Originally Posted by transfat
I liked the itemization in D:OS, although I prefer loot that has abilities almost as gamechanging as most spells in the game. When I played a hydro/tank hybrid build stats often decided my arms race against all the stat requirements in the game. Lose strength and the new armor had to go into stash, lose blocking and (in theory) you took severely more damage, lose int and the mightiest spells and this cape were unusable, for a long time 1 point of speed decided if you could go for the first round combo or not. With a little salty taste it was possible to let go of some constitution at least.

All this put me into the permanent consideration if the new loot, most often barely fitting my needs, actually was better than the old one or not, always depending on what other loot might appear to replace what I already had.

If it is possible to give this restrictive mechanism to the grand majority of builds in D:OS II, then imho this would be even better than handplaced epic loot and everything I have seen so far.
+There is a couple more advantages/pay-offs over predictable loot: There possibly is loot for every build at every stage of the game; Every build more or less has the same chance for interesting loot.

Necessarily the game always had to throw absolutely random loot at me and this in amounts rivalling the huge variety of bonus combinations.

The conclusion is, that sheer amount of valuable loot is a necessity for this system to work. DO NOT CHANGE.cut...


Actually, the only conclusion I draw here is that both the dominance of the + [insert random stat/skill] kind of gears and the sheer amount of loot are undesirable features, which add nothing to game except for an unnecessary amount of item management.
You can have stat requirements for gears in your game (not that I'm particularly fond of them) without filling the player inventories with boring + random attribute gears. You just need a levelling system that takes in account the aforementioned requirements (see Demon's/Dark Souls). Additionally, you don't need this ginormous vertical growth of the gear level you have in D:OS. Few is definitely better in this area.
Finally, there is basically no hope for an itemization system to takes in account all possible builds provided by a good RPG. That's where the crafting system should play a role. A good crafting system is meant to allow players to customize gears according to their needs.




Last edited by Baudolino05; 06/09/15 05:15 PM.