Actually I don’t exactly know what you are talking about.
Do you mean that there should be more base items - more types of swords, more types of headwear, etc.?
Or do you mean that there should be more enchantments that items can have?
Or do you mean that the actual numbers should be more varied, that it should e.g. happen more often that a spellblade gives a very high or very low bonus on it’s associated damage type?
Regarding numbers: I think that the range of values that a specific bonus on an item can have can be pretty big; I’ve had different versions of the same epic item where one bonus on the first item was about 50% while on the other item it was about 80%. That’s quite significant I think.
Regarding enchantments: I think there already are lots of enchantments, it’s just that many are pretty rare and some are extremely rare, so it’s mostly the same few dozens affixes that are usually found on items.
Then again affixes like the “of piercing darkness” and “of arcane minds” suffixes seem to be so rare that I have probably ever found only one of each in hundrets of hours of gameplay.
Regarding base items: There could be more, sure, but I feel that there’s already quite enough.
I think though that many items, especially weapons, feel the same even though they are in fact meant to be significantly different.
With standard (white) weapons the difference is basically only the attack speed, the type of (elemental) damage it deals, the amount of damage it deals, and if it’s got armor penetration and how much; and of course the level requirement.
The attribute requirements are something that you can easily work around in early game and that only really starts to show in late game.
There’s not much that truly separates e.g. a sword from a hammer; sure, the sword will likely have armor penetration and be faster to swing while the hammer will deal more base damage instead. In the end though the thing that matters most is the DPS.
The game tries to differentiate between those types of weapons mostly by devotions, as there are constellations that you can only use with e.g. an axe or a sword.
But in a game that heavily features randomly generated loot where some weapon simply does more damage than another weapon it is just too tempting to say “Screw this, I’ll simply put a few points in physique so I can use that mace, even though I normally use swords; I just haven’t found a sword yet that does THAT many DPS!”.
Likewise I personally feel reluctant to pick a devotion constellation that would practically limit my choice to either axes or swords or maces.
I mean, we probably all have played a character that still carried an item 20 or 30 or even 40 levels below his character level, just because we had not found a better replacement, and I wouldn’t wanna be forced not to use a better item just because, e.g., it’s an axe instead of a blunt weapon.
The game just doesn’t give the player enough incentive to choose an item over another because of it’s type, because the types of items mostly are not that different from one another.
If e.g.:
- blunt weapons always had a chance to stun an opponent and always dealt some percentage of internal trauma damage…
- axes always dealt some percentage of bleeding damage…
- swords always offered armor piercing and bleeding damage…
- two-handed weapons always had a chance to knock down an opponent…
… then the type of weapon used would more significantly impact gameplay.
And I think that with more significant impact on gameplay there would come a sense of more variety because you wouldn’t skim through the list of items in the shop or in your inventory mostly seeing only different flavors of DPS, but rather a varied assortment of different items with properties that are different in an important way.
Man, I really can make a screen-long post in response to a five-sentence statement… oO