maka, on 06 February 2013 - 04:23 PM, said:
PiousFlea, on 06 February 2013 - 04:41 AM, said:
Changing itemization to make items higher quality does NOT make it more interesting or fun. Look at WoW. Every max-level DPS item is the equivalent of a D3 "Quadrafecta" - they all have Stamina, Primary Stat, and at least two of (Hit, Crit, Haste, Mastery). Itemization is very boring in WoW because every ilvl 496 epic is very similar in power to every other ilvl 496 epic. If every single item that dropped was awesome, then "awesome" very quickly becomes "boring".
What D3 needs is the opposite of super awesome items that appeal to everybody. What D3 needs is items that are more specialized and appeal to a very narrow niche.
As long as everyone wants exactly the same gear, everyone will compete for the same few stats. A relatively small difference in stats leads to an immense difference in sell price - just look at the sale prices for any Legendary. Even more importantly, there is nothing interesting you can do with gear. Unlike D2, you can't stack gear and turn an underpowered variant build into a decent farming build, or turn your class into a totally different class.
The best thing for Blizzard to do in an expansion pack would be to greatly nerf stats that benefit everyone (Primary stat, ASPD, CHC, CDB) and buff or add new stats that benefit specific skills, builds, or playstyles. (For example, "+% to Summoned Creature Damage", "+% to Single Target Melee Attacks", "+% to Bleed Damage", "+% to Damage over Time Spells", "+% to Ground Targeted Spells", "+% Damage to Enemies 30 yards or further", "+% Proc Damage", "+% Damage vs. Stunned")
Right on target. +1
Agreed, Maka. Although I think I've said that a few too many times in the recent weeks.
I've been thinking about "itemization" a bit myself recently and I began to realize that D2 items simply had more flexibility because there weren't really a ton of damage-increasing affixes. You basically had attack speed, +skills, and a few other affixes which were not very prevalent. This ultimately led directly to things like faster hit recovery and cannot be frozen becoming popular stats (most people I knew wanted 40% FHR).
The system in D3 allows for 6 affixes on the best rares. But how many of those affixes have to roll into primary, IAS, crit, critdmg, or sockets for it to be a viable piece? After a long retrospective I think we have TOO MUCH offensive variety of stats. Movement speed is far too good of a stat to the point that I'd draw some comparisons between movement speed and Teleport in D2 (where Enigma was so good for the 6 classes who didn't get Teleport).
This reminds me a LOT of the consolidation and ultimate removal of the original talent trees in WoW. "Pick 5 of these 11 choices" is not a valid choice when 7 of those 11 choices are absolutely mandatory for better DPS. That's exactly how D3 items are right now - you have 6 possible "choices" for each rare... but 3, 4, and sometimes 5, of those choices have already been made for you.
What we need is fewer of those pre-made choices and more of the other stuff. I like having resist all on my gear. I like having vitality on my gear. I'm a WD and I like my pets and their survivability only helps me stand still and faceroll more. But if you add vitality and resist all onto the pieces that I've been talking about you're looking at rolling some exceptionally-rare items.
Conceptually, we're looking at the fact that items don't have enough "room" to include all the offensive things we know we want, but also the other, more-survivability-oriented things we know we'd like to have. Just look at Reflects Damage as a symptom. Reflects Damage only is an issue because our offense has scaled up so quickly compared to our defense. If they scaled up at roughly the same rate it wouldn't be nearly as big of a deal. But most of our defenses right now are the same as they were 6 months ago... but our offensive capabilities are double, triple, quadrouple, hell in some cases possibly 10x, what they were 6 months ago.