This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items arenâ€™t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.
By and large these changes have little impact on which items youâ€™re going to want. The item hunt has always been based on secondary stats and affixes, and weâ€™re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something weâ€™ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.
Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, we’re now displaying character stats directly on the inventory UI. Now you can see your stats go up and down as you try on different items. All the same info is available; weâ€™re just streamlining the UI, making it more useful. It might seem insignificant but we’re pleased with the results.
All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.
Thereâ€™s a lot of work left to be done, though. Weâ€™re constantly tuning and making balance changes; itâ€™s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you canâ€™t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. Weâ€™re also working on a number of other large systems changes — specifically with the skill and rune systems. We’re not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.
We want Diablo III to be the best game it can be when it launches. To get there, we’re going to be iterating on designs we’ve had in place for a long time, making changes to systems you’ve spent a lot of time theory crafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won’t just live up to our expectations, but will continue to do so a decade after it’s released.