Perhaps the biggest difference compared to loot in Diablo III, is how the game will treat Set Items. By ensuring they’re not the be all end all.
“We feel like with Diablo III it got to a place where you couldn't really play your build, your way,” Luis admits. “It was basically, you're going to pick one of these four sets and that's it. We're making sure that sets don't dominate in Diablo IV.” To accomplish this the team has a simple solution, make sure Legendary Items are the more powerful option. And with hundreds being designed and refined and added into the game, create true diversity that fosters player creativity and deciding how you might want to play.
Another piece of the puzzle is the re-introduction of Runewords with cause and effect Runes that can socket into items – adding more nuance to potential build options.
An approach that also extends to how the team will balance the loot and fine tune the overall speed and progression of Diablo IV. Although specific details aren’t available, we do know that in its current state taking on more challenging content or tackling higher difficulties will not improve drop rates or the number of Legendary Items you’ll find. Instead more powerful gear will be easier to obtain or become available. The concept of Mythic Items with four Legendary affixes where you can only equip one adds more layers to the end-game potential. The damage and power curve is also different, and a far cry from
sheer insanity and pace of modern Diablo III.
“Players recognise that games evolve over time,” Luis responds when the discussion shift towards the current progression and speed of Diablo III. Where loot rains from the heavens. “Where Diablo III landed, after several Seasons, the balance philosophy was that we would never nerf anything. We currently have a different approach to it. Not better, not worse. It's just like with the art, it's a different lens through which you look at the game.”