SnickerSnack
Diabloii.Net Member
Well, there are no runewords for rings/ammys/boots/gloves, and the runeword helms do not always beat rare (or even blue) helms. For a light sorceress, a good caster blue circlet is king for pvp. So, I have to somewhat disagree. For weapons, of course, a good roll on a Grief BA is great and no rare will beat it (afaik), but I did say 'some slots.' And even then, a great roll on a rare could still rival good runewords in some cases. There's a rare polearm posted in the D2 SPF that rivals Breath of the Dying. As I recall, it's a rare eth Great Poleaxe with Cruel and other good mods. It then has a Zod and two Ruby Jewels of Alacrity. (I'll try to find it if you'd like to see it.) As I said, I think that rares should have the potential to be the best.That was only true in D2C in my opinion. Nothing beat the high-end Runewords. The important thing was that Rares were still viable in the endgame, Uniques weren't required. The difficulty system completely changed in D3 however, so comparing item viability with D2 is near impossible. The new difficulty settings are more gradual and personally I think it's fine to keep the highest difficulty in a system like this for people with absolutely über gear. If D2 would have had something similar to Torment 6, Rares would have been pretty useless there as well.
I think Brother Laz's Median mod proved that people are absolutely fine with using only Unique items in the endgame, provided that they are diverse and interesting. I think D3 is moving in a similar direction. We'll need more interesting endgame challenges and a constant supply of new Legendaries after the release of the expansion.
That's not to say that Rares aren't still useful in D3. Quite a few Legendaries landed in my stash when I played on the PTR, just because they didn't have the stats that supported my Cold Wizard build. True, I didn't have access to Enchanting, but rerolling stats would have benefited my Rares as well.
Also, I think saying that rares would be useless in D2 if D2 had some difficulty comparable to Torment 6 is a meaningless argument. If D2 had Torment 6, it'd also have even better rares. Maybe I don't get your point there.
Overall, you're right, I guess, but I think rares (i.e. items with no unique stats) still need to play a significant role in end game items. I think that it adds to overall item diversity. I think one problem was that D3C tried to use legendaries to fill that role, which was a dumb idea, if that's what they were going for.
I don't think it should be a lost cause. It worked just fine in D2, which is kind of my problem with leaning away from it. Adding more options is fine, up to a point, but I don't see why they've removed this perfectly fine item mechanic.It is, but it probably is a lost cause.
I kinda think it would be nice if crafted legendaries could carry the torch though.
The role of rares will be stuff to use while looking for something better (which is not entirely useless either).
If your only choice is to use legendaries with various special effects, it feels like an important choice is missing.
You only have the choice of which crazy legendary effect to use, never if you actually want to use a crazy effect at all.
Adding more meaningful choices pretty much always improves a game, so it seems like such a no-brainer.
OTOH, if they now see rares as a go-between for the mid-game, well......okay. I don't see why, but okay. I played D2 a lot. I have characters that would fly through /p8 games with nary a scratch using a decent mix of rares, uniques, runewords, and the occasional blue. I liked it that way.
Why do you wanted crafted legendaries to fill that role? We already have crafted items (which used to be orange); why shouldn't those fill that gap? I suppose it doesn't matter too much, but I guess I like to see some color diversity on my paper doll? Maybe I'm still thinking that legendaries are supposed to be like uniques, which somewhat fixed roles whereas rares are more fluid (and more random) to fill in the gaps.