Diablo 3 tests doubling Legendary drop rates
Blizzard recently revamped Legendary items in Diablo 3, but that doesn't do too much good if they're still super-hard to find. So, as part of the ongoing public beta testing of patch 1.0.5, Blizzard is now experimenting with doubling the drop rates of Legendary and Set items,
Blizzard recently revamped Legendary items in Diablo 3, but that doesn't do too much good if they're still super-hard to find. So, as part of the ongoing public beta testing of patch 1.0.5, Blizzard is now experimenting with doubling the drop rates of Legendary and Set items.
Yesterday's update to the Public Test Realm brought the drop-o-change along with more balance tweaks, skill changes and a handful of bug fixes.
Of course, this being a test patch, the change might not stick or, who knows, the drop rate could even raised higher yet. So, would it please you to see Legendaries become more common, or is the scarcity part of the allure?
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Alice O'Connor posted a new article, Diablo 3 tests doubling Legendary drop rates.
Blizzard recently revamped Legendary items in Diablo 3, but that doesn't do too much good if they're still super-hard to find. So, as part of the ongoing public beta testing of patch 1.0.5, Blizzard is now experimenting with doubling the drop rates of Legendary and Set items,-
From my experience (which I recognize is not everyones), I feel it could probably use more than doubling.
I'm in A3 Inferno, and have seen exactly 1 legendary drop, and that was back at like level 20... some terrible axe.
And zero set items.
I feel like in order to get good drops I have to spend millions on eq in the AH for MF equipment that is also viable enough to let me kill and survive. But to get those millions I need good drops.
I think perhaps I'm not quite as hardcore a gamer as I was 15 years ago, and this might be the main problem. :P
Also, the RNG hates me.-
It'll be hard for people who enjoy Torchlight 2 to return to Diablo 3, since it has a much better loot distribution system. It's still random but it throws enough quality items at you to make you feel like eventually your time will come. It doesn't feel like that in D3.
T2 even gives you the opportunity to flip unique items that you don't want or can't use into something you might want via transmutation, along with various other ways to find solid loot. You may not get an item you want or can use via transmutation but at least the opportunity is there.
I love D3, but I will stick with T2 until D3's loot distribution improves. -
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PoE's similar to TL2's, but I think does a few things better.
The maps are drops that have a level, quality, and affixes associated with them. You can use PoE's various currencies to re-roll the various attributes associated with them. Once you activate the map, you get a fixed number of portals (6 or 8, I believe) to clear it. Run out of portals and you can't go back in.
The level creates a bit of a progression system to the random maps, and being able to tune the map with the currency items combined with the limited number of portals means you have to balance what you're capable of clearing vs. potential quality of drops.-
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I hate it. I hate everything about it. I think it's a fundamentally simple system that's presented in a needlessly complicated way to fool people into thinking there's something special about it.
You have a passive skill tree with something like 1300 nodes and something like 95-98% of them are insignificant attribute gains. The whole thing could be greatly simplified without any loss of complexity.-
I dunno man, I think it's pretty awesome. The stat point nodes aren't completely insignificant either because they have an effect on what armour/weapons you can wear. It's that skill tree that allows for the variety of builds in the game. There's a build that kills monsters just by standing next to them! http://www.youtube.com/watch?v=4EtaH8bPtQw&feature=plcp
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I'm not saying it doesn't allow for a lot of different builds. I'm saying the presentation is completely fucking godawful terrible with the sole purpose of making people believe its more complex than it really is.
The very first thing I did when trying to really play the game was to redraw the section of the graph I was interested in, but reducing nodes to the big ones and relaying more information (specifically costs & combined bonuses) to the edge weights. That made it significantly easier to both visualize fully and define a build.
I shouldn't have to do that.
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PoE's system is like TL2's but instead of buying maps, they drop from monsters. The can be normal, rare, or even legendary. Modifiers on them directly correspond to how much loot drops in the map, i.e. 50% more monster damage might give you +15% item quantity. You can turn your normal maps into rare ones, and add modifiers to the rare maps, using the orb system. Maps start at level 60, and higher maps only drop in maps. So you can only get a level 61 map from a level 60, a level 62 from a level 61, etc, with progressively higher tiers of loot. Also, you can buy and sell maps.
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Let me expand on this. I think the game is fun, but could be so much better. The maps are just not random enough. They talked a lot of shit about that feature during development and it didn't turn out that way at all.
I feel that the AH goes against the spirit of the game. "Just don't use it" isn't a valid response in my mind. The fact that it's there ruins any sense of progression I get in these types of games. What is the point of farming when I can just get it with the click of a button and some gold/real money? I dislike it. I realize that you could buy D2 items as well through 3rd party sites, but I really don't like how it's official now.
I still dislike the itemization, but they have really come a long way and are making great strides to fix it. The Legendary item buffs were a welcome change for sure.
As much as I dislike the game as it sits right now, I have to give credit to Blizzard for taking such big steps to fix it and actually listening to what people want. I feel that once the first expansion hits, this game will be what it should have been at launch.-
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They're not trying to balance D3 like it's an mmo.
Balancing an mmo defines a set of used skills and tweaks damage ratios between them to balance theoretical output. What they're doing in D3 is nerfing the small number of things that are obviously broken (mostly by tweaking proc coefficients) and then buffing under-utilized stuff to be more attractive.
Those are two completely different approaches.
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that's completely different and not where blizzard seems to be going. what I mean is a WoW-esque loot popup window in co-op as an option, so people can be more involved in a co-op session. the fact that most people were playing alone to avoid the HP/damage penalties means SOOOOOO much loot that could have satisfied the "oh wow, something neat during a dungeon run!" feeling was never seen by players.
in MP the loot tables are your own, and only viewable to you. since RNG seems here to stay (just boosting probability of a certain tier of item) what I'm suggesting is to increase visibility to those items.
if you get a fucking KICK ASS set item in co-op, but it's not even for your class, folks' first instinct now is to sell it instead of finding a way to help out someone in that group that could equip it right then.
so much of D3 happens in a vacuum of solitude, it's pretty sad. no player control means you go straight to the AH to get satisfaction. -
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as I understand it, TL2 did as well, right? pertinent items for your character just drop a lot, right?
with D3's pure RNG, you can get barbarian loot all day long on a wizard, and be fully excited to use the AH so you can feel like you are progressing.
it sounds like other games just have different loot tables, perhaps aware of the character or something. D3 is a loot bonanza, but the overwhelming majority is vendor trash or AH material. so at least it's something productive to sell a good item for another class. so that's why the AH exists.
if D3 was tuned to drop way more stuff that is aware of the class you are playing.... that would probably change the whole dialog about loot right there.
but it's all RNG, like in crafting, which is my main complaint with D3. the AH is still a necessary evil. -
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I'd argue not having an AH is what solved it.
Any loot game can be characterized by an identical model using simple probability & statistics. One of the statistics you could get out of it would be a "time to next upgrade" (ttnu) given a specific set of gear. In every case, ttnu would be an unbounded monotonically increasing function based on current gear.
All the AH does is allow you to quickly jump ahead on the gear progression curve to the point where you're ttnu is "unreasonable." -
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They've already done it IMO. It's only a matter of time until people forget that they're pissed off and realize the game is good now - I think the PvP patch will bring a lot of people back. If you want things that can fix it even better though:
1. Fix crafting. It's worthless and we've all known it from day one, I'm sure they know it too. It should make soulbound loot that gives you some control over what stats you get, sort of like the Hellfire Ring does.
2. Make gear BoE. Then buff drop rates(which they've already done a lot in 1.0.5, both for rares and legendaries) to compensate. This will stop item inflation and make the AH way less critical to succeed.
3. Make content more random. I want to be able to pick a setting and procedurally generate dungeons and outdoor zones independent of the campaign.
4. Add more interesting affixes, and buff some of the crappy ones like thorns.
That's pretty much my dream changelog. I have high hopes for this game over the next few years, especially with the first expansion that will let them totally reset the gear standard and potentially do a lot of new stuff. -
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Perhaps companions who aren't near useless, and maybe compatible with more item types for vanity if for nothing else. People like pimping out stuff, it would be a good loot sync.
A crafting system that isn't useless. Torchlight and Guildwars you can combine items for a chance at a new one. Torchlight Enchanting is a huge gold sink, and the random nature of where they show up always adds incentive to exploring.
Torchlight also has pretty good hidden stashes.
Procedural generated bosses and dungeons would help, instead of the same old Arcane Orbs, Molten, Mortars, plagued.
Freaking mosquitoes launching mortars and tactically shitting fire in a grid pattern is the cheapest form of difficulty, guess what they act the same as all the other creatures that randomly shoot mortars and shit fire.
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For me the disappointment comes from the AH. It just seems silly to me to have to auction stuff and play that minigame so I can beat the level check. With D2 you had to rely on friends, and it was nice to help out a friend in a really big way. Now, loot isn't as special and it kind of steals a little of the fun to me.
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Yeah the AH will definitely be optional for real after this patch, Inferno is closer to an extension of Hell now when not using MP. There's definitely still the issue of the AH being too strong a temptation compared to farming for yourself, but if you really hate it you can still do just fine without.
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I know i'm probably the minority here, but im so glad I got this for free with the WoW annual pass. I would have been really upset at paying $60 for this when I played a total of MAYBE 3 hours of the game. I never played Diablo before this except for a tiny bit of Diablo II, but this wasn't fun to me at all. And I don't even get in to the RMAH or anything.
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They put out numbers for everything they do that does well. This includes Sales numbers for Diablo 2 and 3 plus expansions, Starcraft 2, WoW and all the expansions (so far). They also like to tout their subscription numbers whenever they're doing well. News about stuff like 2 millions lost subscriptions usually comes from quarterly reports.
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That would further ruin the game. I still remember the feeling like I hit the jackpot when a gold item would drop off of mephisto or the other bosses. The GAH and RMAH in D3 took some of that away in D3 since any of those items could be had for money. I occasionally still play D2 and after all these years I still have not had one single Stone of Jordan or ZOD rune drop for me, but would flip out if one ever did.
I Don't get that in D3 -
The loot system is the furthest evolution of an old idea.
You have white items that are completely useless. Why are they in the game? No one even picks them up.
You have thousands of nearly identical items with such minute changes over your character that they have no personality. It reminds me of Borderlands; boring, boring weapons. -
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