Diablo III was heavily criticised for its itemisation which was eventually improved with the changes made in the Loot 2.0 update. Players can expect some changes in Diablo IV which will be welcomed. However, it’s worth keeping in mind that the item system is likely to change throughout the game’s development and only as we get closer to release will things start to get fully nailed down.
Diablo IV will introduce instanced loot which means that when loot drops, only you can see your items. Other players will only see it once you have picked it up and then dropped it.
Diablo players will be familiar with the types of equipable items.
As item quality increases, an item’s affixes will improve and will allow players to dip into areas of their talents that they may not have focused on in their talent tree. This will allow players to create more diverse character builds.
- Normal: 1 modifier
- Magic: 1 random modifier
- Rare: 2 extra random modifiers
- Legendary: 2 random modifiers and 1 Legendary modifier.
- Set Item: Unknown
- Ancient Set: Unknown
- Mythic: 4 Legendary affixes
The top tier items are Mythic Items and only one can be equipped with four Legendary powers per item. Legendaries are being designed to offer customised skills beyond the skill system.
Legendary and Mythic Items
Legendary items are coloured orange as they were in Diablo 3. Most characters will end up wearing legendary and other items as they level up. Once a player hits the endgame in Diablo IV, players will be striving for the new Mythic tier of items which are one step up from Legendary.
In Diablo IV, some Legendary items will also be able to modify skills adding more diversity to character builds.
Set items could also hold equivalent power to Legendary items. How your character diversifies will depend on how you use these latter tiers of items with your character build.
Ancient Legendaries Removed
Diablo IV will dispense with Ancient Legendaries as highlighted in the Systems Design update. The changes are described as follows and note that they are being replaced by a “new types of consumable item”.[BLUE]
We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.
This means a few things:
- We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
- This adds a way to introduce new methods of play without adding even more power to endgame items
- Rare items with the best affixes on them are always useful and retain value
There have already been changes made since the BlizzCon reveal to add the following three affixes as an example. These changes were revealed in the Systems Design Update – Part 2 post.
Here are the changes we’re considering:
- We’re increasing the total number of affixes on items, including Magic (Blue), Rare (Yellow), and Legendary (Orange). This should raise the overall importance of non-Legendary affixes on your character’s overall level of power.
- We are also introducing three new stats:
- Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
- Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
- Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance
These new stats can appear as affixes, such as +15 Angelic Power. In addition to providing the above-stated benefit, Blizzard wants these new stats to also act as prerequisites for empowering certain other affixes. If you don’t have enough of a specific power, you can still equip the item, but you may not benefit from an affix linked to that power.
These additions are an example of how Blizzard is fine-tuning the items and affixes so that players have to decide whether a particular item is best suited to your build.
We do know some of the affixes that appeared in the BlizzCon 2019 demo and these are a good indication of what to expect.
- x Max Life.
- x% Damage Reduction.
- x% Dodge Chance.
- x% Damage Reduction from Enemies within Melee Range.
- x% Damage Reduction from Enemies out of Melee Range.
- x% Fire Resistance
- x% Lightning Resistance
- x% Cold Resistance
- x% Poison Resistance
- x% Reduced Damage from Elites, Bosses, and Players
- x% Reduced Duration of Enemy Control Impairing Effects
- x% Attack Speed.
- x% Critical Strike Chance.
- x% Critical Strike Damage.
- x% Increased Duration of Control Impairing effects.
- x% Damage.
- x% Physical Damage.
- x% Damage to Stunned Targets.
- x% Damage to Immobilized Targets.
- x% Damage to Vulnerable Targets.
- x% Damage to Enemies in Melee Range.
- x% Damage to Enemies out of Melee Range.
- x% Damage to Slowed Targets
- x% Increased Damage against Elites
- x% Fire Damage
- x% Cold Damage
- x% Lightning Damage
- Hit Effect: Up to x% Chance to Slow
- Hit Effect: Up to x% Chance to Slow on Crit
- Hit Effect: Up to x% Chance to Stun
- Hit Effect: Up to x% Chance to Stun on Crit
- +x Maximum Mana (Sorcerer Only)
- +x Maximum Fury (Barbarian Only)
- x% reduced Fury cost for skills (Barbarian Only)
- x% reduced Spirit cost for skills (Druid Only)
- x% reduced Mana cost for skills (Sorcerer Only)
- x% Cooldown Reduction
- x% Movement Speed
- x% increased movement speed for 6 seconds on Elite kill
- +x rank to (insert skill here)
- Your physical attacks Chill enemies. Enemies who are chilled enough times become Frozen
- Hit Effect: Your attacks have up to x% chance to spawn a hydra that will aid you in combat
- Lightning strikes a nearby enemy dealing x damage whenever you shapeshift
- +x to your equipped skills
- Fireball launches 3 projectiles that deal x% of normal damage
- Lightning Traps periodically appear around you dealing x damage after 2 seconds to nearby enemies
- Upheaval ignites the ground burning enemies for an additional x damage of 3 seconds
- Weapon mastery skills have an additional charge.
- Cut to the Bone talent activates against enemies that are hit by your shouts instead of stuns
- Critical strike chance increased by x% against bleeding enemies.
- Your shouts generate x Fury per second while active.
- Cast Nova at your Teleport location
- Teleport moves you to a random location and costs x mana instead of having a cooldown.
- Teleport grants a barrier that absorbs x% of your maximum life for 15 seconds.
- Teleport forms a rift in your path that increases your critical strike chance by x% for 5 seconds.
Runes and Runewords
Runewords proved highly popular in Diablo II. Runewords were a way for players to combine runes with items to give an item exceptional attributes. In Diablo II there was a total of 78 different runewords that could be used on basic grey items. Blizzard had planned for runewords in Diablo III but the idea was dropped during development at the time citing that “led to a lack of equipment variety”. Blizzard is now bringing them back to Diablo IV.
Diablo IV features two types of runes, condition runes and effect runes.
- Condition runes when socketed into an item will activate the next rune if a certain condition is met.
- Effect runes provide boosting effects and are activated when combined with a condition rune.
- When runes are combined they create what is known as runewords.
Crafting will once again play its part in Diablo IV which means collecting crafting materials for creating weapons and upgrades. Materials can be collected by killing enemies, undertaking quests, and inside objects such as chests.
Blizzard has not said much about crafting materials but we do know that they will play an integral part in item trading in Diablo IV.