Suggestion: Color coded tiers of item mods

Few day ago I saw this thread and while I think suggested there system would improve manual modifier scanning of items, it still have flaws, as it only helps reading items with very high item level when all mods of all tiers can appear on them, so you would know that T1 mod would be always best, T2 second best etc. Though as item level lowers, recognise what item tier on item is best would once again start to be unclear, for item tier 76 for example for most mods T2 or T3 of the mod would be the highest tier of the mod possible. And system change wouldn't help at all scanning items during leveling.

My suggestion is to not change indexation of item mods upside down, but for the game to use color coding for indexes of modifiers to give quick information of how high the tier rolled on modifier respective to item level of an item, using same colors that are used to differentiate rarity of items. So highest tier mode would be colored by brown, second highest by yellow, third highest by blue, but forth highest and bellow would remain as it is now. Here's example:


On the left tier mods displayed as they're now, on the right after color coding.

So we have 55IL staff with next modifiers:
Spoiler
+# to aximum Mana - It's T6 out of 9 possible for this item level, so it isn't colored to indicate that tier rolled for this modifier is pretty low relative to item level.

% increased Spell Damage/+# to maximum Mana - It's T4 out of 5 possible for this item level, so it's colored yellow to indicate it's second highest tier of this mod relative to item level.

Gain % of Damage as Extra Cold Damage - It's T4 out of 4 possible for this item level, so it's colored brown to indicate it's highest tier of this modifier relative to item level.

% increased Mana Regeneration Rate - It's T3 out of 5 possible for this item level, so it's colored blue to indicate that it's third highest tier of this modifier relative to item level.


I won't do 2 last modifiers, I think you got the idea, color coding would make inspecting modifiers way faster and easier, immediately giving player some idea of whether item is even worth further inspection, and what modifiers worth to spend attention on,

Also additional suggestion, it would be also nice if game had option to alternate displaying index of mod tiers to instead display minimal item level required for that mod (including it's tier) to appear.

So for this staff change would be next:

+# to aximum Mana (T6 -> 31)
% increased Spell Damage/+# to maximum Mana (T4 -> 35)
Gain % of Damage as Extra Cold Damage (T4 -> 46)
% increased Mana Regeneration Rate (T3 -> 29)
% increased Critical Spell Damage Bonus (T3 -> 30)
Gain # Life per Enemy Killed (T3 -> 55)

I think it would also be more valuable information than mod tier.
Last bumped on May 15, 2025, 9:59:22 AM

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