Diablo IV System Design Overview, Part 2
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A few weeks back, Diablo IV's lead systems designer David Kim shared a lengthy blog post where he talked about the upcoming action-RPG's systems following some feedback his team got at this year's BlizzCon. And now, he brings us this post dedicated exclusively to Diablo IV's itemization, and in particular its item affixes, planned attack and defense changes, and the removal of ancient legendary items.
Here are a few paragraphs to get you started:
In Part I, we addressed many of the open questions from the community about the Diablo IV game designs we revealed at BlizzCon. I recommend checking that out if you haven’t already.
Itemization is a huge core part of any Action RPG. We’re focusing specifically on itemization in this blog because it’s a complex and nuanced topic. Let’s start with two key principles that guide us as the Diablo IV development team.
First, we agree that adding depth and customization to your character through itemization is incredibly valuable and important to the game. This has been the most-discussed topic since we revealed Diablo IV. To be clear—we believe Diablo IV itemization should be deep and rewarding and that’s one of our highest priorities. Another important philosophy across the whole game for our team is the concept “Easy to learn, difficult to master.” This core philosophy helped many of us become the hardcore gamers we are today, and one we want to embrace throughout the Diablo IV development process.
Second, we agree with the feedback that Diablo IV shouldn’t just mimic the itemization in our previous Diablo games. Our plan is to take the best parts of previous games and improve upon them while introducing new elements to make Diablo IV unique. We don’t want to create an exact copy of Diablo II or Diablo III. It’s worth calling out that, on this subject, there was a lot of mixed feedback and differing opinions, and we acknowledge that means there’s no single approach that everyone in the community will agree on.
That said, thanks to your feedback, we have some potential changes we’re actively discussing internally regarding itemization that we’d like to share with you today. Again, we feel it’s important to stress that this is very early design, and we’re sharing this with the community far sooner than we ever have before. There will be problems with these ideas we’ll have to iterate through, and what’s presented below is almost certainly not final. The reason we’re sharing this so early is because we want to involve the community in our process and learn as much as we can from your feedback, as soon as possible.
Let’s get to it!