"Boss" and "Wisp" loot are not the problem...

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rhalbhub#0570 wrote:
I dont think quantity or rarity even works which is another layer of controversy...


I did some tesing around this in the campaign with new characters and it seems to do something there. Even smal amount of changes seem to improve drops by a big margin. But it gets less an less notacible as further you progress.
D4 has tons of loot. D3 even more. You can go there )
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sephrinx#7591 wrote:
Boss loot is not "the" problem, it's "one of" the many problems.

ALL loot is terrible, it's not just boss loot. Slapping more loot onto a few bosses will not remediate the issue. It's a stop gap placation, nothing more.

This. The announcement is a bad joke.
Great that they want to improve loot from bosses and wisps, but they only make up for 10% of our loot or something, and that's being generous.

On top, it's pure gamba at this point what GGG means with "improving loot drops". Do we get now 4 "level 3 support gems" instead of 2, or a regal orb instead of 1 rare we can disenchant? Technically an improvement, realistically not.


Put yourself in the opposite situation, though. I don't know if you've ever played an ARPG (or a mod for one) where it's just constantly raining decent and usable drops... That evens out to making all loot negligible again.

The only difference being, you'll stop every minute or so to check whether there's a 1-3% better mod on an item than what you already have instead of leaving it on the ground and moving on. Trading prices will always inflate accordingly. Abundant currency will turn crafting into rolling a slot machine with infinite coins, etc.

Loot spikes, i.e. the 10% add dynamics to your drops. There is something to be said about making a system that can turn useless gear into something better... Like gold for gambling or disenchantments or... Hmm...

Again - this is only in relation to the campaign! Endgame focuses on a completely different play pattern.

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