Matthew Hayward wrote: Got it - interesting - well thanks for teasing out the play diversity / build diversity difference. I'm thinking more about play diversity.
One problem I see with build diversity is that, at least for melee, there is so much stackable strength and to-damage mods that seem unbeatable (e.g. Ioun Stone Onyx Cube, Surtr's +7 Girdle, Dungeonbane +4 STR, +5 Eldritch Boots, +3 Ring of the Eel), that the small differences in the gloves slot end up not really mattering.
For example, most UR melee builds can get to 30 STR easy, a +2 UR weapon, and at least +5 melee damage in their build.
That gives, say: +12 to hit / +15 to damage.
If you then fiddle around with the hands slot you get:
Mithral Gauntlets: +14 / +17, mithral set
Weapon Finesse: +15 / +15
Brute: +14.5 / +17.5, -2 DEX
Linked Fury: +12 / +20, class limits and must use 2 handed weapons
To me the differences between these are small enough that they don't count for much. Linked Fury seems to actually offer some kind of choice, but I don't see the difference between the others to be substantial enough to fit the description of offering build diversity.
As the builds get higher and higher the differences are minimized further - a BiS melee build can be fielding something like +24 to STR, an additional +6 to hit, an additional +14 to damage before the gloves slot. Here you're looking at like:
+21 to hit and +29 to damage before gloves. The ~2 point to hit or damage differences between different gloves seem irrelevant to me at this point.
We have several different levels of tokens that are part of the discussion here that should be broken out.
1) Common / Uncommon / Rare.
There is a lot of variety here, as tokens tend to be focused and have some pros and cons. For example. the Defenders set really only focuses on AC. There are other armors available that can do other things (add Con / Str / Damage / Saves) but they do not match the AC of Defenders. Additionally, even older tokens at this level tend to be available. If I want some 2012 token, like helm of the Eagle, all I have to do is check the regular token sites and generally I'll find what I'm looking for, for <$10.
2) UR and under.
Variety starts to shrink here as we have less tokens available, start to see more tokens that "do it all", and supply is so limited that some options can't even be bought. The Redoubt set tries to "do it all" by having the highest AC, and a STR boost, and a HP boost. It does have a - to saves, which is the only thing that keeps it from completely obsoleting the Templar set. The gloves discussed earlier have some variety, but good luck finding most of them on the token sites. We also start to see some best in slot items at this level, such as slot expander / slot traders.
3) Relic / Premium / Volunteer
We again see a decrease in token quantity, more tendency to add "do it all" by consolidating multiple tokens into a single token (charm of awakened synergy), and less competition (ex: only 1 choice for relic armor), and more BiS items. Since there are fewer tokens here, if you've reached this level builds start to looking more and more the same, unless there is a strictly better token available at the next tier up.
4) Legendary / Multi Year Set (Eldrich)
The smallest token base, and essentially 0 competition between slots outside of weapons. Anyone playing at this level is likely use the same tokens as everyone else, because there are no alternatives. Additionally, the numbers are so large that differences made in other pieces of the build start to become a small percentage. Ex, adding a +7 str belt means that the difference between swapping out +2 hit / +2 damage gloves for +3 hit +0 damage gloves is generally meaningless.
I'd like to leave tier 3 and 4 out of the discussion for now as the limited number of tokens, and small increase per year means these two levels are unlikely to change build wise anytime soon.
At Tier 2, I'd like to show how focusing on the differences in the gloves can greatly change the builds. Unfortunately, due to slot expanders and minimum slot competition, charm and ioun stones tend to be similar across the build, but otherwise there is quite a bit of variation. Additionally, these builds may not be fully optimized as once I realized how difficult it is to get to some of these tokens, I stopped playing with builds using them.
1H Fighter build that neglects range (+19 hit / +21 Damage / 70hp / 28 AC / + 21 fort / +11 Ref / +9 will)
tdcharactercreator.com/#/character/edit/53834f7f-6aa5-415a-b24b-fa2e692929e1
2H Fighter build that neglects range (+18 hit / +31 Damage / 45hp / 15 AC / +15 fort / +16 Ref / +17 will)
tdcharactercreator.com/#/character/edit/a6993cd6-a26d-4117-be92-051f6f4bda1b
1H Fighter Build that tries to be competent at range (Melee +16 hit / +15 Damage / Range +10 hit / +15 Damage / 44hp / 20 AC / +15 fort / +17 Ref / +18 will)
tdcharactercreator.com/#/character/edit/bf8ae7ae-ba4c-4570-9b8e-4b50c3607a52
1H Fighter Build that mains range, but can still hit in melee if necessary. Uses a relic bow, because its the only way you would go with this build.
(Melee +15 hit / +8 Damage / Range +14 hit / +9 Damage / 52hp / 21 AC / +17 fort / +16 Ref / +12 will)
tdcharactercreator.com/#/character/edit/be0e042f-e60f-42a0-baa1-147d9d49c3a6
*Edit*
I also left out all of the slotless items. Either you have them, or you don't. Any build can use the same slotless tokens as any other build, so it was faster to fill out the website without them.