Hi!
Im doing a fantasy rpg/tactical game/dungeon crawler. Sort of a blend of battle brothers and darkest dungeon (you control a party of heroes).
Equipment is important. Some classes can only use some weapons and they also have features (such as swords may cause bleed, and maces may cause stun).
Now: How to properly do item scaling? I want high level gear to be "cooler" but not be too far from real weapons either. They also may have modifiers but the base item (thereby the sprite) must also feel more "advanced"/better.
Games like diablo 2 scales like this (see one-handed axes below for example). I will probably need 6-12 items in each class (swords, spears, axes etc) but they will not "come back" with new names as upgraded items (as they do in diablo 2).
What are your thoughts on this? It's not realistic for sure that a nicer looking axe is "3 times as deadly" as a normal axe but i guess it's fine in a game? Or any other solutions? Problem in these games is that items just get bigger (and big is always better). I dont use weapon speed in the game so it's "one attack per turn".
This could be a rough idea of a item hierarchy:
Simple looking weapons -> military looking weapons -> ornamental/fantasy style weapons