I think it might be better if MF was something you gained from something other than gear
Great idea !!!
Quote from Airandius »
Well they can put MF as a variable depending on the character.
+ 10 MF (Depended on character.) Would show up for a Wizard.
+ 25 MF (Depended on character.) Would show up for a Barb.
Just an example, however it was me I would simply remove MF from items in total and add them to shrines only.
Remove mf from items is greatly better than adjust it depending of character...
Shrines is good idea but I think about somthings else.
MF can be a stat permanently upgradable with some quest or buyable or (any ring only get mf or +x skill, so you choose between 2 good buff) or it's could be "charm" (max of ~3) or I like system where more you kill more your mf increase.
Someone ask me why I find d2 mf unbalanced, I can't answer exactly well but I definitively know the current system having many lacks and need to be fix.
MF must be a feature for anyone and not only for big hardcore gamer. Any characters, at any level and gears mustn't be affect, a way more easy than trading or wasting time to find good mf gear.
I think some people lose sight of the fact that you CAN find gear without magic find in D2. Magic find isn't what is keeping the game going, its the simple ability to get cool gear. If you take away magic find, people would still be farming up gear.
I did ALL my farming without ever using special magic find gear. I would naturally choose whatever I thought was the most powerful gear, because that was just way more awesome to me. Maybe I didn't have the same drop rates as someone with 600% + magic find, but that was at least negated in part by the fact that I could do runs much more quickly.
So magic find isn't specifically what makes the game. Its the drops and the gear!
I think some people lose sight of the fact that you CAN find gear without magic find in D2. Magic find isn't what is keeping the game going, its the simple ability to get cool gear. If you take away magic find, people would still be farming up gear.
I did ALL my farming without ever using special magic find gear. I would naturally choose whatever I thought was the most powerful gear, because that was just way more awesome to me. Maybe I didn't have the same drop rates as someone with 600% + magic find, but that was at least negated in part by the fact that I could do runs much more quickly.
So magic find isn't specifically what makes the game. Its the drops and the gear!
But you don't find good gear as often w/out MF
I think the biggest problem people have is that certain character types (casters) aren't effected as negatively by wearing MF gear, as melee characters are. I'm not really sure how they can changes this. Some interesting ideas have come up but I'm not sold on anything in particular yet. Maybe they could limit the MF bonus to charms, or some specific item type. Or maybe they should make it so casters are effected more when wearing MF compared to Power gear. Or should melee chars just be affected less? I dunno. I don't have enough time to come up with, and test the perfect answer, so I'll leave it up to Blizz
The shrine idea isn't a bad one, Airandius! Maybe you could develop this idea further
Also, the ability to teleport right to bosses made it a quick repeatable process. With the new teleport in D3 I think this will be remedied. In fact, I think that might solve a lot of the problem people have with mfing. People will be forced to battle their way to bosses/ or whatever they wanna get to.
I hope they do not close off bosses, or not allow them to respawn once we've killed them...That would make me terribly sad. I love boss fights. Especially since they are looking at ways to make boss fights more challenging and interactive in D3. That would be wasted effort if we only got to fight them once per diff per char.
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"A wizard is never late Frodo Baggins. Nor is he early.
He arrives precisely when he means to."
"Losers always whine about their best, winners go home and Fvck the prom queen."
Keep in mind that D2 drop rates were balanced based at the fact that the players can increase the drop rate.
A game without the MF feature simply means those drop rates are naturally high, the player don't need to wear extra gear to find then more often. And this doesn't mean this game is easier because since you will have your full gear to improve your combat power the game will naturally be harder.
In the end it's all a matter of balance, math balance.
What MF really changes in the game is not the reason of player playing it or how they will play it. It's the fact that the players have to take a choice between combat power and better rates.
Allmost all the MMORPG i've ever played works just like Diablo: Farm to get gear, to farm even more. And noone had MF (you simply seek items that improve your farming power instead of directly increasing your rates).
Are you talking about the fact that having more players in the game increases the drop rates, while also making it harder i.e. "Diablo's minions grow stronger"
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"A wizard is never late Frodo Baggins. Nor is he early.
He arrives precisely when he means to."
"Losers always whine about their best, winners go home and Fvck the prom queen."
Simple solution - just have MF Increase with kill combos similar to the exp boost system. This cause people to have to play the game in order to get better gear without farming.
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I will always be against extreme MF. +2-3% is fine. 150% and more needs to go. There's a huge difference between items obtained by default or via even %150 MF. I played most of D2 without ever touching MF. I don't think I've ever seen a rare, maybe one. Some crappy greens and never a full set. Add no shared stash to that and you never get anything from SP... Then I just made myself some topaz freaking armor. Act I-II with 60% or so MF. The amount of green and gold stuff I started getting in comparison is just ridiculous.
It's imbalanced and what I hate most about MF is that it leads to the developers to lower the default MF to balance it out, making any player who basically just doesn't want to do it (like me) heavily disadvantaged in finding items... It really should take a lot lot lot of MF to make it count.
I don't mind farming per se. I mind mf farming. I like to put awesome stuff on my character and kill things with it, and find cool items. And you can't find any without MF... don't even get me started on how it makes some builds more advantageous than others, since some suffer much less from mf replaced stuff than others, this is even inside classes, not just between fighters and mages. I had a pally that all he needed was one weapon to kill everything really really fast in Normal and Nightmare. I also had pallies that really were not that good without extra helmet/armor or w/e. Not only it makes some builds better than others even when the build itself is OK, it also really discourages weak builds, since they can't MF for their life, so the only way to make a strong weak build (sorry for the oxymoron) is to collect cool items for the build using some other build. WTF?
MF, the way it was in D2, needs to go. It should be hard to get. It should require a proper evaluation of what you want to wear and what you want to sacrifice. It should not favor certain types of builds like crazy, and should not go too far out from default MF, and default MF should be higher around the 100% mark of current D2 MF... that's my opinion.
I liked the idea that MF brought to D2; however, there came a time where I was farming for gear that an issue struck me right in my face like a shotgun blast from Dick Cheney - I started finding the same set and unique items over and over again.
Mind you, I never played on-line in D2 and my characters of choice were Barb and Bowazon so item farming went really smooth. Both chars were in the mid 70s level and decently geared and had roughly 80%-130% MF. When I did Mephisto and Baal runs on nightmare (the object, of course, was to get better gear for Hell) I kept finding greens and "golds" that I could identify just by looking at them because I had seen them so many [insert favorite slang here] times.
As I wait for the inevitible release of D3, I find myself playing more of D1 on the Playstation. The reason for that is, though I like finding good lewtz as I play, I also enjoy the fact that as I play further that ANY particular mob could drop a unique, not just the bosses. I like most of D2 but if they could have just made the drops like D1, then I would've been more happy with it. No more "Well, if you kill this particular boss you MIGHT get what you really want!" or "If you load your gear with MF you'll find what you want faster!" I just like going along, merrily murdering tons of hellspawn or undead, or the occasional human who turns out to be a completely mental turdball and just when I least expect it, something drops that makes my eyes go from (-.-) to (o.O). That, to me, makes a very playable Diablo game. If you want to include MF, fine, just make it so the rest of the Diablo community and myself don't see repeating loot drops.
While I'm on the subject of loot, I don't mind needing to have decent gear to proceed but when it turns into "You must have the most awesome gear to even remotely get past these mobs no matter what build you are!" then my gaming mood, along with my internal replay value of the game, hits rock bottom very quickly. Thus, why my Bowazon could never get beyond Duriel in Hell mode. One final question to all before I end this little rant of mine: Why is it that Duriel is one of the hardest fights in the game and he drops the equivalent of a glittering chest?
*breathes heavily* End.....rant..... *loud thud*
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Avast ye! Scyberdragon be te thank for the sig, arr!
A game without the MF feature simply means those drop rates are naturally high, the player don't need to wear extra gear to find then more often. And this doesn't mean this game is easier because since you will have your full gear to improve your combat power the game will naturally be harder.
In the end it's all a matter of balance, math balance.
Maybe you worded different then I would but I don't think gear changes the difficulty ratings.. Correct me if im wrong though.
have they said anything about what they are going to do about MF in d3?
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"We few, we happy few, we band of brothers; For he to-day that sheds his blood with me Shall be my brother" St. Crispen's Day Speech William Shakespeare, 1599
Simple solution - just have MF Increase with kill combos similar to the exp boost system. This cause people to have to play the game in order to get better gear without farming.
Just saw this and I really like this idea a lot. This method would be perfect for Diablo. :thumbsup:
Just saw this and I really like this idea a lot. This method would be perfect for Diablo. :thumbsup:
So long as you don't get repeating loot drops like you do in D2. If I start chain-killing a mob and I end up getting the same crap over and over and over again, not only will I be frustrated beyond description but I might also be compelled to start chainsawing the Diablo 3 play disc.
But I'd rather do that to the WoW discs I have. I've always preferred Diablo to World of Grindcraft.
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Avast ye! Scyberdragon be te thank for the sig, arr!
So long as you don't get repeating loot drops like you do in D2. If I start chain-killing a mob and I end up getting the same crap over and over and over again, not only will I be frustrated beyond description but I might also be compelled to start chainsawing the Diablo 3 play disc.
But I'd rather do that to the WoW discs I have. I've always preferred Diablo to World of Grindcraft.
I don't get what you mean by repeated drops? His method just means your chance of finding rares, uniques, sets etc. would go up like your xp bar when you kill monsters or do combos. I also assume that with this method after a certain period of time the MF percentile would drop, therefore, you would need to continually kill monsters to find items, no more tele/running past everything straight to Mephisto to find your SoJ's.
^^ I was just clarifying if you misunderstood. Maybe I am the one who doesn't understand what you meant?
I don't get what you mean by repeated drops? His method just means your chance of finding rares, uniques, sets etc. would go up like your xp bar when you kill monsters or do combos. I also assume that with this method after a certain period of time the MF percentile would drop, therefore, you would need to continually kill monsters to find items, no more tele/running past everything straight to Mephisto to find your SoJ's.
^^ I was just clarifying if you misunderstood. Maybe I am the one who doesn't understand what you meant?
Nah, it's cool. Allow me to clarify....
I understood what he meant by the proposed method of MF-ing for D3. It sounds really awesome, in theory. My beef is that, from what I've seen in D2, no matter how many times I've farmed, either from bosses or mobs up to bosses (provided that you don't skip them) the same kind of rares/epic drop from them. For better wording, what I'm getting at is the loot table for the bosses/mobs have been dropping the same things over and over. For me, this kind of thing goes against my idea of random loot. That's what killing the hordes of hell is mainly for, to get different kinds of loot.
Now, should this new MF thing be implemented the way he envisioned it, but you still get the same kind of loot no matter how many times you perform the chain-kill, then the idea of MF to get better loot is still broken.
For example, you chain-kill a mob to the point where you find a really cool item, be it a rare or a unique or a set item. Good stuff, right? Ah, but then you do it again and get the same [insert slang here] item the next five times in a row. Or, you end up getting something lackluster and then get that same item again. Magic Find, no matter what its implementation is or can be, is a great concept. But, if the loot table is [again, slang here], then the whole idea of MF goes to waste, does it not?
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Ah, now I understand what you meant and completely agree. Predictable drops, such as, Andariel (sp?), in Hell mode drops SoJ's, the Countess in the Tower Act 1 drops runes etc. are well known. That does take some of the "wow" factor away but I still think the idea is a great one if they attended to the issue you brought to the table. I am not sure how drops are determined other than monster lvl's but overall the drops should be more random in Diablo 3.
Now I get what you mean, thanks for clarifying it. Again I agree but overall I think drops and such in general should be re-worked all together with a new MF system. Thankfully they are doing so and seeing their work thus far on the game I have high hopes for a good system to be implemented.
MF and loot tables are two seperate mechanics. MF merely increases the chance to get rarer drops from any particular monster's loot table. I do agree that loot tables need to be larger to avoid farming. However, any MF mechanic has no effect on this. I really hope that they use MF to enhance gameplay and not use it as a reason for gameplay.
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MF and loot tables are two seperate mechanics. MF merely increases the chance to get rarer drops from any particular monster's loot table. I do agree that loot tables need to be larger to avoid farming. However, any MF mechanic has no effect on this. I really hope that they use MF to enhance gameplay and not use it as a reason for gameplay.
While I agree with you that they are separate mechanics, the fact still remains, imo, that both of them go hand-in-hand under the current way MF and loot in Diablo is handled. I liken this scenario to baby feeding - where the loot table is what the baby gets fed and MF is how often the baby gets fed. Now, at normal "loot drops" you feed the baby at normal intervals and with somewhat different meal selection, hopefully keeping the little guy, or girl, happy in the process. Then you increase the rate of finding loot to the point where you go "item farming", then you begin to see that the baby is getting fed the same selections of food, just at a faster rate. Ultimately, that little thing is either going to want to be fed something different or to have a completely randomized meal selection and be fed normally. And if you are the average Diablo player, my guess would be that, if things didn't change noticably, the baby would start emitting sounds that you don't want to hear, or it will give you something else that stinks. This analogy doesn't apply to people who like eating, and who wouldn't mind feeding others, the same thing all the time.
My solution to this would be to give all monsters the capability to drop any piece of loot in the game. Obviously, you give unique monsters and bosses higher percentage rates for dropping loot. In addition to this, I'd also keep normalized loot tables for set difficulties i.e. keep normal set/unique loot on Normal, medium-quality set/uniques on Nightmare, etc. The idea would be to keep the loot tables completely open and random, yet, completely proportionate to what you face. I like the way that D2's bosses drop a fair amount of loot, but when you start beating that boss over and over to try and see one piece of loot, then I feel the idea of "random loot" is broken to the point where it needs to be adressed. Compare that to D1, or at least to how much time and effort I put into it, and I never once got the hint that certain bosses or mobs dropped certain items. All I'm saying is if you're going to bring back MF in D3, that's fine, just make sure the loot tables aren't partial to players looking to kill one monster to find one piece of equipment. That, to me, would nullify MF being, or being thought of as, a prominent gameplay mechanic.
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the D3 drop should be more equivalent of your level.
I don't think it's fun to find first level items at high level/end game !?!!
Err, that wasn't what I meant. Obviously monsters at lvl 70 wouldnt drop a low lvl armour... It is a known fact that certain bosses and areas in the game tend to drop the same type of items, with that knowledge people farm those said areas and such to find that item. So when I say making it more random I mean that Andariel won't be farmed for SoJ's because she drops them more often than another monster does. Therefore people would play the entire game because they have the same chances finding a high lvl item. Random means random I didn't say that a lvl 1 toon should find a dusk shroud in Normal Act 1 in the Den. Or a lvl 99 toon should find a pair of low lvl boots when defeating Baal in Hell. :rolleyes:
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Great idea !!!
Remove mf from items is greatly better than adjust it depending of character...
Shrines is good idea but I think about somthings else.
MF can be a stat permanently upgradable with some quest or buyable or (any ring only get mf or +x skill, so you choose between 2 good buff) or it's could be "charm" (max of ~3) or I like system where more you kill more your mf increase.
Someone ask me why I find d2 mf unbalanced, I can't answer exactly well but I definitively know the current system having many lacks and need to be fix.
MF must be a feature for anyone and not only for big hardcore gamer. Any characters, at any level and gears mustn't be affect, a way more easy than trading or wasting time to find good mf gear.
I did ALL my farming without ever using special magic find gear. I would naturally choose whatever I thought was the most powerful gear, because that was just way more awesome to me. Maybe I didn't have the same drop rates as someone with 600% + magic find, but that was at least negated in part by the fact that I could do runs much more quickly.
So magic find isn't specifically what makes the game. Its the drops and the gear!
But you don't find good gear as often w/out MF
I think the biggest problem people have is that certain character types (casters) aren't effected as negatively by wearing MF gear, as melee characters are. I'm not really sure how they can changes this. Some interesting ideas have come up but I'm not sold on anything in particular yet. Maybe they could limit the MF bonus to charms, or some specific item type. Or maybe they should make it so casters are effected more when wearing MF compared to Power gear. Or should melee chars just be affected less? I dunno. I don't have enough time to come up with, and test the perfect answer, so I'll leave it up to Blizz
The shrine idea isn't a bad one, Airandius! Maybe you could develop this idea further
Also, the ability to teleport right to bosses made it a quick repeatable process. With the new teleport in D3 I think this will be remedied. In fact, I think that might solve a lot of the problem people have with mfing. People will be forced to battle their way to bosses/ or whatever they wanna get to.
I hope they do not close off bosses, or not allow them to respawn once we've killed them...That would make me terribly sad. I love boss fights. Especially since they are looking at ways to make boss fights more challenging and interactive in D3. That would be wasted effort if we only got to fight them once per diff per char.
"Losers always whine about their best, winners go home and Fvck the prom queen."
Keep in mind that D2 drop rates were balanced based at the fact that the players can increase the drop rate.
A game without the MF feature simply means those drop rates are naturally high, the player don't need to wear extra gear to find then more often. And this doesn't mean this game is easier because since you will have your full gear to improve your combat power the game will naturally be harder.
In the end it's all a matter of balance, math balance.
What MF really changes in the game is not the reason of player playing it or how they will play it. It's the fact that the players have to take a choice between combat power and better rates.
Allmost all the MMORPG i've ever played works just like Diablo: Farm to get gear, to farm even more. And noone had MF (you simply seek items that improve your farming power instead of directly increasing your rates).
Are you talking about the fact that having more players in the game increases the drop rates, while also making it harder i.e. "Diablo's minions grow stronger"
"Losers always whine about their best, winners go home and Fvck the prom queen."
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It's imbalanced and what I hate most about MF is that it leads to the developers to lower the default MF to balance it out, making any player who basically just doesn't want to do it (like me) heavily disadvantaged in finding items... It really should take a lot lot lot of MF to make it count.
I don't mind farming per se. I mind mf farming. I like to put awesome stuff on my character and kill things with it, and find cool items. And you can't find any without MF... don't even get me started on how it makes some builds more advantageous than others, since some suffer much less from mf replaced stuff than others, this is even inside classes, not just between fighters and mages. I had a pally that all he needed was one weapon to kill everything really really fast in Normal and Nightmare. I also had pallies that really were not that good without extra helmet/armor or w/e. Not only it makes some builds better than others even when the build itself is OK, it also really discourages weak builds, since they can't MF for their life, so the only way to make a strong weak build (sorry for the oxymoron) is to collect cool items for the build using some other build. WTF?
MF, the way it was in D2, needs to go. It should be hard to get. It should require a proper evaluation of what you want to wear and what you want to sacrifice. It should not favor certain types of builds like crazy, and should not go too far out from default MF, and default MF should be higher around the 100% mark of current D2 MF... that's my opinion.
Mind you, I never played on-line in D2 and my characters of choice were Barb and Bowazon so item farming went really smooth. Both chars were in the mid 70s level and decently geared and had roughly 80%-130% MF. When I did Mephisto and Baal runs on nightmare (the object, of course, was to get better gear for Hell) I kept finding greens and "golds" that I could identify just by looking at them because I had seen them so many [insert favorite slang here] times.
As I wait for the inevitible release of D3, I find myself playing more of D1 on the Playstation. The reason for that is, though I like finding good lewtz as I play, I also enjoy the fact that as I play further that ANY particular mob could drop a unique, not just the bosses. I like most of D2 but if they could have just made the drops like D1, then I would've been more happy with it. No more "Well, if you kill this particular boss you MIGHT get what you really want!" or "If you load your gear with MF you'll find what you want faster!" I just like going along, merrily murdering tons of hellspawn or undead, or the occasional human who turns out to be a completely mental turdball and just when I least expect it, something drops that makes my eyes go from (-.-) to (o.O). That, to me, makes a very playable Diablo game. If you want to include MF, fine, just make it so the rest of the Diablo community and myself don't see repeating loot drops.
While I'm on the subject of loot, I don't mind needing to have decent gear to proceed but when it turns into "You must have the most awesome gear to even remotely get past these mobs no matter what build you are!" then my gaming mood, along with my internal replay value of the game, hits rock bottom very quickly. Thus, why my Bowazon could never get beyond Duriel in Hell mode. One final question to all before I end this little rant of mine: Why is it that Duriel is one of the hardest fights in the game and he drops the equivalent of a glittering chest?
*breathes heavily* End.....rant..... *loud thud*
Avast ye! Scyberdragon be te thank for the sig, arr!
Maybe you worded different then I would but I don't think gear changes the difficulty ratings.. Correct me if im wrong though.
Also known as "He"!! ,,l,,0_0,,l,,
For he to-day that sheds his blood with me
Shall be my brother"
St. Crispen's Day Speech William Shakespeare, 1599
Read the OP.
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Just saw this and I really like this idea a lot. This method would be perfect for Diablo. :thumbsup:
Also known as "He"!! ,,l,,0_0,,l,,
So long as you don't get repeating loot drops like you do in D2. If I start chain-killing a mob and I end up getting the same crap over and over and over again, not only will I be frustrated beyond description but I might also be compelled to start chainsawing the Diablo 3 play disc.
But I'd rather do that to the WoW discs I have. I've always preferred Diablo to World of Grindcraft.
Avast ye! Scyberdragon be te thank for the sig, arr!
I don't get what you mean by repeated drops? His method just means your chance of finding rares, uniques, sets etc. would go up like your xp bar when you kill monsters or do combos. I also assume that with this method after a certain period of time the MF percentile would drop, therefore, you would need to continually kill monsters to find items, no more tele/running past everything straight to Mephisto to find your SoJ's.
^^ I was just clarifying if you misunderstood. Maybe I am the one who doesn't understand what you meant?
Also known as "He"!! ,,l,,0_0,,l,,
Nah, it's cool. Allow me to clarify....
I understood what he meant by the proposed method of MF-ing for D3. It sounds really awesome, in theory. My beef is that, from what I've seen in D2, no matter how many times I've farmed, either from bosses or mobs up to bosses (provided that you don't skip them) the same kind of rares/epic drop from them. For better wording, what I'm getting at is the loot table for the bosses/mobs have been dropping the same things over and over. For me, this kind of thing goes against my idea of random loot. That's what killing the hordes of hell is mainly for, to get different kinds of loot.
Now, should this new MF thing be implemented the way he envisioned it, but you still get the same kind of loot no matter how many times you perform the chain-kill, then the idea of MF to get better loot is still broken.
For example, you chain-kill a mob to the point where you find a really cool item, be it a rare or a unique or a set item. Good stuff, right? Ah, but then you do it again and get the same [insert slang here] item the next five times in a row. Or, you end up getting something lackluster and then get that same item again. Magic Find, no matter what its implementation is or can be, is a great concept. But, if the loot table is [again, slang here], then the whole idea of MF goes to waste, does it not?
Avast ye! Scyberdragon be te thank for the sig, arr!
Now I get what you mean, thanks for clarifying it. Again I agree but overall I think drops and such in general should be re-worked all together with a new MF system. Thankfully they are doing so and seeing their work thus far on the game I have high hopes for a good system to be implemented.
Also known as "He"!! ,,l,,0_0,,l,,
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While I agree with you that they are separate mechanics, the fact still remains, imo, that both of them go hand-in-hand under the current way MF and loot in Diablo is handled. I liken this scenario to baby feeding - where the loot table is what the baby gets fed and MF is how often the baby gets fed. Now, at normal "loot drops" you feed the baby at normal intervals and with somewhat different meal selection, hopefully keeping the little guy, or girl, happy in the process. Then you increase the rate of finding loot to the point where you go "item farming", then you begin to see that the baby is getting fed the same selections of food, just at a faster rate. Ultimately, that little thing is either going to want to be fed something different or to have a completely randomized meal selection and be fed normally. And if you are the average Diablo player, my guess would be that, if things didn't change noticably, the baby would start emitting sounds that you don't want to hear, or it will give you something else that stinks. This analogy doesn't apply to people who like eating, and who wouldn't mind feeding others, the same thing all the time.
My solution to this would be to give all monsters the capability to drop any piece of loot in the game. Obviously, you give unique monsters and bosses higher percentage rates for dropping loot. In addition to this, I'd also keep normalized loot tables for set difficulties i.e. keep normal set/unique loot on Normal, medium-quality set/uniques on Nightmare, etc. The idea would be to keep the loot tables completely open and random, yet, completely proportionate to what you face. I like the way that D2's bosses drop a fair amount of loot, but when you start beating that boss over and over to try and see one piece of loot, then I feel the idea of "random loot" is broken to the point where it needs to be adressed. Compare that to D1, or at least to how much time and effort I put into it, and I never once got the hint that certain bosses or mobs dropped certain items. All I'm saying is if you're going to bring back MF in D3, that's fine, just make sure the loot tables aren't partial to players looking to kill one monster to find one piece of equipment. That, to me, would nullify MF being, or being thought of as, a prominent gameplay mechanic.
Avast ye! Scyberdragon be te thank for the sig, arr!
Never !!!
the D3 drop should be more equivalent of your level.
I don't think it's fun to find first level items at high level/end game !?!!
Err, that wasn't what I meant. Obviously monsters at lvl 70 wouldnt drop a low lvl armour... It is a known fact that certain bosses and areas in the game tend to drop the same type of items, with that knowledge people farm those said areas and such to find that item. So when I say making it more random I mean that Andariel won't be farmed for SoJ's because she drops them more often than another monster does. Therefore people would play the entire game because they have the same chances finding a high lvl item. Random means random I didn't say that a lvl 1 toon should find a dusk shroud in Normal Act 1 in the Den. Or a lvl 99 toon should find a pair of low lvl boots when defeating Baal in Hell. :rolleyes:
Also known as "He"!! ,,l,,0_0,,l,,