Item Rarity is too overpowered, and surely ruins odds for non-MF players
I have played quite a bit, and like the majority of players I dont expect to see many end-game uniques drop when I run maps anymore.
In months of grinding on multiple characters the only fairly expensive unique that has ever dropped for me was a Dinination Distillate. Players and groups who make it a point to run with a culler and 500+ IIR are going to have an entirely different experience. Just the other day I ran some maps with a MF character and the guy had a void battery drop on a map, and a god damn Auxium drop on the following map!! This is bad for the game because without a doubt the base drop rate has to be balanced to account for these MF characters. That pushes the rates to the pitiful levels so many people complain about now. In order to better balance drop rates the magnitude of rarity stat's effect must be reduced. "Run your own IIR character" is not a valid reason to keep drop rates as poor as they are mow. This thread has been automatically archived. Replies are disabled.
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no
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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GGG wants you to either choose between DPS/survivability or Magic Find.
However, Magic Find should have died with Diablo 2. |
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" Noblesse oblige
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" It adds a layer of strategy ot an otherwise generic system of resists life and armor style stats. the pool of ideal stats are already bland as is. the mf system at-least ensures you make a conscious decision between really good items , or items that have magic find. but dont be bummed out dude, ggg face raped the magic find system by introducing brutal diminishing returns. 100 iir is not much less than 200 irr than you think it is. simply get around 100 iir and your quality of life will be much better. will you have drops comparable to cullers? no but cullers are specialized builds that have their own draw backs to consider (they can be booooring) and are also not very durable Last edited by Saltychipmunk#1430 on Apr 11, 2014, 9:11:22 AM
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Agree, I am torn between having good survivability and dmg, using the whole potential of my build, and between MF'ing.
I MF'ed for the last 2 weeks in maps, now back to survaviblity and dmg, although not having MF is punishing, 4-5 full inventories of rares vs often not even a full one! |
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totaly agree .. we should half all rarity on he items and remove the gem for sure
did the same with quantity .. so why stop nerfing? |
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" Would you mind giving some specifics? While I keep reading about the diminishing returns and "nerfs" I can't seem to find anything specific. Excuse my dumbness, just want to clear that up at last. Life is tough... but it is tougher if you're stupid.
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" They won't give us specifics. They gave us diminishing returns in like v0.9 and then upped them again fairly recently. It all sort of blurs together. He's right, though. Difference between 0 and 100 is much larger than 100 and 200 and past 300 it really doesn't seem to do anything. Also MF will just get you more rares and shitty uniques, it won't get you good uniques. Anarchy/Onslaught T shirt
Domination/Nemesis T shirt Tempest/War Bands T shirt |
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If there is an X chance for an item to roll yellow
with 100% rarity you have 2x with 200% rarity you don't have 4x, but 3x with 300% rarity you have 4x, with 400% and 500% 5x and 6x respectively. And this means that the first 100% doubles your rate of yellows, while the 100% after that effectively increases your rate by 50%, the 100% after that by 33%, the 100% after that by 25% and the 100% after that by 20%, or put in a more easy-to-read way: 100% rarity: 200% yellow rate 200% rarity: 250% yellow rate 300% rarity: 283% yellow rate 400% rarity: 308% yellow rate 500% rarity: 328% yellow rate Or is there more to it than that? Or is this whole concept of mine of the way it works incorrect? EDIT: just to note, I didn't include uniques or IIQ into this for the sake of simplicity of the example. Life is tough... but it is tougher if you're stupid. Last edited by VenatorPoE#1855 on Apr 11, 2014, 10:26:05 AM
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