Quote (thesnipa @ Mar 21 2024 03:49pm)
magics are forever behind, so it is really the case. the only niche difference is Jewelers items which can have 4 os, as compared to 2 os from a rare. still very niche by percentage.
but imo any time we're talking d4 we must talk BOTH d2 and d3. it needs to be far more like d2, and far less like d3. it was trending d3, still is, but this brings it back in d2's direction a bit.
d2 succeeded because of seasonal realm trading economy, d3 failed because of a lack of trading economy. we traded 1 affix on rares for being able ot trade both legendaries AND uniques. plus codex changes make inventory management a breeze compared to before. uber andy/duriel mats are tradeable. gems are more powerful and tradable. all economy wins, imo. 1 affix on rares is a small price to pay. if anything speeds up gameplay, dont stop to pick them up unless u need salvage mats.
D3 failed because of many things, not only because of a lack of trading. zthe itemization there was just as horrible as in D4.
Of course magic items were "behind" in D2 but they had a purpose, same for all other rarities.
In D3 and D4 this isnt the case at all. Also items and legendaries always scale with player level in D3 and D4 which means: Everything you found that isnt max. level is crap because of the shit mechanics of those games.
D2 had a much more open itemization. You could find potential BiS items like SoJ or Titans long, long before max. level because items had fixed levels and they dropped based off Monster Level. This helped making the whole journey to 99 valuable and not a waste of time.
Also Weapon Damage is an important topic. In D3 and D4 high Weapon Damage is imperative for all classes which is again why everything that iant max level or max item power is just useless.
In D2 you had a reason to use low damage gear because spells dont scale with weapon damage and requirements were lower, caster runewords prefered low bases because of this. You had the ethereal layer, which reduced the requirements even further while also raising damage numbers.
This whole concept was rich and interesting and still is to this day. Drops are still exciting. On system is living and vibrant and one is totally dead and dull.