The REAL problem with increased ITEM RARITY
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Some complain, that increased IR should be removed from the game. I disagree with that. I like the concept that you can actually have a meaningful influence on item drops. It feels like having a "luck stat" in a game that effects loot drops, like some games do.
But the real problem are public parties that invite other to "leech", so that the item rarity of all gets accumulated. In the end, the guy running the map gets 400%+ rarity, since he keeps all the valuable stuff, while everyone else can pick up trash and gets some exp. And these guys get incredibly rich very fast, having a bad influence on economy over all. How to fix this? Easy: Item rarity gets not accumulated anymore in a party. If you have a party of 4 people, only the item rarity of the person who killed the enemy counts. That would immediatly destroy the whole leech/item rarity economy. On top of that, all people get their own drops that are ONLY shown to the person who drops it for. You get a divine? Others won't see it. So it's a secret to other. Positive sideffect: Screen isnt littered anymore with thousands of items from other players and leader of leech parties will never find out what dropped for someone else. Last bumped on Sep 23, 2025, 10:22:48 AM
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This actually makes a lot of sense, I'm for it. I'm pretty sure that's how diablo II worked, no? Which ever player last hit the boss/monster is the one whose Magic Find % affected the drop. Your idea seems a very logical defense against the toxic leeching/rarity bot exploit available in group play.
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Hmmm...pretty sure the premise of this thread is incorrect. Rarity doesn't stack. The rarity of the person getting the killing blow is all that counts.
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" I think you are correct, thats why theres such thing as rarity culling bots. What might change in party is quantity of drops. Also to previous post: no, in diablo 2 you can do /players 8 to increase difficulity, xp reward and rarity significantly. |
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Yeah, OP has it backwards. They're called "leech" parties not because the party leader is leeching IR from the members but the other way around.
Party leaders stack massive amounts of IR and then run builds with tons of culling, increased culling threshold, and ultra high attack speed plus the "enemies killed by others count as killed by you while in your presence" along with a bunch of increased presence and golden charms for good measure. So the leader's IR applies to kills they get (which is already a higher proportion from culling) as well as kills anyone in the party gets while in their presence and golden charms are popping off as often as they recharge. That combines with the fact that party drops skew towards currency to create an avalanche of divines and similar rare currencies. Honestly item rarity itself has little to do with the problem if you even want to call it that. I think people drastically overestimate the impact these activities have on the overall economy. The number of people doing this is relatively low compared to the greater population, and it takes 6 individuals to pull off so even if everyone is funneling loot to a single person the average amount of currency per player isn't increasing by as much as it seems at first glance. For real I think people could really do with spending a lot less time caring about what other people are doing in the game. If you're this obsessed with getting a little extra currency, then you can join these parties at any time. They're running 24/7 and many are open to the public. I bet if you try it for yourself you will find that the difference isn't all that drastic over the long term. Last edited by Kerchunk#7797 on Sep 23, 2025, 10:25:52 AM
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