Hello my name is HawezarHC and I have an issue with the Itemization of d4 mostly the bland feeling of gearing in itself. I know we’ve only gotten an early game touch, BUT there should still be stats we wanna chase depending on the class we’re playing across the leveling experience. Use diablo 2 for an example when using Caster classes you get excited to see Faster Cast rate on an item. Even early on it gives a huge feeling of power increase. Same with attack speed for melee classes. I wish they would add FCR in the game I think it would help with interesting choices in gearing, but I’m sure fundamentally it couldn’t be done.
I agree that many affixes are not exciting. FCR and FHR…etc were awesome!
Updated impression of itemization, as the more I played through teh BetA the less I liked it, what I think I saw.
Smart Loot 3.0:
- Rings have 2 resists always (just a combination of resists, that is teh primary stat)
- Panst primary stat alwasy the same, some stupid potion effects are x when you are injured
- Amulet All resist = X where and upgrade is x.x better than the last
I absolutely hated the fact that primary stats are always the same. It made a litlle more sense with weapons where one type of weapon is life on kill and another is critical damage for example, but for the most part the primary attributes are redundant across gear.
Add to that, they didn’t go full smart loot and make everything drop say INT for a sorceress. It’s hard to tell the full range of stats as you can’t see enchanting but because the primaries are effectively locked it’s kind of limiting it to say, 3 for a rare plus some really underwhelming 2x gems on a perfectly rolled item.
Does it not also seem wierd that a gem might be Primary Skill does 20-50% more damage (probably on a higher level gem) on a secondary throw away affix. Can imagine that scalling really good when compared to other stats.
Legendary Items
Listen I get that legendary items in the early game maybe were buffed for drops and if you get less it might be more imapctful, however.
In Diablo 3, you get maybe one legendary item in the first Act (normal) it was a meaningful drop and if you get a legendary roll that is a class item, you feel like it’s a god tier drop. Base don my experience in the Beta this is definitely not going to be the case.
Example: I got a ring that cause my spell *blood surge I think, to have a secondary explosion thought it was super dope to get this drop, I used it once to realise the resources spenders damage was worse than corpse explosion anyway even with teh secondary explosion ![]()
So what i am trying to say, they really need these early game drops to be rare and impactful, but they just aren’t now because the legendary affixes early even when class based are just not having impactful power.
*Maybe it’s the skills themeselves
*Maybe it’s the tuning
*Maybe the items suck
But, something needs to change.
First of all. IAS and FCR is already in the game. Sure, not on all items and affecting some of your skills, not all of them.
Secondly, in D2, just seeing FCR/IAS weren’t that exciting unless you knew the frame caps and were close to reaching one, before that they did nothing.
That said. I can agree that D4 first and foremost need a dictionary explaining all stats and how they affect your character…and out of the legendaries I got(one with IAS to basic skills) none of them really felt…legendary
Not sure if OP understands that attack speed exists as an affix here in d4. No reason to separate FCR from attack speed the way d2 are if the function of the 2 stats are the same.