Item Power and Rarity This is one of the big things that bugged me about D2- To have anything remotely good, you were required to either have amazing luck or just start grinding away for hours on whatever boss or area. To have anything truly powerful, the only choice is to grind away for even longer. Without some degree of re-running areas, the game can range from slightly annoying to practically impossible to play. Now, I'm not for eliminating rare and powerful items. All I want is for the power gap between untwinked and maxed out to be just that- a gap, not a giant chasm. Running bosses should still be an option for those who want to be stronger or be the best, but it shouldn't be so much a necessity as it is in D2. It shouldn't be forced. My dislike of grinding is not the only reason I suggest the gap be reduced. Note: Bolded titles. Use them to avoid massive quote-block replies, or if you're just feeling really tl;dr. A large power gap is hard to balance. When balancing a game, the developers need to have some idea of how the player is doing at whatever point they're at. However, how exactly is this supposed to happen when your top end is orders of magnitude more powerful than somebody playing untwinked? With a large enough gap, you end up with very frustrated untwinked players and very bored maxed out players. Please note that the power disparity is not based solely on the numbers themselves- they react with each other. If you have better defensive stats, you can play more aggressively- do more damage. If you have better offensive stats, you don't need to worry about defense- things die before they can land a hit on you. With this in mind, even if the individual items at the top end have stats only 10% better than average, somebody with everything maxed out could still end up twice as effective overall (an example, not a proposition!). EDIT: THE 10% IS AN EXAMPLE PULLED FROM NOWHERE. I AM NOT BY ANY MEANS SUGGESTING "ONLY 10% BETTER" SHOULD BE THE RULE. STOP QUOTING IT ALREADY. Rarity is not balance. A lot of people seem to have the idea that if something extremely powerful is also extremely rare, that it is balanced. Would hammerdins still be overpowered if only a handful of people played them? Would a cheap tactic in PVP be any less cheap if you only encountered it occasionally? There is no way at all that an overpowered item suddenly becomes perfectly balanced just by giving it a million-to-one drop ratio. All that happens is that you don't get to see it being unbalanced as often. And as time goes on, you will see it being unbalanced more and more often. People keep the things they find. Rarity does not last forever. A large power gap prevents effective coop. Ideally, everybody in a coop game should feel like they're doing something useful, and that they aren't being held back by somebody in their party. Now, imagine in D2, a well-geared character playing with somebody completely untwinked. The well-geared guy feels like he's babysitting the other player, and the untwinked guy feels like he never gets a chance to do anything. The only way this counts as coop is that they're both usually on the same screen. This kind of thing is why coop servers for FPS games tend to respawn players with something better than the default starter pistol. Large power gaps discourage PVP. I've heard numerous PVPers say that they got into it because they got bored with PVM. Okay, so what about the guys who "got bored early"? They want to try PVP, but they don't have the items for it. Sure, an experienced PVPer can do well without godly gear, but a new PVPer doesn't have experience. And if he doesn't want to go boss farming for several hours, he doesn't have items either. His only choice is to lose, which obviously isn't very encouraging. I've never done any serious PVP because of this. I've looked at PVP guides, and all I could think was "I'll never have that stuff. I wouldn't stand any chance at all," and gave up right there. You could assume that I'm the only guy that did that, but think to yourself, are there more? You can't just pick up the game. Like I said at the beginning, playing the game without twinking or re-running to some degree is a great deal harder than normal. An untwinked run is possible, yes, but here a problem arises. Possible does not mean practical, nor does it equate to fun. Technically, anything that can do damage can beat the game. But how many of you would like taking two hours to clear a single area? Thus, some setup time is needed, via item farming. It's hard to get into a game, and even harder to get back into a game if you know it needs a lot of setup time in order to be fun. Hacking and cheating is made worse with a large power gap. With the previous points in mind, it's painfully obvious why somebody would resort to cheating if they don't like grinding. So, with a huge power gap, we have a huge incentive to find dupe methods and create bots. "Oh, but D3 will have better security!" is the usual response. I don't want to be pessimistic, but simply assuming that nothing will ever get through, or that it will always be dealt with immediately is a bad idea. Even if that holds true at the start, what about a couple years down the line? We need some damage control, at least. Something will get through eventually; it shouldn't be allowed to entirely wreck the game's balance once it does.