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 Gold 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 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."
"So just like, artists are looking at Diablo 4 buy duriel mats to make art and the disposition, our balance designers which are coming from StarCraft - have a very different strategy also," Luis continues. "David Kim, our new Lead Systems Designer, will oversee balancing of items. His approach was like,'We nerf things all the time and this is the way it is accomplished by us'.