"It was essentially, you're likely to select among these four collections and that's it. We're making sure that sets don't predominate in Diablo 4 Gold." To achieve this the staff has a solution, be sure Legendary Items are the more powerful option. And with countless refined and being designed and added into the match, make true diversity that fosters player imagination and determining how you may want to play.
Another piece of this puzzle is that the re introduction of Runewords with effect and cause Runes that can socket into things options are built by adding more nuance. "We feel as though using Diablo 4 it got into a place where you couldn't actually play your own build, your way. It was essentially, you're going to select one of those four sets and that is it." An approach that also extends to how the team will balance the loot and fine tune Diablo 4's overall speed and progression. Though details are not available.
We do understand that in its current state tackling difficulties won't improve the amount of Legendary Items or drop prices or taking on more challenging content you'll find. Instead gear will be simpler to get or become accessible. The concept of Items with four Legendary affixes adds more layers into the possible. The power and harm curve can be distinct, and a far cry from insanity and pace of Diablo 4.
"Players recognise that games evolve over time," Luis responds when the discussion shift towards the present progression and rate of Diablo 4. Where loot rains in the skies. "Where diablo 4 duriel mats landed, after a few Seasons, the balance philosophy was that we'd never nerf anything. We have a different approach for this. Not better, not worse. It is just like using the artwork, it is another lens through which you take a look at the game."