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The Problems with Itemization in Diablo 4
디아블로 IV
2024/01/08 시간 15:09
에
silec
에 의해 작성됨
The community has voiced their feedback regarding Diablo 4's itemization since day one, critiquing many aspects of its current iteration. In response, Blizzard has made itemization one of their major focuses to be fixed in the coming months. While those changes aren't expected until tentatively Season 4, we're taking a look at the problems that exist with itemization in Diablo 4 and contemplating a few possible solutions.
Unique Items Tier List Diablo 4 Item Database
General Itemization
Diablo 4 has 5 different item qualities: Common, Magic, Rare, Legendary, and Unique. These five qualities are the core of the itemization process: without the different rarities, the current itemization system falls apart. Between affixes that only appear on specific Unique items, to the Legendary Aspect system, there are dozens of places that the itemization in Diablo 4 can show weak points, given its level of complexity. The community has been quick to point out the general issues regarding the current itemization in the game as well:
There are too many niche, situational affixes that boil down to "damage" or "damage reduction", leading to fairly severe affix bloat.
Item qualities such as Common or Magic serve no purpose in the game other than being sold or salvaged (aside from the very beginning of the game).
A lack of chase items (or making those chase items so exceedingly rare that the ability to chase is drastically impaired) leads to drops not being exciting for the average and hardcore player alike. Even though Uber Uniques exist and can now be considered chase items with the introduction of Uber Duriel, these Uniques are still heavily flawed in design - mainly because of the acquisition from only one source - and some builds can't even fit these Uniques in because another build-defining Unique shares the item slot.
Making Uniques tradable and letting you find items for all classes could make item drops more meaningful; even if you find items that you don't need for your class or build, finding a great item would still mean something.
Uber Duriel is currently the only reliable way to get Item Power 925 loot and the elusive Uber Uniques (
한아비
,
궤멸자
,
셀리그의 녹은 심장
,
할리퀸 관모
,
안다리엘의 두개골
,
별 없는 하늘의 반지
, and
아발리온 - 라이칸더의 창
) - meaning extensive farming (or outright purchasing from other players) of summoning materials is required.
Manually reviewing and comparing each piece of loot while analyzing affixes just isn't fun.
The effort required to gain absurd amounts of loot is either far too high or far too low - take, for example, Season 2's Blood Harvest event. Having loot explosions such as this that can easily fill an empty inventory add to the loot fatigue players are experiencing. Requiring some effort to be put in to gain this much loot this quickly would be much more balanced overall, instead of standing in one spot as the community chains the events together.
Legendary Aspects
Legendaries are very similar to Rare items. Their affixes are fully randomized with an added Legendary affix that can be extracted. Due to their randomized nature, many Legendaries are just used to extract their Aspect. Even if you have a perfectly rolled Aspect on a Legendary, if the affixes are useless, that item becomes Occultist fodder - effectively removing any excitement from Legendary drops, and making Rares inexplicably the "best" base item rarity.
Diablo 4 also has many Legendary Aspects that don't see any use at all, and require a rework in the future. A few that come to mind are
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,
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,
위상 흡수되는 양식의
,
위상 폭풍우의
, and
위상 불시의
. Some of these have too specific requirements, long cooldowns, are too low in power, or their random proc chance makes it worse than choosing an Aspect with more reliable uptime. With these Aspects often littering the drop pool, player fatigue is increased even more - so that a shower of Legendaries turns into "maybe" one useable one, and not a whole lot of excitement.
Uniques
Many Uniques in Diablo 4 are stronger than Legendaries. However, when Uniques were originally designed for Diablo 4, they weren't designed to be stronger than Legendaries - the original intent was to not undervalue the Legendary drops altogether. Lead Class Designer
Adam Jackson mentioned in an interview
that they were afraid that Legendaries might become obsolete if Uniques were too strong. They added that this is currently not a problem in Diablo 4, but will eventually become one as more Uniques are added to the game in the future.
Adam Jackson
We were afraid that if we make Uniques way more strong then everyone is only going to want Uniques now and Legendaries are going to fall off. And then every build is going to all slots Uniques and everyone looks the same.
Uniques are the current chase items of Diablo 4. They are build-defining and thus often very niche. They cannot be traded, and many of the Uniques are oftentimes just sold to vendors unless you are trying to go for multiple builds with a single class. In previous iterations of Diablo, Unique items were both incredibly strong
and
tradeable: your build might not use a Bul-Kathos Wedding Band, but someone else definitely would. Many players point out the lack of excitement when hunting for items in the loot-centric game that is Diablo 4, because if you have a great Unique drop that you just don't use, you can't even use it to trade for something you
can
.
More modular Uniques could help with Unique itemization in the long run. There is a potential that fewer Uniques would feel useless when going for a specific build. They might not be the best item for an item slot, but could at least be usable during character progression. Blizzard recently
said in an interview
that they are very open to the idea of making more modular skill customization, e.g. having an effect that says "Your projectiles return to you", but these things are hard to implement due to bugs, performance issues, and balancing. With class balancing already being something on the forefront of many players' minds as well, this provides a unique challenge in tandem with itemization.
Possible Solutions
Itemization as a whole is such a deeply intertwined system that any changes and solutions to current pain points have to go through many layers of revision to ensure that they'll actually work long term. While we can't claim to have all the answers, the community has brainstormed quite a few different solutions to the current itemization fatigue.
Use Common items as a base for item crafting to give them a purpose. The beloved Runeword system in Diablo 2 utilizes a variant of this, in which only common, non-magical items with sockets can be used to craft powerful Runeword gear. This would cause at least some excitement for potential gear upgrades instead of having Common items be auto-skip when they drop. Runewords don't need to be used necessarily though: a brand new crafting system, which is currently not in the game at all, would be just as exciting.
Give Magic items the possibility to roll with higher item affix ranges than any other quality. This could unlock the potential for more unique gear combinations: short on resists? Find a really beefy Magic item with higher rolled resistances to take care of it all in one slot!
Buff or rework underperforming Legendary Aspects - with so many interesting concepts, it would be a shame to leave many Aspects in the dust and seen as unuseable by the playerbase.
Remove situational item affixes that no one uses. Item affix bloat and fatigue is real, and having to reroll your items at the Occultist again and again because you're only able to choose between three flavors of "damage reduction" as your options is incredibly frustrating.
Do not let items rain from the sky, unless there was a significant investment to get to that loot. An ARPG is about finding upgrades and getting stronger, so when literal tons of downgrades are thrown at you during any given play session, it makes it all that much harder to upgrade your character.
Add modular Uniques that can be used by all classes, instead of very niche build-defining Uniques that are class-specific. The more players that can enjoy a cool, powerful item, the better!
Itemization is an incredibly complicated topic that has definitely caused the community to form fiery opinions. What are your thoughts on how itemization should be changed going forward? Let us know in the comments below!
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