With drop rates like we have in D3, this would exascerbate the problem of dusting legos left and right, but I think it would lead to less useless legendaries, which means you can make them more rare and exciting, like Diablo 2. I would like to see legendaries with more static affixes, with the variability being the roll they get for each affix. When a slot must have specific affixes with good rolls, the fact that every affix is random results in the Legendary grinder we have today - after a couple weeks in a season, you know most things you find will be forgotten… souls. The above ‘problem’ makes this one even worse. Crushing Blow and Deadly Strike were something a spellcaster had no use for, but a weapon based class would. In Diablo 2 you had IAS and FCR for attack speed and cast speed - I don’t think any builds needed both. Some more bits about itemization in #4, below.Įdit: Another bit about these affixes is that nearly every build needs them, from casters to melee builds. This could make room for other affixes, maybe completely new ones. It seems to me like they should get rid of crit damage as a stat and just make it a flat 50, 75, or 100% bonus, with certain items and skills being able to tack on a bit extra. it isn’t much fun to stack on gloves, amulet, rings, helmet, bracers. When you have 45-55% crit, they become an expectation instead of an event, and stacking up to CHD of 450-550 also means non crits feel extremely weak. These usually arent very ‘fun’ and don’t have a huge impact on how the game plays. I wanted to list out some things that i think are opportunities to improve upon when moving to Diablo 4, but having played the Demo, i don’t think are being addressed. I think of it more as embracing what was laid out and trying to make the most of it. Loot 2.0 vastly improved what we had in vanilla D3, but it didn’t reinvent anything, or really fix core problems. Diablo 3 suffers from several problems, but i think the biggest issue is itemization.
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