Diablo 3

Item Feedback: Linear scaling is a huge mistake.

diablo8 - Item Feedback: Linear scaling is a huge mistake.
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Linear scaling: Attack/Defense on every item means that, as you level, affixes will be overshadowed by these raw stats. Evaluating items as you level will be pointless, as nothing you find will have any value outside of the leveling process.

For example:

  • Item A: Rare level 20 Weapon, 1300 Attack, 5 affixes.
  • Item B: Blue level 25 Weapon, 1700 Attack, no affixes.

It likely doesn't matter what those affixes are on weapon A, because weapon B will almost always outperform weapon A due to the "Attack" difference. This is no different than Diablo 3.

Example 2:

  • Item A: Legendary level 40 Weapon, 3700 Attack, 5 affixes.
  • Item B: Blue level 40 Weapon, 4500 Attack, no affixes.

Again, it likely won't matter what your affixes are. Also, Crit Chance and Crit Damage are once again stats on items, meaning the best way to deal the most damage is to stack your raw Attack power and multiply it by your Crit Chance and Crit Damage, followed by raw X% modifiers on your gear. This will typically be your priority for itemization–same as Diablo 3.

"But, but, you don't know what kind of affixes they're going to add."

It doesn't matter. It's pretty easy to surmise using the items and affixes they've given as examples that base raw stats like Attack with Crit Chance and Crit Damage will outperform a hodgepodge of affixes.

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The only way to solve this, is to go for a NON-LINEAR form of itemization, meaning that you have to evaluate items based on their Affixes alone, and not some base value like Attack or Defense. Let rarity determine an item's usefulness, both in the possible combination of affixes, and the chance for the item to drop–not the level it was dropped at.

In Diablo 2, it was possible to find a Stone of Jordan or Tal Rasha's Adjudication in Normal and Nightmare difficulty; these were end-game level items, but also exceedingly rare. They weren't the exception though. You could also find a lot of other items, such as Bloodfist, Chance Guards, Nagelrings, etc. that were viable on end-game builds. So every time you rolled a new character, the leveling didn't feel completely pointless. Yes, people would still rush through the game, but even if you didn't, there was always a chance you could find something along the way, so your journey didn't feel completely meaningless. I don't understand why levels even exist in Diablo 3, and I don't see why there will be a need for them in Diablo 4 if they implement scaling in the way it appears they intend to.

I'd also like to point to ProfessorNox's input on the Attack stat as it pertains to jewelry. I think it's also pertinent here: https://www.reddit.com/r/Diablo/comments/kehqy0/why_blizzard_why/gg4jmiu?utm_source=share&utm_medium=web2x&context=3

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