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I had briefly mentioned in a General forum post an experience I took away from an otherwise unpleasant encounter with the game Hellgate: London - a friend of mine worked for Flagship Studios during its development, so naturally I couldn't avoid playing it.
The mechanic I found most appealing came from its equivalent to crafting; yes, you could salvage any number of items you didn't want to keep for components (a rather large variety of components, at that) and use them to construct new items, but also you could simply apply said components to leveling up ("augmenting," "reconstructing," or something of the like) already existing items.
The system in place there isn't exactly as we experience Diablo 3, however. D3 has different items fit within tiers of character level requirements, but not alike HG:L's items which were given their own personal levels. Having these levels and scaling them to appropriate values of damage/armor and associated affixes allowed a player to choose between the status quo of ARPGs (settle for certain items until something new and exciting comes out of the mounds of loot) or playing favoritism by leveling their desired items and keeping them from going obsolete.
This could be a game-changer for Diablo 3.
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