On the Drawing Board #1: Rares vs. Uniques

Posted 18th Sep 2008 12:49 AM by Flux

Today we’re starting a weekly feature dedicated to D3 game suggestions. In it we’ll take a closer look at the major topics of discussion while Diablo III is under development, and try to refocus the debate, while throwing some more light on the underlying issues. In the future this feature will mutate, and may come to focus around guest editorials and other more interactive features. But for now, we’ll get started with a more basic debate question.

What should the best types of items be, in Diablo III? Uniques? Sets? Rares? Runewords? Something else?  Read more to see the full discussion… 

Items in Diablo II underwent numerous changes up to and during the beta, and as we all know, they’ve been changed quite a bit since then.

In the early days, Rares were the best possible items, in many cases. Rare weapons especially, were much sought after during the days of D2C, and knowing when and what to imbue was an essential tactic. Imbuing while too low of level meant the best mods weren’t yet possible. Waiting too long meant too many non-optimal mods became possible and cut the odds of the better prefixes and suffixes.

This state of affairs changed with the arrival of D2X, when magical weapons were (briefly) king. Endless Larzuk shopping runs became a way of life for characters seeking Cruel magical weapons, with up to 300% enhanced damage. This didn’t last, and once players realized the awesome power of the new Elite Uniques, and the benefits of loading up on magic find, targeted item running became epidemic. Later, the v1.10 patch made Runewords rose ascendant, and these days most high level realm characters are loaded up with elite uniques and super high level runewords, with rares in a few item slots (primarily jewelry and boots) and set items, crafted items, and magical items seldom seen amongst the best equipment in the game.

History lesson aside, is this how it should be? Is this how you want it to be? Read on… 

Numerous threads have delved into this issue, and a contentious one is currently running in our D3 Suggestions and Wish List forum (where most of the topics we’ll be featuring in this column originate). There are a few key issues to consider, in terms of how they work now, and how they will likely work in Diablo III.

Uniques: The D3 Team has said they’ll keep uniques in D3, that they like the variable stats on D2 uniques, and that they may even increase that aspect of the (non-unique) D2X uniques. For instance, you might find a given unique in D3 with a perfect seed of +200% defense and 20% resistance to all, or maybe it will have just +103% defense and just 11% resistance to all. In a related issue, the D3 Team has said that they don’t want endless boss/item runs to be so quick or easy. They’ve not committed to including Magic Find in the game either, so aside from the issue of (potentially) highly varied unique stats, uniques might become much harder to find.

Runewords: It’s not yet set in stone, but D3 Lead Designer Jay Wilson has spoken rather critically of Runewords on a number of occasions. He, and the rest of the D3 Team, don’t seem very enamored of that particular D2X item innovation, which might render this entire point moot. That issue aside, most players agree that Runewords are overpowered in D2X. However, most players also agree that the top Runewords would be virtually impossible to obtain if not for the widespread duping of top runes. It’s not so much that Runewords are overpowered; it’s that the runes to make them would be virtually unfindable, if not for all the duping. Blizzard is, of course, promising that duping and hacked items will be a thing of the past come D3’s improved client/server architecture, but as always with such claims, an attitude of cautious optimism is the best a reasonable player can allow.

Rare, Set, and Magical Items: The D3 Team has spoken very little about these types of items, and it’s likely that little more than conceptual work has gone into balancing them. As such, we can offer only conjecture about how powerful they should be or will be. In fact, it’s hard to answer the question of how powerful they are now in D2X, since opinions differ. With perfect mods allowing up to 450% enhanced damage, plus other great bonuses and up to 2 sockets, a rare weapon can be as good or better than almost any Runeword or Unique in the game. That’s not the issue; the issue is availability.

  • Elite uniques are difficult to find, but with concerted searching and high magic find, they will eventually turn up. Or you’ll find equivalent value uniques that can be traded for the one(s) you really want.
  • Runewords should be harder to obtain, since high level runes are so rare. Duping has short circuited that equation, but even without the ability to trade for duped runes, a player could eventually obtain a top runeword, even if it took months of Countess runs and cubing the findings.

Thus the question we’re examining this week. What types of items should be the best in Diablo III?

One of the most common complaints from players is that everyone wears the same equipment on Battle.net, since various uniques are the top items in almost every item slot. Improving the quality of rares (or decreasing the quality of uniques and sets) could change this, and create much more variability in character gear.

This seems like a win, but it comes with its own challenges. Elevating Rares turns the process of assembling top quality gear into much more of a crap shoot. Instead of being able to systematically seek out top uniques, or cube up to top runewords, players are reduced to the luck of the draw as they cross their fingers for a great seed on a random rare item. It also makes build planning much more complicated, since there’s no predicting the properties of any of your equipment. It’s entirely possible that all the players now complaining about the uniformity of character equipment in D2X would find themselves grumbling about how impossible it was to put together a really good kit in D3.

Recreating the reign of Rares might even reduce character variety, since lots of players first tried a new class or build when they found one of the uniques that class liked best. How many players tried their first javazon after finding a Titan’s Revenge, or their first Assassin after finding a Bartuc’s?

Every solution has its own strengths and weaknesses, but hey, that’s what these columns are for; to spur debate. Feel free to join in.



On the Drawing Board is written by Flux. These articles examine crucial game design issues and decisions in Diablo 3 by explaining the issue and presenting arguments for and against. On the Drawing Board aims to spur debate and further the conversation, rather than converting readers to one side or the other. Conversation and disagreement is encouraged. Have your say in the comments, or contact the author directly. Suggestions for future column topics are welcomed.




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Comments

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Vandro
Posted 18, Sep 2008 02:12 AM
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I really liked the rare system in D2 classic, but I see the flaw of having too much crap rares and very few insanely good rares. What I think is a nice solution is making the mods spawning on rares not totally random. Why would you have a wand with enhanced damage for example, that’s just stupid. So when an item drops, it first rolls on a certain class table and gets mods of that table. That way most crap rares disappear.
Also, make all mods on an item important, we don’t want attacker takes damage of 5 or magic damage reduced by 3 etc. Also, uniques must be items with different mods than rares, but not better per se. Uniques take the special role of having mods you would otherwise never get.

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durrem
Posted 18, Sep 2008 03:06 AM
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"In a related issue, the D3 Team has said that they don’t want endless boss/item runs to be so quick or easy."

I’m kind of sick of the D3 team deciding how they want us to play.  What if I like running bosses, instead of grinding against no-exp giving monsters.  Running bosses should be just as viable as not.  It is up the them to make it balanced, not say we can’t run bosses.

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Kunzaito
Posted 18, Sep 2008 04:29 AM
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I love to collect things, so I really like the idea of item sets, especially the big sets like Immortal King or Tal Rasha’s. I was really disappointed with them in D2C, and then really excited by them in D2X. I think the only way that they work, because of the difficulty of getting all the pieces, is if they are elite gear. Not necessarily the absolute best stuff you can put on for that build, but definitely something that can take you through Hell, has some fun properties (Trang Oul’s, anyone?), and gets you excited to create a character of that class to try it out.

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stillman
Posted 18, Sep 2008 06:09 AM
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I’d like to address the problem of players all having the same gear. I think the problem comes from "no-brainer" gear. Take infinty for instance. There is no reason whatsoever for any sorc on bnet to not use this. It only helps you, there is no downfall, and there is no equivalent. It would be foolish for anyone not to try to obtain one. It is the one and only item that does what it does. I hate making a sorc because I feel boxed in to this FORCED method of having to try to get infinity.

So obviously, there should either be no infinity OR make like 10 items that do the same sort of thing (conviction aura) with other mods that differ. That way, everyone would be using a varity of 10 different items in that slot instead of just one.

Same deal with soj. Why would any caster not use this? It’s another no-brainer. They simply need to make 10 rings that all have the +1 skill bonus, but of course, make them harder to find and make the other mods suck mildly so they aren’t overpowered.

I often wonder why Blizzard made these sorts of items in the first place without making alternatives. Blizzard, please give us some variety and something to think about intead of "2 soj, arachs, shako, infinity…"

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Arbedark
Posted 18, Sep 2008 01:14 PM
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Regarding the comment stillman made;

The "reason" for a sorc not to use Infinity is because they can’t afford it. Yet another problem with dupes and not the runeword itself.

Having an absolute best item for each slot isn’t inherently bad, as long as they aren’t easily obtainable.

Secondly, you say you are FORCED into trying to obtain Infinity when using a Sorc. Why? If you want the strongest character possible, sure you’ll need to use a specific setup of items. But Infinity is nowhere needed to complete the game, nor is anyone FORCING you to try and make an uber powerful character.

Finally, what’s the difference of everyone using a SoJ and everyone using 10 different SoJalikes? The end result is the same. The variety is meant to come from the fact that these no-brainer items aren’t meant to be available to everyone all the time.

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N2T
Posted 18, Sep 2008 03:41 PM
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Perhaps I am crazy, but I think the main problem is mods vs. builds.  One of the problems in D2 was that build A was the best for task A and it was all deal as much damage as you can or max magic find and kill bosses.  So SOJ was great, a certain weapon for each class was great..and deviation from the norm made you weaker.  Now..lets say that unique weapons are just that..unique, prefix, suffix, random percentages of +damage or additional poison time or life etc..perhaps with prefix and suffix being modable but with base stats being fixed..so a character that uses fire..wants a fire mod etc etc.  Now sets…what if tended to cater to "off type" characters..say..a rare can have any combination..but sets are "geared" toward a subtype of a character..if it has 3 paths to take it’s geared toward one of the less obvious or chosen types.  That would make rares wanted by the power gamers..but sets interesting to those who like to produce off builds..now that leaves us with the commons/uncommons, you know..the stuff you sell.  I have a couple thoughts on this..1 salvage..make it so you can get materials for creation from commons/uncommons..maybe even prefixes/suffixes.  That way..even a common item may have a prefix or suffix you need..and in a max percentage to augment your other items.  Also..how about making high end uncommons just that..uncommon.  Like..odd things that will promote build variety.  Combinations of weapons of one type..with bonuses to another class, ie swords with energy bonus for casters..but only in the uncommon group of weapson..these characters will rare to begin with…but if you add some type of cross character weapons/stats of random types..you will encourage people to explore new paths. Just some thoughts, feel free to agree/dissagree.

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AniMe
Posted 18, Sep 2008 04:25 PM
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I loved the rare system in D2 Classic and I despise the Unique/Set/Runeword dominated scene in current D2. Why? Here it is;

Rares rocked. Everytime a, say, yellow Gothic Bow dropped I got a smile on my face and a bit of excitement ran through me.

"Will this bow be better than my current one?"

Most of the times they weren’t. In the beginning there was a greater chance that your new found rares would be an improvement over your current gear but as you rise in equipment it’s harder and harder to top your gear.

You could do very well in Hell with a 110 damage Gothic Bow (120% ED) and 10% Increased Attack Speed but of course, a sweet 160 damage Gothic Bow (198% ED, +12 maximum damage), 20% Increased Attack Speed, +2 to Amazon Skill Levels, 7% Life Leech would just be incredible!

That’s why the rare system was so great. You could always get better gear! You didn’t suck just because you had a 270 damage Lance but having a 360 damage one would be awesome yes!

Rares gave so much diversity. I still remember my cool black Executioner Sword "Pain Saw", 211 damage two handed with some life leech… Not the best but still enough for people to go "oh nice sword!" and show me their very sweet green glowing Executioner Sword with 203 damage, +2 Barbarian Skill Levels etc…

Uniques? First off they’re so incredibly easy to find. Okay, so Tyraels Might just ain’t that easy to find, too bad it sucks (even my Merc sucked badly with it) but Harlequin’s Crest, Stormshield, Stone of Jordan… Playing focused a mere hour a day for a few weeks and you’re suited with full Tal Rasha’s or some such.

Just like everybody else.

Even if stats would differ alot more in D3 on uniques it would still make everybody look the same eventually. Even if some people rather use Gryffons Eye over Harle it would still mean thousands of people using Harle and hundreds using Gryffons.

In Classic you were truly unique and you were actually interested in other peoples equipment…

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Paalt
Posted 18, Sep 2008 08:22 PM
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I thought of making all items random. Set in a hierarchy: basic>magic>rare>unique. Prefixes and suffixes is random for all the items. The difference could be that only the high end suffixes/prefixes spawns on uniques, or there is separate suffixes/prefixes for rares/uniques. Magic can have all sufixes/prefixes but are limited on number prefixes/suffixes that spawn. Then you have static set items as in LoD. This would make ubercharacters focus on finding/roll good uniques/rares. Collectors/odd builds would focus on the sets. And most players would have different equipment.

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SSH83
Posted 18, Sep 2008 10:35 PM
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I think the item system worked pretty well in WoW and if they incorporate it in a way that works with Diablo game style, it would be amazing.  Below is my implementation of such interpretation:

Aside from run-of-the-mill magic items from quests and mobs. I think they should start with Runewords in each level brackets as the fundamental upgrade that everyone wants and can get.  This system is better than unique or set items because runeword items can use different base items thus allowing a level of customization in look.  The runes would be the easier to find so that there is also the benefit that the developers can make better assumption on how strong the players will be when they get to certain stages of the game, thus making it easier to design proper challenges to fit character strength, and raising the bar as to what players need to achieve to get better items than "just common magic items and runewords."

Then, they can add rares that are slightly better than runewords of that level to spice things up a bit and allowing players to look different, but the rares shouldn’t be so much stronger that it makes players want to stop enjoying the game and go mindlessly farm mobs.  Rather, it should just be something that allow players to assemble an armor rune instead of a weapon rune because they found a rare weapon.  This also means that players would find each tier of rare prematurely.  So they would get the level 30~39 rare when they are in lvl 25 areas.

Ultimately, they can put in uniques as rewards for special challenges.  A unique item should match its namesake and be meaningfully one of a kind, so instead of dropping randomly, it should drop from unique and meaningful challenges.  The challenges will vary in difficulty, in such a way that low level challenges are easier and won’t stop the leveling progression.  Consequently, low level unique items would not be an end-all item, but be more like rare items with above average stats but not irreplaceable stats-wise (kinda like Smith’s Hammer in D2).  The high level challenges would be harder and be one of the end-game goals, and it should be controlled in a way that players don’t just farm one boss forever and all ending up looking the same.  Instead, unique items should drop from unique events.  For example, and this is just one example of a gazillion event types: every year, a set would be up for grab with each piece separated into multiple bosses, perhaps in october 2008, two-headed horsemen would appear for a set amount of time and drop unique gloves, on november 08 the dire turkey would drop unique hats, and on December all bosses take turn to appear with bonus boss santa frost dropping random pieces.  Then, the next year a new set would be up for grab and the bosses would be (different?) tougher.  Also, new runewords could be released each year to allow newcomers to catch up with old-timers (maybe 1 point lower on all stats than the set to save people’s ego) so that the ultimate challenges each year can progressively become harder as the players gradually get better gear.

If a player gets every single piece of unique for a year, they complete a set.  IMO, if they just simply get recognized with either an achievement or a title like in wow, it would be sufficient reward for the hardcore (the casuals are too busy leveling their 18th mid-level character anyways).  For example of how this would work, look at how new titles cooled down the heat generated from attunement removals. >:3

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redrach
Posted 18, Sep 2008 11:37 PM
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I actually enjoy collecting uniques, but what I don’t enjoy is having to do hundreds of mindless Boss runs to get them.
I’d like Blizzard to somehow improve the current item drop system to reduce the focus on time invested, and shift the focus to player decisions.
For example, since D3 will be featuring class-specific side-quests, perhaps some of these quests will require you to kill a particular Boss who has a high chance (like 1:100) to drop a particular unique. Also, make it so that taking that particular side-quest means that you cannot take two others. So now if the player wants to find a certain unique, he doesn’t have to do hundreds of Boss runs with a dedicated MF character. Instead, he has to use a particular class, and pick a particular side-quest, and do fewer runs.
As for everyone using the same uniques, this wouldn’t happen if the uniques were more skill-specific, and if more of the skills were viable.
For example, instead of over-powered "+X skills to all" items, we could have multiple uniques, giving bonuses to a particular skill tree, and further bonuses to a particular spell.

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