I think the other items you mentioned are all build enabling items to me.
Ehh... Not really.
Like, your build still works without these items. They just get a little extra bonus once you pick them up.
They do, you can for instance decide to go for a reverberation variant of a tiger barbarian or a radiant orb stacking open hand monk. You can basically derive a specific version of a class that builds around a mechanic. I'd call that build enabling. Sure Heat is just damage but i could make a build around that mechanic and fullfil the conditions to be rewarded with extra fire damage.
You can even gain build variety by ensuring that cool, build defining effects, are never stuck on bad items (There's plenty of items in Act 1 BG3 that could be interesting... But they're stuck on +0 items and so get outclassed very quickly by the +1 and +2 items you get early)
Thats why I would rather have multiple items that have the same effect not just one specific in the entire game or a way to upgrade those weapons. Wouldn't solve all the problems i am not saying that but at least it would be better than now without changing much.
I make the suggestion because, I, personally, would like to have less incentive to play the game the exact same way every single time because of the implementation of static loot meaning that once you know where they are you can rush directly to them at the start of every run.
I agree but i just don't think that making items boring in order to achieve that is the right way. Imagine exploring the world and all you get are items that are just statblocks without any interesting ability, it would feel so underwhelming especially if you defeat a boss and want to loot them or get a piece of gear as a quest reward.
Being able to dump a stat is MASSIVE
No its not it depends on the amount you get The two items you mentioned are bad and good but not broken. There is not one build that becomes broken due to those two items. I don't think ive seen a single top tier build that uses one of them either. Especially that headband is bad.. basically a +3 in attack roll. You wouldnt hit any boss in mid and late game with int based spells by wearing it. If you are Dex based ideally you want to have more than 18. If your primary stat to max is something else you would end up with 14 con and 16 dex as your side stats anyway. if you dump the dex stat to wear these gloves and give up the item slot, which could have been helldusk, spell might or craterflesh gloves, where would you put those points to get a bigger benefit then wearing one of the better gloves like the aforementioned ones. Sure increasing wisdom might be nice for saving throws in case you get hit by a spell that requires it. But i would much rather do guranteed 3-6 times 1d6 extra damage with every single normal attack on every single turn for instance.
Like, one of the reasons why the big meta in regards to optimal play is to use Elixirs of Strength is so you can dump the stat and put the points elsewhere (With the other being that eventually you get Cloud Giant elixirs that give ridiculously high STR)
Yes but the differences here are 1. the amount you gain 2. the fact that those are consumables that take up the elixier slot not a gear slot 3. the fact that tavern brawler is broken and scales with strength. Not every single item is MASSIVE just because it puts one of your stats to a fixed amount, but if you gain 21 or 27 strength with hill and cloud giant yes thats signifikant. But even than you would give up your elixier slot, which could have been bloodlust, so you still have a drawback by doing so.
Knife is ridiculously good and is a primary reason to go to the Creche. Also, the statement I was making was not about these being rushed too, but that these are problematic if you could duplicate them.
Sure it would have to be balanced by toning them down and i do acknowledge that it can be hard to do so. But i generally am not a fan of gear that are just straight up better than all the others in the same category like markoheshkir beeing objectively the best staff.
My point is that i don't really care if items are weaker as long as they have a cool ability.
Once that is done, it's trivial to balance out what a character can do in a turn versus enemy health.
There are so many parameters that go inside those calculations though. I mean if they manage to balance it im happy.
The actual value doesn't really matter. You could start with 10, or 100 or 10,000.
The crux is how many action(s) you can perform with the value.
Sure i assumed that it wouldn't be vastly different in terms of cost compared to DOS2. You also suggested ranges from 1 to 4, so thats why i said 10 would be too much.