another suggestion is to group all the good affixes into a shared category so that they can’t all roll on the same item. I think on the surface those sound good but the reality of what they would do to the itemization isn’t what we want.
I think a better approach to this issue is to introduce more affixes that players are interested in, so there is a sense of tension over what the six affixes are on your “ideal gear”. When a perfect pair of gloves is “Core Stat, Vit, Res All, Crit Chance, Crit Dmg, Attack Speed” and you can’t even imagine another stat you would want instead of one of those, we have a bigger problem. Introducing more choice instead of less and giving players more ways to feel like they are customizing their character is what we want to see. If gloves also had the ability to roll +% School Damage, +Life on Hit, Skill specific affixes, plus a couple more things you want, than players may find themselves in a situation where trifecta isn’t as clearly defined anymore.
Just for that... we find our new lead game designer!
As i see it, you should even consider using both solutions
2 to 6 usefull affix and 2 to 4 lesser affix...
sure it make up to 10 affix, but as you said, i'll never take some +heal on globes/potions on gloves since i could have 3 fact + dex + vita + @res... but i might consider it (or thorn or...) if it doesn't cost me a slot that could be a one of the trifact affix.
I would even push it further as i don't want to see pure canon glass items any more...
for 10 affix armor
1 always here core stats (rand beetwin int/dex/strenght)
2 offensive primary stats (crit/crit damage/ IAS/new stat)
2 defensive primary stats (@res/vita/armor/reduc damage in %/new stat)
2 pure random primary stats (among defensive and ofensive)
4 secondary stats (the others stats)
yes it make 11 but core stat is just... almost anvoidable
for weapons, consider increased damage and %damages as alwats beeing here (random value, but not beeing a "payed affix")...
Did any one still look at items without thoses stats any more ? Well, when i know they don't have it, i look at their price to know if i better salvage or sell it to NPC...
I'll talk a little bit about me to point out how a few things are really broken.
The spell i want to use are rapid fire web shot (for single), multi shot suppression or full broadside (AoE) and hungering punctunring
What i do is way different...
elemental arrow ligthening bolt, multi shot fire at will and hungering spray of teeth
spray of teeth, with my 60% crits became really more efficiant, 15% x 115% vs 60% x 50% in aoe ? ok it make less damages and it's quite hard to calculate hungering arrow but... even against 1 target, the second rune is almost twice more efficient...
Fire at will is doin 11% weapon damage by hatred while full broadside is only at 7.16%/H
Dividing it in more attack is just doin it more interesting to me.
the last, but not the least...
rapide fire give 13.8%Dmg/H and, after the first shot 27.6%Dmg/H... since we move a lot as DH, the first shot cost is important.
We can use withering, making the spell usable but without control or web shot... If the slow were working correctly... but i barelly feel them, even a 80% slow feel like a 10 or 20%..
Just compare to elemental arrow... it's 15.5%Dmg/H for the basic version it mean that this spell is more efficient against 1 target if we move a lot (and, except against bosses, we do move a lot) and in a pure stationnary shooting, it become more effecient as fast as we have 2 targets (or 1, with ball lightening, you can hit up to 3 time the same target with one shot!).
Compare lightening bolt 60% crit, 2,4 shot by sec, 1.5sec stun to a low efficient slow ? well a singler target (or a row of well placed targets) is just pinned whe i focus them...
Better damage by % if i have to move, better % damage with 2 targets and more (hum.. diablo is not a 1vs1 duel game right ?), better controls... why would i take a pure mono target spell?
and it's not the worst... impale is a 10.6%Dmg/H, pure single target elemental arrow is already better...
+ i noticed that procs like night stalker, were some how limited by attack speed. try marked for death mortal ennemy with a 2hand Xbow, elemental arrow and 0 IAS, than the same mark with 2x1Hand xbow, rapid fire and a full IAS gears...
you'll see the difference, i promise. this is supposed to be a 100% proc, but it proc less with high attack speed and rapiude fire is like a 600%ias
Now, compare lightening bolt and screaming skull, both are 1.5sec control, one is always 40% the second is our crit chance %... ther's a choice only at 40%crit, you want a stun, take the skull under 40%crit and the bolt when over 40%
a last thing and i can make my suggestions all the spells i talked about (wanted and used) have a +spell effect. Those spell effect are on quivers... hum... i'm a dual x-bow hunter...
suggestions for affixs
delete +spell effect
add +rune power
rune power would increase the effects of all spells runes this would avoid the actual spell aberation of quiver since we could stack it from a bit every items... and some crit friendly runes like spray of teeth could be less "rune power friendly" to balance everything.