We started with very simple equipment because we didn’t want the game to get bogged down in micro-management, and we wanted to be careful not to unbalance things. As it is, with a large party buying equipment becomes more about - buy a little of the best stuff? Or buy a lot of cheap stuff? And then - who do I give the best stuff too? If every item had 2 or 3 stats and a special effect, this would get really tedious with a potential maximum party size of 37 characters.
The other thing was that we wanted each class to have a clear purpose and we didn’t want to blur those lines with equipment. Ie, if berserkers can equip an ice sword, as awesome as that is, it might completely undermine the purpose of ice mages, since now berserkers are kind of taking over the purpose of an ice mage, and given that their Psi cost is lower berserkers with ice swords could soon become a dominant strategy, ruining the fun. That, and most of the effects-based customization is currently handled through the skill trees.
Those were just our fears during design. Now that the game has been released and we can see how it’s being played, we’re definitely interested in adding some special effects and more diversity to equipment. We basically started off by shooting for as simple and streamlined as possible, and we’ll build from there.
Right now we’re thinking about adding some special effects to the unique equipment as a start, but haven’t made any decisions just yet.
At the very least, a lot of the unique loot is a bit underpowered for how hard it is to get in the game and we’re going to be releasing a patch soon to bump this up across the board to a decent level. Other details will come as we figure things out, but for now nothing’s been decided for sure