Diablo III v1.0.4 Legendary Item Improvements Blog Update and Video

15 Aug 2012

Blizzard has stated on several occasions that they intend to beef up the legendary and set items in a future Diablo III patch, but it wasn't until this evening that we were treated to a new video this statistic-laden blog post that outlines the many enhancements they're making to the hard-to-find items in the game's v1.0.4 update. Added graphical effects are a welcome addition:



And here's a sampling of what's to come:
Provide Interesting Choices

With great power comes great responsibility. Some affixes in the game seem like they'd be too unbalanced if we let them stack too high. So how do we make sure we can go higher?

Goldskin is a good example. 100% gold find on it, plus monsters have a chance to drop gold when you hit them. Not too bad, right? But the tradeoff is it can’t roll core stats. We instead follow the flavor of the item, and being a skin of gold (!), provide you with some additional resistances and mitigation. It’s going to create some interesting choices on how you can make this item work for you. You have to find other ways to get the stats that you really need if you really want all that sweet, sweet gold. Balancing your items out like this can provide some fun and interesting challenges.

Honoring Our Ancestors

We brought a lot of items back from the Diablo franchise for Diablo III, but in many cases all we really did was bring back their name. I don't think we did a great job initially of bringing back the way that they helped you play the game. We've done a pass on all the "ancestor" Legendaries to make sure they remain as true to their name as we could make them, and in some cases we've made them even better.

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They Feel Powerful

We used to reduce the value of certain affixes on Legendary items because we were concerned that having fixed affixes would make them unbalanced. What it actually did was make those items kind of crappy. For example, if the item's level (ilvl) was 50, the first affix would always roll at 50, then the next would roll at 47, and the next would roll at 43. This was done to offset the power of fixed affixes in a random world, but we've learned it's not necessary, and Legendary items being powerful is OK. So lesson learned, we no longer reduce the value of any of the fixed affixes on Legendary items. For example, if an ilvl 50 Legendary item had Strength as one of its fixed affixes, previously it may have rolled a range that you would have seen on a level 45 item, making it seem really underpowered, but now it will always roll within the range of a level 50 affix.

In addition, Legendary items used to cap out at ilvl 62, making it near impossible to find a weapon that had strong DPS. No more. We’ve promoted a LOT of the new Legendaries so that they will roll at ilvl 63, giving them access to the highest possible affix rolls that are in the game.

We're also working on some changes for 1.0.4 to make two-handers better in general, and this will affect two-handed Legendary items as well.
But is this enough to bring many players back to the game?
 
 

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