Is 3.28 Steve League ?
" Good thing no one is talking about that, then...(?) Bring me some coffee and I'll bring you a smile.
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" What you are describing is the ability to exert deterministic influence over item drops in such a way that exceptionally strong items would begin appearing naturally and consistently throughout the game world. If we accept that baseline drops are already tuned to carry players comfortably into the endgame and into the phase of crafting or farming currency, then they are already accomplishing their intended role within progression. However, shifting toward systems reminiscent of Genesis tree or Necropolis level determinism would fundamentally alter that balance. It would mean that near perfect items would no longer be rare milestones but commonplace occurrences, dropping organically across all content without the need for further refinement. That implies perfectly aligned prefixes and suffixes appearing regularly, or even five to six flawless tier one modifiers showing up often on naturally dropped gear. In other words, items approaching theoretical perfection before any crafting investment would become part of the ordinary loot landscape. At that point, the distinction between baseline progression and aspirational gear collapses. When near ideal items drop effortlessly and everywhere, the entire crafting and progression ecosystem is diminished, because the chase itself ceases to exist. Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee
“Two things are infinite: the universe and human stupidity; and I’m not sure about the universe“ - Albert Einstein |
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" That would solely depend on how the item drops, how often it drops and how the item is highlighted when it drops. We NEED core pool items that raise your pulse when drops. We NEED items that you'd WANT to pick up, other than currencies and a handfull of uniques. When you click an altar in your map, giving you a chance for influenced monsters in your map to drop a divine orb, do you feel like that drop is "appearing naturally"? I don't, the same why I wouldn't feel like that if they added a new currency to my use on my map, giving "dropped one-handed weapon have X% chance to drop with physical modifiers"(example), marking that drop as affected by that currency, like they mark influenced item drops. My mind would link that to my choices and actions, but the (item) progression would happend IN maps (the main gameplay), and not outside of it. It would give me a marked drop that I would WANT to pick up. That I would WANT to identify. I fail to see how that would be less "effort" than the Genesis tree. Bring me some coffee and I'll bring you a smile. Last edited by Phrazz#3529 on Feb 13, 2026, 7:18:11 PM
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I can careless, w/e they rework as long as they bring back ultra-endgame strategies, either way, it will be yet another skip league for me, as the whole content can be done in 1 week of non streamer play time.
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why are u still talking about him? johnny depp has replaced need for speed. johnny is the new king.
Last edited by Hustla4Lyfe#7743 on Feb 13, 2026, 10:35:51 PM
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" It would take far less effort than the tree, which is already questionable in its current form. Right now you only get one or two meaningful attempts per map. Now imagine a similar system that lets you heavily influence item drops, for example making 90% of your rare drops bows. If you then add deterministic stat selection that allows you to handpick desirable outcomes, you would be generating a huge number of high tier bows every single map. Triple elemental bows would fall to just a few chaos because they would be effortless to produce, and the same would apply to virtually any item you could force into a specific result. This is the issue many people fail to see when they argue for making ground loot more interesting through heavy control. You would be creating near best in slot items in terms of what can be achieved without crafting, straight from the ground. If that becomes consistent and low effort, crafting loses much of its relevance. If the goal is to have endlessly exciting, highly curated ground loot with constant upgrades, that philosophy aligns more with Diablo than with this game. This game is built around gradually shifting players away from relying on ground drops and into its deep crafting systems. On top of that, this would not actually make loot more interesting. It would just produce more items with no real value while simultaneously introducing artificial power creep and item bloat. When strong gear becomes trivial to obtain, the baseline shifts upward, weaker drops become meaningless, and the sense of progression erodes. Instead of improving loot, it floods the game with disposable upgrades and undermines the long term depth that crafting is meant to provide. Item editors are simply not healthy for the game. That is why mechanics like Harvest were heavily changed, Necropolis did not make it into the core game, and the tree is very likely subject to removal or significant changes as well. Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee
“Two things are infinite: the universe and human stupidity; and I’m not sure about the universe“ - Albert Einstein |
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" Exactly, which is fine. " Why would I imagine such a thing? That would be stupid. It's very tiring to debate with people that puts words and ideas in my mouth, exaggerating and hyperboling to insanity to make some sort of poit. One or two items per map would be fine. If these two items would be marked as affected by some sort of system, you WOULD pick them up and you WOULD want to ID them, something this game lacks at the moment. " I agree. Good thing no one is talking about an editor. " Which it should. As I've written in other threads: I hate the tree. But I would take a similar, weaker system if it worked towards actual dropped loot in maps. But you are too hellbent on the extremes to grasp the benefits of such a system. Bring me some coffee and I'll bring you a smile. Last edited by Phrazz#3529 on Feb 14, 2026, 6:12:37 AM
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" He gets to the bottom of every bottle but not to the bottom of Delve, lol. |
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I dont think its Delve, but i can hope!
Delve always makes me happy personally! Feels like im running a DLC for Diablo 1 with a new place to jsut keep going :) Cant have to much Junk in your Stash
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