Having spent thousands of hours traversing Sanctuary in Diablo 2 & Diablo 3, there were a number of things I learned to love and hate about each particular game in the franchise. While none of them have been perfect, I felt Diablo 4 missed big in a few areas that it could have borrowed from its predecessors. These range from how items are handled to the level designs themselves. Here are five things Diablo 4 should have incorporated from the previous games in the series.
While we haven’t seen the inclusion of Runes and Runewords since Diablo 2, set items were an important facet for endgame activities in Diablo 3. Set items are similar to Unique items in that they usually have certain attributes and a limited option of affixes, but they grow in power based on the number of items in a particular set you happen to be wearing. This makes hunting down full sets an activity on its own, and later mixing and matching to find the strongest or most interesting combinations is a fun way to experiment in the game.
Unfortunately, Diablo 4 seems to play it safe with a handful of special affixes attached to Legendary and Unique items that modify gameplay slightly but don’t significantly change it. So far, I haven’t found any particularly interesting, which is unfortunate because farming powerful items has always been a big draw for Diablo's endgame.
Diablo 2 introduced 33 unique runes that could be slotted into gear and provided unique effects such as a chance to freeze targets, ignore defense or even make an item indestructible. Initially, this provided a way to prevent powerful ethereal weapons from breaking or create items with tons of magic find, but later powerful Runeword combinations were introduced that completely shifted the
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