

In contrast D2 LoD is balanced around non-build defining, objectively strong items. Loot aquisition should always be the main focus. Problem is, I don't think ARPGs should revolve around crafting. It's all a balancing act in the end, but they have done an exceedingly good job at it. Most of which are niche and have both negative and positive effects to ensure they're never truly best in slot for every build. Path of Exile has nailed a system where elusive, hard to get/craft rares are king, but there are plenty of legendaries that exist to open up new playstyles and build opportunities. how d3 works) then you have a fundamentally flawed system. If you require a 5 piece set in order to make a skill viable (ie. Uniques are completely fine how they are only a few of them need a buff.Įvery game has their ups and downs, but baseline I think every skill should be viable without requiring build-defining items.

Allow +skill staff mods to roll on lower bases (eg.Make the currently useless affixes actually useful (eg.If it were to be improved, my suggestions would be: The magic/rare item system is mostly fine right now, if you ask me. It's one of the main reasons most D2 players were so disappointed with D3, even if they enjoyed some aspects of it. Having a single type of rarity that just makes all others useless is not a dynamic system. He goes into detail about why he loves D2's item system, and how it just isn't the same in any other game. MrLlamaSC spoke about this in a video or two. One of the things a lot of players love here is how each rarity has its place in the game.

That would just make whites useless again, and probably make all uniques useless too. I really don't want runewords socketable into rares. I didn't downvote you, because I like the discussion on these things, but man the community very much disagrees with you lol. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
