That link with
the new magic item reboot is great! I will pass it on to my DM in a game a just re-joined. Slogging through the 4e standard magic items is more tedious than anything, and there is no sense of wonder or "wow, I wish I could have that". E.g. for my paragon-level guy, I don't have the stats for weapon or implement mastery, so I've decided to stick with Jagged weapons until the end. If the new book nerfs them, so be it, so long as there are decently powerful items that don't have "Frost" or Rending in the title.
But, inso much as we've all seen this before. The book will be released and there will be much gnashing of teeth before they nerf 1/2 the items in it, making us feel dumb (again) for buy another splat book. I hope that's not the way it goes and it re-introduces some sense of wonder or fascination in the game, but 4e builds are too finiccky to leave it up to chance, so I've decided to focus on builds that work with feats, and any magic items I find is gravy on top.
A 4e treasure horde is seriously like sifting through garbage dump and crushing the worthless crap to extract their residuum. Once you have your chosen armor type or weapon type, all you have left to fret over are rings and maybe 1 or 2 others that are genuinely good.
Makes you wonder why iron armbands aren't the only arm item in existence, knowing that. If there's a limited amount of residuum in the economy (i.e. it can't be created, but must be recycled), why would any non-viable items be made, at all? Sure, a few, but their price would skyrocket and if anything, the best items that have constant benefits, that can also be made cheaply, will be the most common. Rare items' power HAS to go up, or they are only rare by virtue of there being no demand for them, and thus the price would either drop or stay the same, whatever it's equilibrium is. The price could in