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Jun 12 2024 01:26am
Set Items and Rune Words would be cool, but the big question is: How to make them work?

I dont think not making them due to certain problems with the implementation is the right way. Thinking about a solution is the right way.

Many of us like those two, especially rune words - but we have to be real: Both systems didnt really work.

Set Items werent relevant enough in D2 and were too powerful in D3.

Rune Words were way too powerful in D2, but contributed heavily to the games longevity.

My personal suggestion would be this:


Set Items:

Set Items should be less powerful than a usually equipped legebdary item, but should be able to improve certain build when you have more of them equipped. Quick example:

Set Item 1:

- Max. Life
- All Res
- Str/Int/Wp/Dex

Random Aspect
Cannot be tempered

So you see this is pretty bad. Although the item has 3 good, fixed values, it is far weaker than a legendary cause you cant temper it.

Now if you find two parts of that set, you gain a certain bonus. Maybe something like 15% All resist. Still clearly worse than two normal legendary items with 4 tempers.
Have the full set and gain a specific abilty or bonus that strengthens your specific build or give it a convinience bonus for speed farming. Maybe +50% Movement Speed. So worthless for pushing pits with 4 or so untempered items, but great for speeding through certain content. Just as an example. Give set items purpose without making them better than the rest.

Runewords:

Only one solution here in my opinion. Change how they work. Runes should not create items, they should be powerful supports for items.

Example:

Runeword: Sol Jah

Can be attached to 2 Handed Weapons

Grants this item an additional 300 Strength, 7% Crit Chance, 35% Crit Damage

Something like this. All Items can be supported with certain runewords.

So an endgame addition would be to gather runewords for every slot.

What do you guys think?

This post was edited by Modulok2405 on Jun 12 2024 01:44am
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