Diablo 3

I think I figured out why these massive multipliers were implemented in RoS and what lead the game to have one of the more simplistic itemization systems in the ARPG genre

diablo8 - I think I figured out why these massive multipliers were implemented in RoS and what lead the game to have one of the more simplistic itemization systems in the ARPG genre
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I understand now why these massive multipliers on sets and legendaries (aka Skill X deals 800%/15.000% increased damage etc) were implemented in RoS and then inflated further and further, although it was one of the more controversial additions that came with RoS, because according to some players these items are so powerful that they significantly decrease build and item diversity.

During the initial launch of RoS, these massive multipliers were not a part of the game, they only came a few patches later iirc. The first items of Loot 2.0 were legendaries that had some nice proc effects that were more or less useful for various kinds of builds and skills, but nothing that was so powerful and specifically directed towards certain skills that it funneled everyone into the same items and builds like it is currently in D3.

I always wondered why the devs went down this road in the first place and later inflated these numbers further and further instead of creating a system of itemization that allows us players more freedom in which skills and items we want to use, especially because it would have made the game so much better.

Now I think I know why this happened. A few days ago I read Jason Schreier's article from last November again that followed the D:I controversy, about what is going on behind the scenes in the Diablo team according to several anonymous Blizzard employees and insiders and about what happened to D3.

For references, the article can be found here:

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https://kotaku.com/the-past-present-and-future-of-diablo-1830593195

According to this article, the Diablo 3 team was told by the higher-ups that the second D3 expansion was canceled shortly before RoS was even released and that they got told to just release some of the things that were planned for the second expansion and polish it and then move on to work on D4.

Now it totally makes sense why the D3 devs had to go down the lazy road of just funneling everyone into the same builds and skills and creating items whose primary feature are massive multipliers: there simply were no resources available to give D3 a more deep and complex itemization system, because at that time, most of the devs have already moved on to D4.

— TL:DR —

The devs had to go down the lazy road and create a more simplistic itemization system in RoS with massive multipliers, because even before RoS was released, most of the Diablo team was redirected by the higher-ups to work on Diablo 4, so they didn't had the resources available to implement a deeper and more complex itemization system.

Source: Original link


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