Worked on a Roguelike Item System with design team. 
The idea was that characters would receive specific augments based off the colors of each item. 
Purple = Ability Power 
Green = Health 
Orange = Weapon Damage 
Each hero had a skill tree that would unlock based off the respected colored augments. 
ex: If a hero is weapon based they'd want to go orange. After they obtain 4 orange items they unlock the final "Set Bonus" of their heroes skill tree. Then the player can spec into 2 green items for health and to unlock their heroes green set or go purple for extra ability damage. 
Usually heroes were designed with one color in mind but other colors would allow for situations that could require more utility or survivability. 
With the Set Bonus system combined with roguelike items it created a lot of playstyles for players. 
Players 
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