Magic find gear is bad game design

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ArtCrusade wrote:
Everything is the 'biggest problem' nowadays. It seems nuance died sometime along the road to whatever this is.

Hard to have an actual conversation when people throw around hyperboles like that all the time.

And no, you can disagree with that view without 'abusing' MF. In fact: you'll find not a single shred of MF on my characters. And just like that your hyperbolic argument falls apart..


It's not hyperbole. It's a massive issue with the game's design.

In order I would rank issues:

1) mf
2) game performance
3) new player experience

You didn't refute anything about my post
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Chickenwink wrote:
-1
MF has been in the game as long as I can remember. Weird how NOW all these magic find and group play posts are surfacing.


Not an issue as far as I can tell. You dont need it and are not missing out on anything this game has to offer.


...and it's been a problem for as long as the game has been around. "Let's not fix it, because it's always been that way!" Bad argument.

You didn't read the post it looks like.
honestly the biggest issue with MF is there's no actual trade offs. You're not losing significant amounts of either damage or speed because extremely OP skills exist. and everyone in SC trade is already mostly glass cannon so they're not giving defense up to put MF gear on either. And then on top of that you can quite literally have all your "down sides" washed away by an insanely broken aurabot.

And as long as GGG insists on never bounding the math of their game it will always be so. Currently the high end skills by themselves are several magnitudes too strong, and then Aurabots.... well those just add their own exponent. Not multipliers... exponents.

There will always be game trivializing Tornado Shot and Penance brand like skills (explotems, SRS, Skelly mages before that, and a long list of many others) that effectively remove "the down sides". If builds could be high DPS but you gave up MF, defenses and a lot of speed. OR slow and have some MF to improve Quality and quantity. There would be an honest place for it. As long as there are 10 year long busted skills like TS (yes I know it got a minor nerf and fell out of fashion despite still being busted a few years ago) and a couple dozen more busted skills waiting to take thier place after a nerf (Tox Rain, Ele hit, most mines and most traps, most minions shit no one even things is good anymore thats still busted because it was never nerfed itn just fell out of fashion) its always going to be a have your cake and eat it "trade off".
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 4, 2024, 10:45:56 PM
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stalkingjackal wrote:
Calm down!

It's not really been a problem for 99% of the game - it was always a niche thing mostly for party play and div card farming.

MF has huge diminishing returns, people are only running it so much this league because of affliction juicing of low tier maps.

I am just doing it coz the loot explosions are fun. Running t16s with non MF gear will be far more profitable - it's just the league mechanic that's causing the insane loot, player iiq/iir is a relatively small contribution.

My loot is pretty mediocre on all the maps where I don't get at least 5-6k wisps.


If anything this league mitigates MF, it's a much bigger problem in other leagues. And yet the fact that even with a league mechanic this difficult, SO many people are running mf builds is telling.
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alhazred70 wrote:
honestly the biggest issue with MF is there's no actual trade offs. You're not losing significant amounts of either damage or speed because extremely OP skills exist. and everyone in SC trade is already mostly glass cannon so they're not giving defense up to put MF gear on either. And then on top of that you can quite literally have all your "down sides" washed away by an insanely broken aurabot.

And as long as GGG insists on never bounding the math of their game it will always be so. Currently the high end skills by themselves are several magnitudes too strong, and then Aurabots.... well those just add their own exponent. Not multipliers... exponents.

There will always be game trivializing Tornado Shot and Penance brand like skills (explotems, SRS, Skelly mages before that, and a long list of many others) that effectively remove "the down sides". If builds could be high DPS but you gave up MF, defenses and a lot of speed. OR slow and have some MF to improve Quality and quantity. There would be an honest place for it. As long as there are 10 year long busted skills like TS (yes I know it got a minor nerf and fell out of fashion despite still being busted a few years ago) and a couple dozen more busted skills waiting to take thier place after a nerf (Tox Rain, Ele hit, most mines and most traps, most minions shit no one even things is good anymore thats still busted because it was never nerfed itn just fell out of fashion) its always going to be a have your cake and eat it "trade off".


The entire concept of having a "trade-off" between character power and loot is itself fundamentally bad game design. There shouldn't be a conflict between upgrading your character and getting better loot. That is the entire point of my post.
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Degithelion wrote:

The entire concept of having a "trade-off" between character power and loot is itself fundamentally bad game design. There shouldn't be a conflict between upgrading your character and getting better loot. That is the entire point of my post.


[edit] I actually misunderstood your post. Your issue with MF is not one I agree with. We just don't see these things the same way. I'm describing how its supposed to work, in games like this, and what I see being clearly wrong with it. You're saying you don't want it. which is fair enough. But not what I was replying to.


The conflict as you put it is SUPPOSED TO BE that you move slower and do less damage but you get some statistical improvement in your loot. Its literally supposed to be a counter to "just go faster and kill faster" quantity over quality mindset.

What I'm saying in my post is that right now there is no conflict due to balance choices and fundamental game design flaws that helped make those balance choices much harder to control.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 4, 2024, 11:05:57 PM
The fundamental premise in this post is wrong...

MF does NOT provide you with the best loot in the game. If you want the BEST loot in the game, you farm uber bosses and ultra juiced t16s. ilvl 86 bases, awakened gems, build defining uniques do NOT drop from t7 maps.

What you ACTUALLY have a problem with is TRADE. Trade makes all loot irrelevant. You can farm chaos in Act 10 and buy an uber boss exclusive if you so choose. MF doesn't play a role in ANY of this.

A GOOD mf character can farm t16s and get probably a solid 3-4x the loot per map....but that kind of build also REQUIRES hundreds of divines to make work. For a fraction of that investment, you can make a GOOD powerful build and kill bosses and uber hard content and make tons of currency selling those exclusive drop items.

Plenty of players, streamers, the "best" players in the game do NO mf because bossing and the hardest content is profitable enough and comparable to a fully decked out mf character running yellow maps.

MF is not the problem, and it certainly isn't the OPs problem because all the explanation is just completely incorrect. Some people like to work bottom-up and get tons of lower valued items that eventually add up to a large sum. But others do just fine making the most powerful build they can and going top-down getting the rarer, but WAY more valuable endgame drops.
Last edited by jsuslak313#7615 on Jan 4, 2024, 10:57:10 PM
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jsuslak313 wrote:
The fundamental premise in this post is wrong...

MF does NOT provide you with the best loot in the game. If you want the BEST loot in the game, you farm uber bosses and ultra juiced t16s. ilvl 86 bases, awakened gems, build defining uniques do NOT drop from t7 maps.


People are absolutely doing T16 MF "90% aurabot" stuff right now.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 4, 2024, 11:13:47 PM
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alhazred70 wrote:

People are absolutely doing T16 MF "90% aurabot" stuff right now.


Read the rest of my post, my friend....not just the first few lines.

And then re-read the OP and the specific complaints he has with MF design
Last edited by jsuslak313#7615 on Jan 4, 2024, 11:22:51 PM
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ArtCrusade wrote:
People go MF this hard because content creators are playing MF for the strategy. It's the good ol' copy/paste community back at it again


Agree with this take, its hugely about fashion and MF has come and gone so many times I can't begin to count.

That said its always been a problem mostly because the high end meta skills trivialize the game so hard why wouldn't you lower your power from 1000x more than needed to 900x more than needed but more loot.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.

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