Haaaaaai guys. 0/

Will just copy-paste my take on the randomized loot system in DOS:
The loot system is pretty boring. I don't even mean the randomized loot in general, but rather that you have little to no variation on what you can have on the items. A belt will always have the same modifiers and nothing unique - not even legendary ones. Would have loved to have some unique effects on legendary gear, other than just more stats or being able to cast flare... That is pretty meh. Immunity to stunned/poison etc is okay, but if it's the only modifier you can hope to see, it's not very exciting either.

Following that point, my fix would be to add more interesting affixes the gear can spawn with, and more affixes to certain slots in general.

For istance, from what I've seen there is not a single non-int requiring Sarong in the entire game. And those can only spawn with int and/or willpower and/or bodybuilding and/or initiative and/or resistances. NOTHING ELSE. Boring as hell. I had a level 9 legendary sarong that was entirely the same as the level 18 one I found later, with the exception to have 1 int more and a few % more. I don't find that is an interesting "progression".

In particular rings and amulet should have WAY, WAY, WAY more unique modifiers. Why can't they spawn with +2h modifier for instance? Rings with strength, amulets with constitution? The most interesting ring I've stumbled upon has "immunity to stun", which was awesome indeed, but that's all I've seen in over 80+ hours. Again, "cast flare / cure wounds / fortify" is pretty boring and weak.
Diablo III was justifiably criticized for its incredible dull (and under powered) legendary loot when it was released. Look at it now, unique effects on mass and interesting modifiers. This is the only reason Divinity loses a bit of its exploring appeal towards the later part of the game, as you get less interested in loot ("why bothers, it's the same anyway").

Last edited by Zukuu; 12/07/14 02:47 PM.