whats the point of generating so many useless rare items?
It would be nice if there were a middle ground between having to pick them all up, identify, sell to a vendor, which I dont believe any of you really do.
Necklaces and rings, sure, they take up little space. But many maps drop more rares than you could possibly sell in 6 portals, including the large weapons and chests. Im not even talking about Blighted Maps yet, how are those supposed to work? Why dont we have an AOE that identifies items on the ground, and perhaps another that converts them to currency. Give each a cooldown so you cant cast them while cycloning trash to death. |
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" And yet here you are, whinging day after day and over 4000 posts. If you don't like the game and have no confidence in GGG's developmental vision, why are you still around? |
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" No place better to be. It's a common problem for forum habitues who dump all over this game. =^[.]^= =^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie |
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" Trading is the games core design. The ridiculous "Just don't do it" statements are just silly. I trade because drops are bad not the other way around. I trade because the typical leveling experience has me going from act 4 to maps with no upgrades dropping. Drops are bad because GGG designed them to be bad because they think trading is important. Items are just poorly designed in this game and need a massive overhaul. Sockets were a mistake and so is percent based resistances. Get rid of those and then we can start fixing drops so it doesn't cost more trade resources to fix up items so they're equipable than to just trade them. |
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