Diablo IV is learning big lessons from previous Diablo games, including how the game approaches legendary items and its endgame Paragon progression system.
In a recent GameSpot interview, game director Joe Shely and Diablo franchise general manager Rod Fergusson elaborated on what lessons Diablo IV takes from previous entries in the series. One big one, aside from Diablo IV's overall darker tone and look compared to Diablo III, is how it handles legendary items.
You need a javascript enabled browser to watch videos.
Want us to remember this setting for all your devices?
Sign up or Sign in now!
By clicking 'enter', you agree to GameSpot's Terms of Use and Privacy Policy
Now Playing: Diablo 4 Is All About Player Choice — Developer Interview
Shely said the ability to extract powers from legendary items (previously announced in a Diablo IV quarterly update) and put them in other items «really opens up the ability to customize your gear.» Fergusson echoed that sentiment.
«That has transformed the game,» Fergusson said. «This is true. We don't talk about that enough. In previous games, you would pick up a shield that had this thing that would make, like, 'Can summon two more skeleton mages.' And you're like, 'Oh, I have to keep this…My build needs those two extra mages.' And eventually your level would outpace it, and I don't want to give up the shield. I'm going to carry this shield even though it's weak, because I want this ability.»
That's not the case in Diablo IV, where players will be able to move legendary powers around via an NPC called the Occultist once an item with better stats has been discovered. Players will have the ability to turn rare items into legendary ones as well.
«And so that idea of being able to
Read more on gamespot.com