I’ve finally finished running each mastery through the campaign and have started messing around with endgame builds. And, I have to say that I am finding itemization at endgame to be very poor. Every build requires the same 4 affixes on 4+ pieces of gear just to survive. (set phys/void, set necro/poison, ele resist, health/hybrid health) Almost every build I make ends up using the same unique chest piece for crit avoidance. The idol system is nice, since almost every build uses different idols. Coming from ARPGs like grim dawn, poe, and d2/d3, this feels extremely lacking.
Part of the issue is how few affix slots we actually have vs how many types of defense are practically mandatory. 7 different resists, crit avoidance, health, armor/dodge is a lot to build in and the way combat is designed, you can’t really skip any of them. Adding uniques that convert incoming damage fully from one type to another would sort of help, but given the way the set affixes work, it wouldn’t change much on its own.
Another reason this feels so bad is the complete imbalance of power between affixes. +10% mana regen is an extra 1 mana/second in most cases. That doesn’t come anywhere close to +50% damage or +20% resists in terms of power. Even before you account for all the other ways to get mana on skill use there are. The mana regen affix is practically worthless in its current form. And that is not an unusual case, most affixes appear to fall into this same situation. It actually almost feels intentional as there appears to be two types of affixes: mandatory and worthless, and nearly all of the mandatory ones don’t drop on items until level 50+.
All that said, I like the way normal, magic, rare, and unique items are balanced in this game and adding affixes to rares is not the solution I would recommend. Instead, I think we need another mechanic to add additional affix style effects to a character. Something similar in effect to the constellation system in grim dawn or the pantheon in poe. It doesn’t need to copy the mechanics of those systems, just the idea of having something aside from items and passive points that adds effects to your character. This would enable you to add more types of defense type effects to tailor builds and in so doing free up some itemization options for other affixes. You could add things like:
- You cannot be critically hit while below 50% mana
- When you reach 100% mana all your mana is converted to ward at 400% rate.
- When you get hit, 10% or your armor is converted to dodge rating, when you dodge, 10% of your dodge rating is converted to armor.
- Your ward protects your mana instead of health and you spend ward to fuel skills.
- You have 50% in all resistances, and you can’t raise them higher. You are immune to penetration effects.
- No single hit can do more than 35% of your maximum health. You cannot generate ward and are stunned when this effect reduces damage taken.
- etc…
As to how this is implemented, I think it would be great if it wasn’t entirely RNG based. Maybe something like a series of trials that you can undertake and depending on which trial(s) you choose is what determines which effect(s) you get. You can of course add variable numbers into the effects to introduce some RNG and replayability, The strength of the effect isn’t really as build defining as the type of effect, so that can be left up to chance more easily.
I am still relatively new to this game, only about 130 hours invested so far. So maybe I am missing something about endgame itemization, but flipping though most of the build guides I’ve seen appears to confirm my suspicions. Maybe legendary items will help address the issue in the future, but I don’t think it will be able to solve the issue entirely by itself. Not to mention that it will feel just as bad if the answer to the itemization is: only legendaries matter.