Item variety

I'm concerned about current small amount of mods that magic/rare items can contain. It's all about +armor, +damage, maximum mana/life, resistances, MF, stun recovery/threshold, acc rating etc. What about some cool, distinct mods +to all skills, +str/dex/int, -to enemy resistance, +damage to undead, +%life/mana, skill procs, +def against projectiles, fire/cold absorption, +light radius etc.
Will there be some of this stuff? Because, frankly, I'm a little tired by this lack of variety of items I encountered so far. It's starting to get repetative and that's I think the biggest buzzkill when farming for loot. It should be exciting like lottery. The game is almost perfect. I beg you, make it truly perfect.

With love, Lia.
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bump
I agree too few mods can get boring.. but keep in mind - the more the mods the harder it will be to find really good items. I already throw away roughly 90% of the rares I find due to their undesirable mods.

Sure adding more "desirable" mods and taking out the more boring mods would make finding good items easier but then it might be too easy. Balancing items is difficult and I'm sure GGG understands it's pretty important.
Last edited by gir#1633 on Aug 20, 2011, 5:47:00 AM
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I agree too few mods can get boring.. but keep in mind - the more the mods the harder it will be to find really good items. I already throw away roughly 90% of the rares I find due to their undesirable mods.

Sure adding more "desirable" mods and taking out the more boring mods would make finding good items easier but then it might be too easy. Balancing items is difficult and I'm sure GGG understands it's pretty important.


The system I am proposing worked very well in D2. In fact, it's the best item system ever created in an ARPG. And I know many do agree with me on this matter.
I agree that the game would benefit from more modifiers. I'm particularly dismayed over how proc chance has been largely subsumed under crit chance. Speccing for crit should spec you for crit; it shouldn't spec you for crit and for freeze, shock, stun, etc.
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Tanet wrote:
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I agree too few mods can get boring.. but keep in mind - the more the mods the harder it will be to find really good items. I already throw away roughly 90% of the rares I find due to their undesirable mods.

Sure adding more "desirable" mods and taking out the more boring mods would make finding good items easier but then it might be too easy. Balancing items is difficult and I'm sure GGG understands it's pretty important.


The system I am proposing worked very well in D2. In fact, it's the best item system ever created in an ARPG. And I know many do agree with me on this matter.


I'll agree with you. +1 for more variety. I'd even like to see some items with negatives mixed in with positives. Choosing between cake or ice cream all the time gets boring. Give us some hard choices to make. That cake looks really good, but do I want it enough to eat the broccoli flavored icing?
Maybe someone from the GGG team could comment?
bump :\
Well, suggest as many mods as you can think of, there's some wild ones that could be developed.

+ Chance on crit to make fodder / white enemy explode, if his explosion kill any enemies, they also explode.

+ Chance on miss to gain Phase Run for 4 seconds.

+ Chance on hit to gain a buff that increases Rarity Finding by X% for 10 seconds, stacks 3 times.

Etc. Etc.
Happy Days Abound.
I do think the itemization system needs quite a bit of work.

It's not just a matter of variety, but of putting together a system that gives you a sense of progress and gaining power. Playing up to lvl 33 with a a ranger, I consistently upgraded my bow for higher damage, but I have almost no idea what was going on with the rest of my gear --- some of it was still low lvl stuff at the end.

Some of this is certainly my ignorance about how the item mods work, and not doing too much crafting; and I'm sure some of it is the limited nature of items so far developed (e.g. belts seemed like they're still under construction).

But I think some of it is stuff that needs to be improved for the whole itemization system. To give a few other games as examples, just based on my opinions, I think both D1 and D2 did this really well: you were always finding new stuff as you levled up which felt really great --- not sure I ever got that feeling so far in PoE. I also think Hellgate:London (despite it's other issues) had a great item system, but personally I didn't like the way it worked in Titan Quest --- too much stuff all over the place and not much sense of progression IMO --- and right now, PoE feels to me a lot more like TQ than D1/D2

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