What makes the item system so bad?
#2
Pretty much, yep. By making stats more important (they really weren't in D1 or D2 you got as much as you needed to equip the unique/set/runeword that were you targeting and then dumped in vit) they made the best min/max options much more obvious. So doing a good thing that people wanted hurt something else. I've posted about this before. Most of the complaints people have are because they fixed things that were bad in the previous games. Law of unintended consequences and all that.

As others have mentioned, the way to bring back what you and many others liked is to up add more, or up the value on, the "other" affixes. If you could stack reduces movement to a meaningful level, or chance to blind, or whatever, items become more interesting. This is actually what they did with the legendaries. Gave them unique effects that actually do something because they pumped the values.

As others have said I really think the smith is a big solution to much of this. Pay to modify a stat. Or use several gems to in a recipe to guarantee specific stats.

But since stats have been coupled to damage it changes the equation from the other games. In D2 the only meaningful way stats upped your damage or lowered the amount of damage you took was via +skills or resists (or giving enough dex/str so that you could wear some other item that did this) the defense of the item was fairly meaningless, etc. So the other D3 option is to decouple all that, but then you kill much of the beautiful scaling of skills that exists now.
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It's all just zeroes and ones and duct tape in the end.
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RE: What makes the item system so bad? - by Kevin - 08-25-2012, 12:11 PM

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