How to fix itemisation

As I’ve put in other posts. The itemisation of D4 is disappointing. It’s more Diablo Immortal (with some D3), and honestly, this is not a good thing.

There is a relatively simple (as an idea) fix to this to make itemisation better, sticking closer to the vision but making it more enjoyable.

One of the most successful itemisation systems in ARPG for enjoyment was in Diablo 2, and that was with Runewords. Path of Exile copied this idea for a reason…

But, we don’t want to make D4 into a Diablo 2.5, much like we don’t want it to be as it is currently; Diablo 3/Immortal.5.

So, we keep Legendary Aspects. Sort of. But, we remake them into a 2-4 variable logic flow.

IF x
Then y
andif a
Then b

In English as an example…

If there are 3 or more close enemies
Then Stun them for 2 seconds
And if more than 4 close enemies are stunned
Then release a fire nova doing [x] damage

But, each of these variables is individually extractable.

So, let’s say we choose to extract the “If” variable, and there is a [x%] chance we get another random variable from the item too, but otherwise, the rest are lost, and the item just becomes a basic rare (yellow).

But now we have an Aspect Shard of “If there are 3 or more close enemies” that we could craft into another item.

Now, let’s say we removed a “Then” from another item that says “Heal for [x] per close enemy per second” and we removed an “andif” that says “If you heal for [x] health within 1 second” and finally we took another “Then”, and it said “Release a blood nova doing [x] damage”

So, we put all those shards into socket slots of, let’s say, a [rare] chest armour, creating a Legendary item with some other stats but with the special aspect as per the shards giving us:

If there are 3 or more close enemies
Heal for [x] per close enemy per second
If you heal for [x] health within 1 second
Release a blood nova doing [x] damage with [x] cooldown

But because we combined the right shards of “Heal” and “Blood Nova”, we’re now creating something slightly better than the basic Legendary Item. Greater than the sum of its parts, as it were, and now there is an additional effect.

If there are 3 or more close enemies
Heal for [x] per close enemy per second
If you heal for [x] health within 1 second
Release a blood nova doing [x] damage with [x] cooldown
The blood nova enrages your inner wolf, shifting you into a Werewolf where your basic attack becomes a werewolf skill for the duration and will do +[x] damage with [x%] increased attack speed for [x] seconds.

This then gives loads of options to CRAFT items to better fit your build or desired build. Whether it is just putting useful bits together for a basic Legendary or finding the right recipe for something more special.

And, importantly, these Aspect Shards need to be TRADEABLE.

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I totally agree with these first paragraphs, but I do want rune words and set items, exactly like in Diablo 2 or very very similar to it.

Diablo 2 itemisation is brilliant, it is from 20+ years ago and it is still working. Compared to other ARPG games (including Diablo 3 and 4), it is the best itemisation by far.

To fix the itemisation in Diablo 4 you should take the ideas from Diablo 2, not from Diablo 3. It is as simple as that (maybe the implementation is not simple but you know what I mean).