I appreciate the thought behind fewer trips between Kadala and the Blacksmith but why is the Blood Shard limit still only 500? Why is there a limit at all? This to me is WAY more annoying then back and forth trips. Can't tell you how many times I've had shards left on the floor due to people closing the portal immediately after killing the RG.
A high Shard limit would be yet another tangential opportunity for the 3rd party trade to carve a niche.
Use your imagination. Let's say the limit was 20,000.
You could enter a game with a 3rd party trade representative in search of a Furnace weapon. He has 3 botted chars with max Shards, a total of 60,000. Given that Kadala is even more likely now than ever to hand out a specific desired item, the odds of a furnace being spawned via Kadala becomes tangible.
The 3rd party rep spawns the desired weapon, and agreement is made and you can then purchase the item with real money and receive the item in-game.
Even after saying all this, I cannot fathom why a 1k limit would be any more detrimental than 500. As well, I have considered that there may be some Kadala mechanic that we aren't fully aware of, that may become heavily exploitable if the milit was too high.
A high Shard limit would be yet another tangential opportunity for the 3rd party trade to carve a niche.
Use your imagination. Let's say the limit was 20,000.
You could enter a game with a 3rd party trade representative in search of a Furnace weapon. He has 3 botted chars with max Shards, a total of 60,000. Given that Kadala is even more likely now than ever to hand out a specific desired item, the odds of a furnace being spawned via Kadala becomes tangible.
The 3rd party rep spawns the desired weapon, and agreement is made and you can then purchase the item with real money and receive the item in-game.
Even after saying all this, I cannot fathom why a 1k limit would be any more detrimental than 500. As well, I have considered that there may be some Kadala mechanic that we aren't fully aware of, that may become heavily exploitable if the milit was too high.
This makes no sense at all... Since when can you trade items from obtained from Kadala???
I think you make some good points, Ruksak, so I think the limit should only be raised enough to keep up with the new costs. Items cost 5x more to gamble? Then let us hold 2500 shards; this just makes sense to me since they scaled everything else.
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
Huh, I never knew Kadala loot is BoA (which makes perfect sense), but I've never thought about/tried to trade it anyway. Either way I want the limit raised to 2500.
Rollback Post to RevisionRollBack
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
A high Shard limit would be yet another tangential opportunity for the 3rd party trade to carve a niche.
Use your imagination. Let's say the limit was 20,000.
You could enter a game with a 3rd party trade representative in search of a Furnace weapon. He has 3 botted chars with max Shards, a total of 60,000. Given that Kadala is even more likely now than ever to hand out a specific desired item, the odds of a furnace being spawned via Kadala becomes tangible.
The 3rd party rep spawns the desired weapon, and agreement is made and you can then purchase the item with real money and receive the item in-game.
Even after saying all this, I cannot fathom why a 1k limit would be any more detrimental than 500. As well, I have considered that there may be some Kadala mechanic that we aren't fully aware of, that may become heavily exploitable if the milit was too high.
This makes no sense at all... Since when can you trade items from obtained from Kadala???
I'm just shooting in the dark. There's a reason why they stubbornly refuse to raise the limit, and whatever that reason is, they won't say. As well, it has something to do with exploitation, to whatever end....or else they would most certainly raise the cap.
One of the lead designers once said that they don't want people to be able to hoard shards so that if they would release a patch with any changes to the system, some people could have a great advantage. 500 shards is fine... Probably not going to change anytime soon.
When I read the first line of the patch notes regarding Kadala I figured they'd finally raise this cap. The trips from Kadala to the Blacksmith have never bothered me (though it's a nice thought of Blizz). However the constant character switching after only 5 rifts is annoying.
One of the lead designers once said that they don't want people to be able to hoard shards so that if they would release a patch with any changes to the system, some people could have a great advantage. 500 shards is fine... Probably not going to change anytime soon.
The 500 limit often interferes with the fluidity of public games. Seen my share of great public groups get broken up due to people taking too long to do the multi-step exchange process that comes with having to dump off some shards. Hoarding would seem to be no more an issue @ 1k Shards than it would be at 500, I would think, but 1k would allow for less interruption from the needed exchange.
One of the lead designers once said that they don't want people to be able to hoard shards so that if they would release a patch with any changes to the system, some people could have a great advantage. 500 shards is fine... Probably not going to change anytime soon.
Somewhat valid reason, but with an easy fix - if any player has more than 500 shards, reduce them to 500 shards, upon release of such a patch. Essentially still limiting you to 500 that you can immediately spend at chances for newly released items (same as how it is now), but allowing you to hoard when it doesn't matter anymore. They've done the same thing in WoW with valor points, or done the equivalent by introducing an entirely different currency that serves the same function.
Or, just reset shards to 0 on patches with new items. A one time hoard of 500 shards really isn't much.
One of the lead designers once said that they don't want people to be able to hoard shards so that if they would release a patch with any changes to the system, some people could have a great advantage. 500 shards is fine... Probably not going to change anytime soon.
Somewhat valid reason, but with an easy fix - if any player has more than 500 shards, reduce them to 500 shards, upon release of such a patch. Essentially still limiting you to 500 that you can immediately spend at chances for newly released items (same as how it is now), but allowing you to hoard when it doesn't matter anymore. They've done the same thing in WoW with valor points, or done the equivalent by introducing an entirely different currency that serves the same function.
Or, just reset shards to 0 on patches with new items. A one time hoard of 500 shards really isn't much.
Even 2,000 Shards, how could that possibly be determined as a "hoard" that could in any reasonable way lend a hand to advantage for players that would happen to have a cache of Shards after a particular change, in respect to Kadala? This is an aspect I brought under consideration before, and it did NOT pass the sniff test.
I reiterate; This (the considerably low limit of 500) is most likely due to the internal mechanics of how Kadala rolls, such as increased chances for a leg after a given number of shards spent etc.
One of the lead designers once said that they don't want people to be able to hoard shards so that if they would release a patch with any changes to the system, some people could have a great advantage. 500 shards is fine... Probably not going to change anytime soon.
Somewhat valid reason, but with an easy fix - if any player has more than 500 shards, reduce them to 500 shards, upon release of such a patch. Essentially still limiting you to 500 that you can immediately spend at chances for newly released items (same as how it is now), but allowing you to hoard when it doesn't matter anymore. They've done the same thing in WoW with valor points, or done the equivalent by introducing an entirely different currency that serves the same function.
Or, just reset shards to 0 on patches with new items. A one time hoard of 500 shards really isn't much.
Even 2,000 Shards, how could that possibly be determined as a "hoard" that could in any reasonable way lend a hand to advantage for players that would happen to have a cache of Shards after a particular change, in respect to Kadala? This is an aspect I brought under consideration before, and it did NOT pass the sniff test.
I reiterate; This (the considerably low limit of 500) is most likely due to the internal mechanics of how Kadala rolls, such as increased chances for a leg after a given number of shards spent etc.
Why would the limit of 500 change or help that mechanic function, if it were in place? Unless the increased chance drops off if you haven't spent blood shards in the past 10 minutes or something, I can't see how it would make any difference for such a system. I would imagine the increased chance would reset from actually obtaining an item rather than some sort of timeout, anyway...
Buy item. 10% chance it's a legend. No timers, no safety net. The 500 limit was/is to prevent players from dropping 23049853674 shards at a time and to encourage frequently using her rather than hoarding up then spamming for an hour at a time.
One of the lead designers once said that they don't want people to be able to hoard shards so that if they would release a patch with any changes to the system, some people could have a great advantage. 500 shards is fine... Probably not going to change anytime soon.
Yeah, this is the reason why there's a cap.
The problem is, they raised the amount of blood shards we get from ~50 (initially) to up to ~250 (as you get close to GR50, I think it's usually 220-230 on GR45). That means that you need to gamble at least every other rift, which destroys the "flow of the game". If you're gambling on a different character, you need to switch in the middle of T6 rifting sessions about every 15-20 minutes, that's just ridiculous.
They increased one variable and forgot to adjust the other. You can't really hoard right now (as we joked yesterday) and you won't be able to hoard if the cap was 2000 (which would be a more adjusted number).
I am a very unhappy camper with this change
Use your imagination. Let's say the limit was 20,000.
You could enter a game with a 3rd party trade representative in search of a Furnace weapon. He has 3 botted chars with max Shards, a total of 60,000. Given that Kadala is even more likely now than ever to hand out a specific desired item, the odds of a furnace being spawned via Kadala becomes tangible.
The 3rd party rep spawns the desired weapon, and agreement is made and you can then purchase the item with real money and receive the item in-game.
Even after saying all this, I cannot fathom why a 1k limit would be any more detrimental than 500. As well, I have considered that there may be some Kadala mechanic that we aren't fully aware of, that may become heavily exploitable if the milit was too high.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Any other theories, anyone?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Or, just reset shards to 0 on patches with new items. A one time hoard of 500 shards really isn't much.
http://us.battle.net/d3/en/profile/Spiral-1401/hero/65250518
I reiterate; This (the considerably low limit of 500) is most likely due to the internal mechanics of how Kadala rolls, such as increased chances for a leg after a given number of shards spent etc.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
http://us.battle.net/d3/en/profile/Spiral-1401/hero/65250518
Buy item. 10% chance it's a legend. No timers, no safety net. The 500 limit was/is to prevent players from dropping 23049853674 shards at a time and to encourage frequently using her rather than hoarding up then spamming for an hour at a time.
The problem is, they raised the amount of blood shards we get from ~50 (initially) to up to ~250 (as you get close to GR50, I think it's usually 220-230 on GR45). That means that you need to gamble at least every other rift, which destroys the "flow of the game". If you're gambling on a different character, you need to switch in the middle of T6 rifting sessions about every 15-20 minutes, that's just ridiculous.
They increased one variable and forgot to adjust the other. You can't really hoard right now (as we joked yesterday) and you won't be able to hoard if the cap was 2000 (which would be a more adjusted number).