Baudolino05 - you may as well post your ideas about how to fix the itemization here. Larian does take suggestions and good ideas from the community, and if they don't like it or think it's a workable solution, they'll ignore it. But you never know until you post it.
Well, I doubt developers didn't have a plan for loot in OS D:II. Having said that, a couple of years ago I "designed" a system for my P&P sessions that works like that (I'm not saying it would fit with D:OS II, but by describing it, I can show my idea of interconnected game systems):
So, a typical "magic" weapon in my system has the following features:
- Quality (the weapon basic level, which determines its stats)
- Peculiar Features (things like "balanced", "sharpen", etc... which are simple bonuses to a single weapon stat, like damage or accuracy).
- A secondary material (like alchemical silver, mercury, ruby, etc, which - of course - add secondary damage types to the weapon and/or give it a bonus against particular enemy types.
-
One or more relics (depending on the weapon's quality), which are unique, not craftable items that add special features to your gear. Serious stuff by all means.
So, provided that your character has enough points in blacksmithy and all the required materials, he can craft any quality of weapons from the scratch, and add them any additional feature. He can make an "exceptional" "balanced" poleax, for instance. With enough points in alchemy (and the required reagents), he can also add an additional damage type to this weapon. And with enough points in jewelry he can remove/attach any relic he's dicovered.
Relics, though, are not craftable items, so - finding an high quality weapon, with some powerful relics attached, it's always a moment to remember, because players can keep at least a part of it (the weapon itself, the materials it's made of or - of course - its relics).
One can keep the weapon as it is. Destroy it and reuse the materials. Remove its relics and attach them to his favorite weapon. Or keep the weapon and change the relics. It's up to the player.
In short,
exploration in this system is strongly encouraged by the relic rush, but at the same time players can tailor their gears according to their needs, provided that they are good enough with crafting or have enough money to pay an high-level artisan.