I’m one of those who claim Borderlands item design is more interesting, so I can give my two cents.
Actually, I wouldn’t say Borderlands “items” were more interesting - but specifically Borderlands weapons.
In Borderlands, each weapon type had a personality in terms of unique procs and effects. Every weapon type provided a specific flavor and style that meant a lot in terms of how you approached combat. A sniper rifle is COMPLETELY different from a combat rifle - and one sniper rifle could be completely different from another sniper rifle, based on what effects and procs it had. It made weapon hunting incredibly fun.
Sadly, the character mechanics of Borderlands are super simplistic - so it’s only the weapon design I’m talking about.
Hellgate took this concept even further - and I consider it the game with the most interesting item design. That game had a HUGE amount of issues - but the items were just fantastic.
Now, in D3 - they’ve made the skills themselves the primary entertainment factor - and they’ve made them all (or most of them) scale directly with a given percentage. This is how they’ve approached the “all builds should be viable” design paradigm, and I get that. Ultimately, I think it’s a failure - because I don’t think a game is more entertaining when everything you choose is equally powerful. It makes your choice meaningless - and what’s worse, it means you will just choose based on playstyle - and you will never change it up.
The only reason anyone changes build/playstyle in D3 right now, is to be able to defeat the harder difficulty levels. It’s not because they WANT to play differently.
Well, that’s what I postulate. At least, eventually - people would find a build that suited their playstyle best - and it would never change, and they would never ever need to make another of that same character.
That’s incredibly bad for longevity and for keeping the game perpetually interesting. It’s fantastic for the short-term experience - and I have no doubt that’s what the testers/designers said to the developers when going through the iterative process. They were annoyed with skill points and they just ended up “playing the system” - so that was thrown out.
But an internal iterative process is, by nature, limited and can really only be short-term - as any change will not be tested for months or years.
That’s why you need one or a few people with genuine vision for a great design - and that’s what I don’t think Blizzard have. I think they have fantastic craftsmen and super experienced developers - and they know how to polish and they know how to appeal to a wide audience.
But I don’t care for their long-term design paradigms or their lack of imagination when it comes to intricate mechanics. Not since so many key members left around WoW vanilla release.
Truly, the game is just “meh” for me at this point - and I’m a huge fan of the genre.