Well if crafted items, or items in general, scaled with level, then it would kind of go against the entire loot system Diablo has had so far. I mean maybe a small amount of scaling would help sets be more relevant, but if that scale makes a piece of level 10 gear good at level 30, it would be pretty ridiculous. It would definitely have to be a pretty confined use of scaling, maybe only like 3 levels, unless they are redesigning the loot system or something.
1. One method is the use of mods that scale based on your character level. At lower levels they are likely not going to be as good as the static mod available at that level but later on they can be better. Likely the item will not be able to compete with end gear but it may hold up until you can get a better item.
2. Second method is by limiting the chance or removing the chance to get a garbage low level mod on a high level item.
3. Third method is using special recipes to add or increase a mod on an item. This can be balanced by the rarity of the ingredients or adding a penalty such as a level requirement on the weapon or by limiting the amount of times the recipe can be done
Many mods took a look at trying to find a balance on mods on items by using these methods or some other method.
Eastern Sun mod has implemented these three methods to a good balance, It is not perfect but I do like the balance.
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I think the best balance is to make recipes differ both in level and quality - only some of the best recipes should be drops.
I'm pretty sure that's how it will work. The items that really rival end game boss drops will be recipe drops and you'll have to get the necessary salvaged parts.
A mixture of items being best for various slots sounds the most appealing in my mind.
Having legendary (hopefully harder to obtain than uniques in D2) and the toughest crafts (rare racipe with hard to come by materials), basically, items you have to work for.
And of course rare amulets/rings having the potential of being the ultimate item for a certain build when all the stars align and you get that perfect drop After all, that's what made diablo 2 a pretty awesome game even after 10 years, items being variable, thus having an ever fluctuating economy.
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"The woods are lovely, dark and deep.
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep." Robert Frost, 1923
And of course rare amulets/rings having the potential of being the ultimate item for a certain build when all the stars align and you get that perfect drop After all, that's what made diablo 2 a pretty awesome game even after 10 years, items being variable, thus having an ever fluctuating economy.
I think it's pretty intersting that you would want rares in the ring/ammy spot vs weapon or armor. Although I would prefer to have all my armor/gear be rare or crafted in the very end-game I would mind having my rings and ammys be unique the least.
I was thinking the other day that a nice way they could balance gear would be to make it so rares have all the potential stats that any other item could have..that way finding a unique with the stats you want would be more common but if you found a rare with +10 str instead of the +10 life that you didn't need on the unique, you could swap it out instead of not keeping the rare because it doesn't give you some stat only available on uniques. This would open up more gear to support your weird build that needs str and spell power(or whatever) that most unique might not have. It also wouldn't destory the usefullness of uniques either. The unique would still be a top item for all the builds it would have been awesome for, it's just not all the builds it doesn't provide for have options(or if you find a rare with the same stats as the unique, you could swap it out as well). This could apply to rare/crafts vs sets or uniques.
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There are different kinds of scaling.
1. One method is the use of mods that scale based on your character level. At lower levels they are likely not going to be as good as the static mod available at that level but later on they can be better. Likely the item will not be able to compete with end gear but it may hold up until you can get a better item.
2. Second method is by limiting the chance or removing the chance to get a garbage low level mod on a high level item.
3. Third method is using special recipes to add or increase a mod on an item. This can be balanced by the rarity of the ingredients or adding a penalty such as a level requirement on the weapon or by limiting the amount of times the recipe can be done
Many mods took a look at trying to find a balance on mods on items by using these methods or some other method.
Eastern Sun mod has implemented these three methods to a good balance, It is not perfect but I do like the balance.
I like it
I'm pretty sure that's how it will work. The items that really rival end game boss drops will be recipe drops and you'll have to get the necessary salvaged parts.
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lol.
Having legendary (hopefully harder to obtain than uniques in D2) and the toughest crafts (rare racipe with hard to come by materials), basically, items you have to work for.
And of course rare amulets/rings having the potential of being the ultimate item for a certain build when all the stars align and you get that perfect drop After all, that's what made diablo 2 a pretty awesome game even after 10 years, items being variable, thus having an ever fluctuating economy.
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep."
Robert Frost, 1923
I think it's pretty intersting that you would want rares in the ring/ammy spot vs weapon or armor. Although I would prefer to have all my armor/gear be rare or crafted in the very end-game I would mind having my rings and ammys be unique the least.
I was thinking the other day that a nice way they could balance gear would be to make it so rares have all the potential stats that any other item could have..that way finding a unique with the stats you want would be more common but if you found a rare with +10 str instead of the +10 life that you didn't need on the unique, you could swap it out instead of not keeping the rare because it doesn't give you some stat only available on uniques. This would open up more gear to support your weird build that needs str and spell power(or whatever) that most unique might not have. It also wouldn't destory the usefullness of uniques either. The unique would still be a top item for all the builds it would have been awesome for, it's just not all the builds it doesn't provide for have options(or if you find a rare with the same stats as the unique, you could swap it out as well). This could apply to rare/crafts vs sets or uniques.