn it into something totally different. They are much more likes rares now. In the past, modifiers on legendaries were fixed, and their numerical values were randomized inside a preset range. A legendary item always served it's specified purpose, better roll simply did the intended thing a bit... better. Legendaries were rarely a total disappointment, or at least they dropped often enough not to drive players crazy. In previous games of the series, the feeling of boredom which now plagues players, set in when you felt all the items had already been found, and those few missing pieces were unbelievably rare or such minor upgrades, that finding them didn't motivate into clicking marathons. Again thinking about the slot machine, there is no more significant winnings in sight, just endless clicking of buttons. This is when people move on to other games, take a break to return later, or delete what they have and start anew. Comparing the state of Diablo 3 to a slot machine: almost every time, when you put 1 coin into the machine, you get 0-2 coins. Sometimes you get 5 coins, but rarely, if ever, more than that. By inserting 100 coins, one by one, you get back 110 coins. Sure, you continuosly â€upgradeâ€ your situation and it is profitable, but it's not fun. In earlier Diablo games you might have got long dry streaks, but then you really hit the jackpot, and your eagerness to play the game was renewed... until you had seen all of it (which took years). Diablo 3 does not take player on such item tour. Players are slowly inching few stats higher, item after another, and there is "no light in sight", figuratively speaking. I feel Blizzard has spent too much time balancing items perfectly â€“ i.e. you can never find item, which makes the game too easy (even for a little while) or does something special. This seriously sucks out the fun out of finding items. It becomes a chore instead of being addictive. Item drop rates, modifiers and all related stuff needs to be rebalanced and expanded. Ultimate goal is item system, which is fun, addictive, and offers dozens of viable endgame items of multiple qualities for each slot. It is hard to pull off, but if Blizzards wants this game to become a evergreen classic like its predecessors (and surpass them), it has to be done. Fortunately, the game is solid on other fronts, offering Blizzard a good base to build upon.