

Perhaps just me, but I feel like the direction D4 development is going, it’s not reflecting the importance that items have traditionally had in this series. Transmogs, D3’s Myriam rerolling certain rolls,… Items mean less everyday, becoming generic containers with a pile of attributes and no story, apprarance, or identity behind. The pictures grow, the affixes explanations grow.

It’s sad to me that their representation is now limited to an icon hidden in a small corner of the tooltip, among walls of text. I see the feature of transferring legendary powers as a way to double down on this, a way to double down on, to me, a bad feature.ĭiablo’s inventory has always been very characteristic, unlike the small icons in peripheric places of MMOs like WoW or Lineage, Diablo had a big paperdoll, with big items over it, and same with the inventory storage, even at the cost of the manageability (Tetris) and the total capacity. Then, they were given their legendary powers, improving their identity but, at least to me, they still felt impersonal, like a band-aid over a bad base. This reminds me too much to D3 itemization, which began with legendaries replacing uniques, so instead of having specific attributes with specific numeric values, they had things like “+3 random rolls” (people called them “glorified rares”), making them too generic and completely lack personality. I consider the ability of transferring a legendary power like a way to build over streamlined “boring” items and giving them a coat of paint in the form of legendary power, instead of designing the items to feel special from the ground up. I have a 3rd: items losing their identity. The top 1 repeated reason is the big numbers coming from percentual instead of flat boosts, while the 2nd is spell damage being linked to weapons. While, at least among the opinions I’ve read about this latest D4 dev update, most people celebrates the visuals, also most people (again, at least what I’ve read) dislikes how is the itemization shaping, calling it Diablo3.5.
