Diablo 3 Itemization Blog
Posted 5 March 2013 by FluxBlizzard has posted a big blog covering all of their planned changes to the Diablo 3 Items system. It promises a lot of changes that players have long wished for, including new legendary items with creative and unique properties, improvements to overall item quality via better ranges of stats, fewer rare drops of better quality, and even an Identify All button that’ll finally allow Deckard Cain to stop rolling in his grave.
Here’s the start of the post; click through to read the whole thing.
Rarity = Power
One of the big things we want to focus on is making sure items that feel like they are rare and powerful are actually powerful . . . instead of just rare. The first and most obvious place for improvement here is Legendaries.
By design,
Legendary items are going to drop far less often than Rare items, and we want that rarity to be reflected in their power. When a Legendary drops, the question that goes through a player’s mind should never be “is this a good item?” It should be “how awesome is it?” For example, if you are playing a Demon Hunter wielding a Rare crossbow and a Legendary crossbow drops, we want your reaction to be “Holy crap, YES!” not “*sigh* another Hellrack.” It’s a problem if players don’t want to bother identifying their Legendaries, let alone pick them up. We want to change this.
Lots of factors go into making an item good, and one of those factors is how high the stats on the item can roll. When the game first launched, an item’s potential stats were largely indicated by its item level. This made it so you’d know in advance whether or not an item was worth the trouble of identifying. In 1.0.5, we made it so that the stat ranges for affixes were based on the level of the monster or container that dropped the item rather than the item’s level, which created the possibility of more items rolling competitive values.
We’d like to continue with this line of reasoning and use it to make Legendaries more powerful. In the future, we plan to allow Legendary items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them. So, for example, if you found a
Heart of Iron (db) from a level 63 monster, its base armor would be increased to that of Archon Armor and its stat ranges would roll at level 63. This gives us the opportunity to broaden the range of Legendary items, providing players with more diversity. Love Leoric’s Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric’s Signet, let’s go farm Inferno and get a level 63 version of the ring!
(Everything we’re suggesting for Legendaries also applies to Sets, too, by the way.)
Increased Item Diversity:
Item diversity is a topic that comes up a lot. Right now when people are talking about the best items in the game or looking for ways to improve their power they gravitate towards items with
Critical Chance,
Critical Damage, and
Attack Speed. While these stats are great for boosting your damage they aren’t necessarily interesting or what we like to call “game changing.”
We want players to feel like entire new builds can open up if they get their hand on the right items. Glimmers of this idea are already in the game with The Three Hundredth Spear and Thing of the Deep. The plan is to embrace the idea and push them to more extremes. Potential future Legendary item ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at once, or the “Ethereal” boots idea I posted here. While these specific ideas may not make it into the game, they are good examples of the kinds of game changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to
trifecta items when talking about what items they want to acquire.
Less is More
Between
Paragon levels,
Nephalem Valor stacks, and all the other assorted buffs and bonuses, it’s possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isn’t where it needs to be, so even though players see a lot of them, they no longer feel special. When you identify hundreds of Rares and only a small percentage are worth equipping or selling, those items become a burden rather than something to get excited about. “Great. Now I have to identify them all, read their stats, and I’m probably going to salvage all of them.” I feel your pain.
We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter first, so we plan to reduce the frequency at which Rare items drop down the road.
Before anyone panics and posts an angry comment in the forums, this doesn’t mean we want players to earn even fewer good items. It just means we don’t feel it’s necessary to present the player with hundreds of bad Rares for every one that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere around 75-100. In the end, you’d find fewer items, but more of the items you find would be worth equipping. That’s our goal.
(On the topic of identifying hundreds of Rares, it’s worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we’re making is adding an “Identify All” option, which should be coming in
1.0.8.)
Gold Sinks Should be Exciting
We frequently discuss the Diablo economy, as we want players to feel that gold is a valuable commodity, useful in ways beyond just the auction house. We don’t want out of control inflation, but we also don’t think that taxing players is the proper approach. Ultimately, we want to provide players with things that they are excited to spend their hard-earned gold on.
The most concrete example of how we’re supporting this philosophy would be the
crafting recipes we introduced in
patch 1.0.7. While they aren’t meant to be the silver bullet for all economic concerns, they provide more avenues for people to spend their gold to receive something they can be happy about—in this case, potential upgrades for their character or alts.
Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear). We are also exploring ways to make crafting more exciting by adding not just more ways to make appealing items, but also introducing ways to modify existing items.
Farm Monsters, Not the Auction House
The
Auction House is a new addition to the Diablo franchise. And, while it serves many purposes for our players and helps to keep the economy fluid, some would argue that it has done more harm to the game than good. There is value to be had in providing players a way to freely exchange unwanted items for gold, or giving Demon Hunters an easy means to sell unwanted rubies in order to purchase emeralds, but the question has to be asked: is what the auction house provides worth what it took away from some players?
If the “right” way for some people to play the game changes from killing monsters to camping the auction house, is the game better off for it? Ultimately we don’t think it is, but we also don’t want to take something away that has become such an enjoyable part of the game for others. So, the question instead becomes: how can we refocus the end game away from farming the auction house back to farming monsters? It’s a complicated issue, but one we are committed to addressing.
The first solution always presented when we discuss this problem is “Why don’t you just get rid of the auction house?” and while completely removing the feature would in fact fix the problem it created, it would also create a void that the auction house was originally designed to address. For example, we don’t want players to feel like the only way to trade with other people is by sitting in chat and spamming “WTS [item link]” and “WTB [awesome item]” all day. This is definitely not ideal.
There are a number of ideas for how to address this long term that don’t include removing the auction house outright, and most of the ideas are centered around giving players more ways to find items they are excited about:
The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we’re working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, we’d love to hear what you think about our approach, since much of what’s cited above has been inspired by your feedback.
Travis Day is a Game Designer for Diablo III. His brother, Morgan, also works at Blizzard Entertainment. They’re kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!
Good news, in promissory form. It’ll be even better when/if some of these things get into the game and we can see them, taste them, and pass them through our small intestine. Soon?™
I have one easy legendary improving idea not mentioned here; higher quality affixes that are legendary only. So in the random affix slots on legendaries you could get say +150-200 Strength, while Rares of that item type could only get +1-100 Strength, or there’s an affix that grants +125-200 Crit Damage and +5-10% Crit Change, while Rares can only get 1-100 Crit Damage. I think that would help with the vast majority of legendaries that aren’t any good without a great roll and might even make some of the legendaries with no chance of use to be viable.
For instance, if you find a legendary one-handed xbow you have some hope that a great roll on a Calamity could be viable, while you know 99.99% of Dawns and Balefire Casters are junk. But what if the Dawn or the Balefire Caster could roll with +187 CD and +9% CC? You’d only get that once in a million drops, but those items would spice up the overall economy, and it would certainly add to your excitement during the ID process.






Blah, blah, blah…
Don’t know what I hate more, the fact that they keep on patronising us, talking to us as we’re best mates, or not delivering? I shall believe, when I see something worthwhile done.
i meant ‘as if we were’ instead of ‘we’re’
“nothing is ever final”, ain’t that the excuse they used to cut much of the awesome content we were promised upon release?
it’s definitely a good exit strategy for them, and it’s always worked. people will hang onto specific “good” ideas and when they don’t make it into the patch, the Actiblizz morons will turn around n say “oh sorry (not really sorry), but as we said nothing is ever final”.
works every time……..at driving their already low reliability further into the ground. they only damage themselves.
oh and they banned me for a week for posting that, and deleted my thread over at the Crapnet forums. heh took them long enough!
Good for you. Have a cookie.
nah, I’ll take the whole tray. gotta love my fast metabolism. with a shapely ass like mine, you’ll never guess I’ve eaten 100s of custard danishes
All good points, although something tells me that this should have been discussed at some point in the 10+ years between this game and the last, not a year after public release.
…which doesn’t bode well for the timescale at which these changes are implemented.
The thing is, they still don’t understand what made Diablo 2 so good and obviously never will. The developers with their current mindset think that the Diablo feeling comes all from the one and only good drop which we are anticipating all the time and then finally something orange with a big light column drops and it has a high white number and the player is happy. UTTER BS.
Diablo 2 was so good because a variety of items dropped, and only to the skilled players’ eye could be recognized which is worth a lot and what not; something might be suitable for some specific build, a 3-socket chest armor might fit perfectly for a good rune word, some small charm might be totally kickass due to affix combination.
No, they don’t understand and no amount of fixing can’t improve the game when they are totally in touch with the Diablo core feeling. In fact, they were never in touch; the original developers were; the current ones are not.
this game is bad. Would rather play d2.
Play D2 then, what’s the problem?
It’s more fun to come to a fansite and bitch about the game than to actually play a different game.
And bitching about bitching is better how?
What about bitching about bitching about bitching?
I think you’re missing the point. We bitch and moan about Diablo because it’s a burning passion that non-veteran players don’t seem to understand. The Diablo franchise was cheapened and we’re furious about it because we love it. If you don’t get it, then you probably never will.
This isn’t going to change though. This was our childhood for a lot of us, it was more then “just a game.” Blizzard shafted us in more ways then you could possibly imagine, it’s just been one thing after another. RMAH, release for console, ****ty communication with their ****ty mods (That dumb cunt Llyria and that dumb **** Bashiok who went back to wow..) Aren’t you thankful?
After all of the “**** that Loser” **** and lack of communication… Dude, it’s a lot of **** man. **** Blizzard.
I want to cut Jay Wilson’s head off and piss down his throat… then drag his body through the streets while we throw **** at it.
Go play D2 bro. While you’re at it, take a screenshot of all the fun you’re having. Keep us updated, you know? You don’t want us missing out on a lot of the fun. Oh try not to remove bot spam from your screen on parties. It’s bad form to deceive the people you want to show your stuff to. Keep it honest, you know?
A lot sure has been discussed. See what actually gets implemented though.
Hope these changes happen, but not holding my breath. Certainly nothing “soon” since all I took with this is “we discussed this stuff, we want this to happen”. I’d expect end of summer at earliest IF some of these changes happen. Damage control for the Playstation / ground up console design theories I suspect.
Nice to see some communication though.
“Potential future Legendary item ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at once, or the “Ethereal” boots idea I posted here. While these specific ideas may not make it into the game, they are good examples of the kinds of game changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to trifecta items when talking about what items they want to acquire.”
AKA things that should’ve been in the game since Day 1.
I think these ideas show that they’re starting to get on the right track though with item uniqueness. The orb that allows 2 hydras to be cast is a great idea. I would take this further and say there should be a set where each set piece allows the wizard to cast 1 extra hydra so a 4 piece set = 4 hydras. I think they would pussy out though and consider this idea “too radical” but its what they need, they need crazy ideas, because fun crazy ideas produce a fun game.
All sounds good but (other than the identify all button, woo!!!!), we’ll have to see how well actual game changes align with these suggestions.
Exactly. In the meantime, let’s practice our surprised faces for when december’s patch notes for all these concepts boil down to:
“[...]
– Changed Legendary item text color from orange to gold.
[...]“
lololol
Or, how about “Changed normal items color from white to purple and sometimes magenta. We felt like players were not reading the color white well enough to avoid ever picking them up.. We hope you enjoy these changes as we worked very very hard to bring them to you!”
Man, I sound like a PR asshole…
I just hope they won’t start giving out uber items to every casual that logs 2 hours every week.
I’m sorry, but casuals can go play something else. I’m here to stay and I want to get all the advantages.
And I tell you that I couldn’t care less if you pass all your life in front of your screen. I’ll get less items overall but I want to see some of the best items and these changes will help if implemented.
Well, it’s up to randomness after all. That’s what you get. You can like it or lump it.
I suppose they ought to implement a more satisfying system, probably a rune-based one, where you can combine items you have found along the way, in the manner of Diablo II, for instance. That would be much fairer. The more you play, the higher the likelihood of your having better items and better combinations. That would also improve customisation enormously, which the game lacks since day one.
They could also add more gems, charms, crania, etc. The more, the merrier.
I might as well stop daydreaming. Sigh.
Uh, the exact reason I play this game is because I want a chance to have the best items without turning the game into a second job.
I don’t need to be Paragon 100, I don’t need full BiS, but I need a chance to get some cool items. I play about 7 hours a week at this point and have some relatively good gear — I wish the drop rates were better, but it is what it is. I don’t know why the idea is offensive to you — how can my enjoyment possibly impact yours?
Failers!
“a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability)”
That sounds awesome. Therefore I’m guessing they’ll remove it. Happy to be wrong but I’ll believe such things when I see them.
No doubt it’s a good post, but I’m not convinced any of these things really give me a good enough reason to play again. Until something big and new gets implemented (ladder without ah kthxbye) I doubt I’ll ever get past the 2 hour mark when a new patch goes live.
“That sounds awesome. Therefore I’m guessing they’ll remove it. ”
literal LOL here
I think that sounds awesome too and you’re right “awesome ideas don’t make it into D3″
So it basically sounds like we could end up with a loot system similar to what BL2 has, e.g. legendaries can drop in all difficulties and scale to the level of what dropped them, specific monsters dropping certain items, non-legendary items getting a certain level of guaranteed power in exchange for the lack of game-changing legendary mods, and so on.
Not perfect, but certainly better than what we have now.
They take so much time to come and say to us something that someone have already done (borderlands loot system). At least, come with something done. All the time that has passed since 1.07, 1.06…1.0 and we still get promises and small delivery.