With the announcement of the buffs to legendaries in the recent blog post, I and many others were really excited to get our hands on these new legendaries come patch 1.0.4. But then it dawned on me that I had never even seen the majority of these items in the game yet anyways and that the chance that I ever would was incredibly low. I was trying to think of ways they could increase the chances that players will get to use these fun new items without tanking the economy for legendaries or making them too common.
A straight buff to drop rates would mean there are even more legendaries flooding the auction house, and within a couple of months, only the perfect legendaries would have any worth and mid range one would be equipped by everyone. So here's where the idea comes in: Increase the drop rates on legendaries, but make them "soulbound' in a sense, where only characters on your account can equip them, or simply make them untradeable on the Auction House. This would make it more reasonable and much more epic to actually farm your own legendary items, as opposed to farming forever, getting a couple of good rares to sell on the Auction House in order to obtain enough gold to buy a legendary off some lucky bastard.
One of the main reasons I think this would work is because of the (unfortunately) large range of affixes that legendaries can roll. While the drop rate would be increased, and you might see legendaries much more often, it's not gaurunteed that they will be good, or even useable. The changes to legendaries will hopefully fix the disastrous rolls, but there is still a lot of room for low or trash affixes to roll on the item, for strength to roll on your Hellrack 2H crossbow, or for intelligence to roll on your Grandfather 2H sword.
There are a couple of downsides I could see for this, however. One of them has to do with crafters who may have spent millions of gold (or even real money) on patterns for legendary items. If legendaries were "soulbound", it might really upset these crafters and hurt their gold prospects. My solution to this would be to make the items not completely soulbound, just untradeable on the Auction House. That way, crafters could still sell their legendaries to people, but would have to do so directly via the trade system (which has it's own set of security problems, but I won't cover that here). While less convenient, it keeps the Auction House from being flooded with legendaries while still allowing for their trade. As a secondary effect, it *could* help promote the social aspect of the game, where instead of clicking buyout on an auction, you have to barter with Joe Shmoe for the best deal on that legendary he is selling.
The other downside I foresee would be with bots. Increasing the drop rate on legendaries would mean more bots have more legendaries. Hopefully the lack of trading them on the AH and a bot's inability to farm inferno (as far as I know) would stifle most of the iLvl 61+ legendaries from being collected by bots, but it is a foreseeable outcome.
Now, this might be a feature that we are too far into the game to implement, but I still think it would make the "item hunt" much more exciting and hopefully lead to finding your own, useable legendaries over time without having to resort to the AH to find out which of the "best" legendaries you can buy.
TL;DR Buff legendary drop chance, make them untradeable on the AH.
I disagree. Legendaries are supposed to be that hard to get item. I know with 1.04 that they are making them extremely enticing. That's the point, it's supposed to be I want it, I WANT IT, I WANT IT. And then you play like 2 months straight until you get like legendary shield, but you don't want that so you trade around until you get that two hand sword, or whatever.
I know there is a mentality nowadays that says "everything should be accesible and I shouldn't have to grind my life away for it". But this is Diablo, not Warcraft. Just appreciate they are extremely good items now, and go chase after them until you get what you want. Legendaries are like a rare meta-game, even more now that they mean something.
And remember they are trying to add more meta-game systems, this just happens to be the first one they openly discussed. This meta-game is not supposed to be the one that keeps people playing 2 hours every night, though it will entice a handful too.
I disagree. Legendaries are supposed to be that hard to get item. I know with 1.04 that they are making them extremely enticing. That's the point, it's supposed to be I want it, I WANT IT, I WANT IT. And then you play like 2 months straight until you get like legendary shield, but you don't want that so you trade around until you get that two hand sword, or whatever.
I know there is a mentality nowadays that says "everything should be accesible and I shouldn't have to grind my life away for it". But this is Diablo, not Warcraft. Just appreciate they are extremely good items now, and go chase after them until you get what you want. Legendaries are like a rare meta-game, even more now that they mean something.
And remember they are trying to add more meta-game systems, this just happens to be the first one they openly discussed. This meta-game is not supposed to be the one that keeps people playing 2 hours every night, though it will entice a handful too.
I would agree more if the items had more fixed affixes, and you knew it was going to be a good item. The fact is they said nothing about changing which affixes roll on an item, only that they can roll higher now. You can still play for those 2 months straight and get that shield, but it is going to have intellect and thorns on it. I would even lobby for decreasing the drop rates on legendaries if they made the affixes GOOD and FIXED.
Your Idea fixes one "Problem" (Although, not really a problem) while making a whole new problem.
I haven't been playing Diablo in these recent weeks but in the first month of play time I found upwards of 50 Legendaries including but not limited to a Grandfather, Manticore, Windforce, Storm Shield.
The Legendary drop chance is not as low as you may think, you are probably one of the people who refuse to Magic-Find Gear swap (I don't gear swap btw! I hate it and refuse to do it also) or are some one that does not have Magic Find on their gear at all because you think that the stats are better to have.
I was able to run around in Act 3 clearing it with zero problems with 340% Magic Find, mind you this is REAL gear with real stats not some moronic Int/Magicfind/nothingelse item.
TL;DR Legendary drop chance is fine, wear more Magic Find, that has stats, that doesn't tank your other stats hardcore.
Now that is one thing I agree on. Legendaries should only really differ by a 15-20% from bottom to low. And you should kind of know what to expect when you see say a staff drop. Staff of the BRILLIANT MAGE, should have like a roll of 260-340 intelligence. Not 100-400 int, or 1-400 agi, and 1-400 str, AND WHILE WE ARE AT IT 1-400 vitality. That's why we have an Auction house filled with inane crap.
I agree completely with that sentiment though. I'd hate to get a shitty legendary, because well it's a Legendary and it should be something I either want, or someone else will.
Your Idea fixes one "Problem" (Although, not really a problem) while making a whole new problem.
I haven't been playing Diablo in these recent weeks but in the first month of play time I found upwards of 50 Legendaries including but not limited to a Grandfather, Manticore, Windforce, Storm Shield.
The Legendary drop chance is not as low as you may think, you are probably one of the people who refuse to Magic-Find Gear swap (I don't gear swap btw! I hate it and refuse to do it also) or are some one that does not have Magic Find on their gear at all because you think that the stats are better to have.
I was able to run around in Act 3 clearing it with zero problems with 340% Magic Find, mind you this is REAL gear with real stats not some moronic Int/Magicfind/nothingelse item.
TL;DR Legendary drop chance is fine, wear more Magic Find, that has stats, that doesn't tank your other stats hardcore.
This is true, as I don't run with that much magic find, so my perception is probably a bit skewed there. I've found 11 legendaries to date with ~400 hours played. I got lucky and one was useable, but the rest have been garbage. We'll have to see how they change magic find in the patch and how that might effect drop rates too. I'm just spitballing ideas at this point as I'm super excited about the patch and the changes.
Now that is one thing I agree on. Legendaries should only really differ by a 15-20% from bottom to low. And you should kind of know what to expect when you see say a staff drop. Staff of the BRILLIANT MAGE, should have like a roll of 260-340 intelligence. Not 100-400 int, or 1-400 agi, and 1-400 str, AND WHILE WE ARE AT IT 1-400 vitality. That's why we have an Auction house filled with inane crap.
I agree completely with that sentiment though. I'd hate to get a shitty legendary, because well it's a Legendary and it should be something I either want, or someone else will.
The ability to have crappy legendaries is the the main reason I could get behind a buff to the drop chance, but maybe with a tweak: Either my idea or something that somebody smarter and better at game design can figure out to not flood the AH with legendaries.
That's great! Everyone should be excited about the games and hobbies they play. And before I leave you guys to meander around this topic, I want to stress that this is only one bullet point in a possible slew of changes that improve meta-game. This change right here is not enough to make playing D3 every night, or even every weekend, enticing. Sure it's cool, but if this was the only change, nothing would really be fixed other then there are about 50-100 cool new items to get in a game where with MF you see upwards of 100 rares dropping a hour.
But eitherway I've said my piece and hopefully its enough to keep this topic on track and I don't have to come back to see people doing the usual internet troll thing.
I disagree. Legendaries are supposed to be that hard to get item
^^THIS
It has to be this way. The game wouldn't be fun if those highly desired items weren't exceedingly rare.
As of now, they are exceedingly rare, but the quality doesn't match the rarity. The 1.0.4 legendary blog post showed how good these new legendaries *can* be. If the items are as rare as they are, they should have their affixes and the ranges of the affixes tightened and specified for actual use. If they did that, they could lower the drop rate and I'd be ok with it, because if I got that super rare legendary, I know it would be usable.
I disagree. Legendaries are supposed to be that hard to get item
^^THIS
It has to be this way. The game wouldn't be fun if those highly desired items weren't exceedingly rare.
As of now, they are exceedingly rare, but the quality doesn't match the rarity. The 1.0.4 legendary blog post showed how good these new legendaries *can* be. If the items are as rare as they are, they should have their affixes and the ranges of the affixes tightened and specified for actual use. If they did that, they could lower the drop rate and I'd be ok with it, because if I got that super rare legendary, I know it would be usable.
Meh,,,,,what I'm seeing as proposed by Blizz, seems to match the dynamic we had in D2 fairly well. That is, highly potential Legs with a very small chance of acquirement through drops.
There has to be a wide disparity between high and low, my friend. If there's a chance it could roll as godly, there has to be a chance it could roll as poor. It's the ebb and flow of drop dynamics that makes farming so intriguing and addictive. Break that dynamic by being too generous, and the act of farming becomes redundant.
I disagree. Legendaries are supposed to be that hard to get item
^^THIS
It has to be this way. The game wouldn't be fun if those highly desired items weren't exceedingly rare.
As of now, they are exceedingly rare, but the quality doesn't match the rarity. The 1.0.4 legendary blog post showed how good these new legendaries *can* be. If the items are as rare as they are, they should have their affixes and the ranges of the affixes tightened and specified for actual use. If they did that, they could lower the drop rate and I'd be ok with it, because if I got that super rare legendary, I know it would be usable.
Meh,,,,,what I'm seeing as proposed by Blizz, seems to match the dynamic we had in D2 fairly well. That is, highly potential Legs with a very small chance of acquirement through drops.
There has to be a wide disparity between high and low, my friend. If there's a chance it could roll as godly, there has to be a chance it could roll as poor. It's the ebb and flow of drop dynamics that makes farming so intriguing and addictive. Break that dynamic by being too generous, and the act of farming becomes redundant.
I think you are missing his point. He's not saying it should be more common. He's saying that there is no need for bad ones.
1) Extremely rare + you know it's good when you see it works
2) Common + extremely rare it's good can work
...Extremely rare and still usually crap is just depressing no matter how high the potential
He saying if you guarantee it will be good when we see it, then lower the drop rate if you have to.
Except that in d2, everyone had over 500+ mf, and bosses were huge loot pinatas, and I personally was VERY surprised if no uniques dropped per boss kill.
...and those uniques were often LvL 24 and unusable by any practical means.
I think you are missing his point. He's not saying it should be more common. He's saying that there is no need for bad ones.
1) Extremely rare + you know it's good when you see it works
2) Common + extremely rare it's good can work
...Extremely rare and still usually crap is just depressing no matter how high the potential
He saying if you guarantee it will be good when we see it, then lower the drop rate if you have to.
Understood, and a valid point. But I would also argue that there has to be bad ones to create the proper dynamic. It sucks...believe me I know. I had a few ultra-low HoZ's drop back in the day. Or like when you would get a Unique you've always wanted to drop, and it spawns as Eth and socketing it with Zod was impractical.
I personally don't see that as necessary. I could be happy with either of the two I mentioned. I personally think having legendaries actually be common but have a very low chance of really good roles would have been fun. I think with that being the paradigm for rares, however, it should be different. Just because of that, I like the drop rates where they are I just think there should be narrower ranges on the affix roles and more fixed affixes. If my 300 hours has only let me find 4 legendaries and 3 were low level (<iLvl 40) then I would like to see them be something I'm excited to see even before I ID it.
There has to be a wide disparity between high and low, my friend. If there's a chance it could roll as godly, there has to be a chance it could roll as poor. It's the ebb and flow of drop dynamics that makes farming so intriguing and addictive. Break that dynamic by being too generous, and the act of farming becomes redundant.
This is the one mechanic set in stone in the Diablo series. Change it, and it's no longer Diablo.
So no. As nice as you're idea may be, it's not happening in this game.
Legendaries should be exciting, and very different. It's why they need to be hard to come by.
I just think rares should receive more interesting stats. Items don't feel cool, they feel very bland at the moment. The change to legendaries is the first step towards fixing that problem.
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A straight buff to drop rates would mean there are even more legendaries flooding the auction house, and within a couple of months, only the perfect legendaries would have any worth and mid range one would be equipped by everyone. So here's where the idea comes in: Increase the drop rates on legendaries, but make them "soulbound' in a sense, where only characters on your account can equip them, or simply make them untradeable on the Auction House. This would make it more reasonable and much more epic to actually farm your own legendary items, as opposed to farming forever, getting a couple of good rares to sell on the Auction House in order to obtain enough gold to buy a legendary off some lucky bastard.
One of the main reasons I think this would work is because of the (unfortunately) large range of affixes that legendaries can roll. While the drop rate would be increased, and you might see legendaries much more often, it's not gaurunteed that they will be good, or even useable. The changes to legendaries will hopefully fix the disastrous rolls, but there is still a lot of room for low or trash affixes to roll on the item, for strength to roll on your Hellrack 2H crossbow, or for intelligence to roll on your Grandfather 2H sword.
There are a couple of downsides I could see for this, however. One of them has to do with crafters who may have spent millions of gold (or even real money) on patterns for legendary items. If legendaries were "soulbound", it might really upset these crafters and hurt their gold prospects. My solution to this would be to make the items not completely soulbound, just untradeable on the Auction House. That way, crafters could still sell their legendaries to people, but would have to do so directly via the trade system (which has it's own set of security problems, but I won't cover that here). While less convenient, it keeps the Auction House from being flooded with legendaries while still allowing for their trade. As a secondary effect, it *could* help promote the social aspect of the game, where instead of clicking buyout on an auction, you have to barter with Joe Shmoe for the best deal on that legendary he is selling.
The other downside I foresee would be with bots. Increasing the drop rate on legendaries would mean more bots have more legendaries. Hopefully the lack of trading them on the AH and a bot's inability to farm inferno (as far as I know) would stifle most of the iLvl 61+ legendaries from being collected by bots, but it is a foreseeable outcome.
Now, this might be a feature that we are too far into the game to implement, but I still think it would make the "item hunt" much more exciting and hopefully lead to finding your own, useable legendaries over time without having to resort to the AH to find out which of the "best" legendaries you can buy.
TL;DR Buff legendary drop chance, make them untradeable on the AH.
I know there is a mentality nowadays that says "everything should be accesible and I shouldn't have to grind my life away for it". But this is Diablo, not Warcraft. Just appreciate they are extremely good items now, and go chase after them until you get what you want. Legendaries are like a rare meta-game, even more now that they mean something.
And remember they are trying to add more meta-game systems, this just happens to be the first one they openly discussed. This meta-game is not supposed to be the one that keeps people playing 2 hours every night, though it will entice a handful too.
I haven't been playing Diablo in these recent weeks but in the first month of play time I found upwards of 50 Legendaries including but not limited to a Grandfather, Manticore, Windforce, Storm Shield.
The Legendary drop chance is not as low as you may think, you are probably one of the people who refuse to Magic-Find Gear swap (I don't gear swap btw! I hate it and refuse to do it also) or are some one that does not have Magic Find on their gear at all because you think that the stats are better to have.
I was able to run around in Act 3 clearing it with zero problems with 340% Magic Find, mind you this is REAL gear with real stats not some moronic Int/Magicfind/nothingelse item.
TL;DR Legendary drop chance is fine, wear more Magic Find, that has stats, that doesn't tank your other stats hardcore.
I agree completely with that sentiment though. I'd hate to get a shitty legendary, because well it's a Legendary and it should be something I either want, or someone else will.
This is true, as I don't run with that much magic find, so my perception is probably a bit skewed there. I've found 11 legendaries to date with ~400 hours played. I got lucky and one was useable, but the rest have been garbage. We'll have to see how they change magic find in the patch and how that might effect drop rates too. I'm just spitballing ideas at this point as I'm super excited about the patch and the changes.
The ability to have crappy legendaries is the the main reason I could get behind a buff to the drop chance, but maybe with a tweak: Either my idea or something that somebody smarter and better at game design can figure out to not flood the AH with legendaries.
But eitherway I've said my piece and hopefully its enough to keep this topic on track and I don't have to come back to see people doing the usual internet troll thing.
^^THIS
It has to be this way. The game wouldn't be fun if those highly desired items weren't exceedingly rare.
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As of now, they are exceedingly rare, but the quality doesn't match the rarity. The 1.0.4 legendary blog post showed how good these new legendaries *can* be. If the items are as rare as they are, they should have their affixes and the ranges of the affixes tightened and specified for actual use. If they did that, they could lower the drop rate and I'd be ok with it, because if I got that super rare legendary, I know it would be usable.
Meh,,,,,what I'm seeing as proposed by Blizz, seems to match the dynamic we had in D2 fairly well. That is, highly potential Legs with a very small chance of acquirement through drops.
There has to be a wide disparity between high and low, my friend. If there's a chance it could roll as godly, there has to be a chance it could roll as poor. It's the ebb and flow of drop dynamics that makes farming so intriguing and addictive. Break that dynamic by being too generous, and the act of farming becomes redundant.
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I think you are missing his point. He's not saying it should be more common. He's saying that there is no need for bad ones.
1) Extremely rare + you know it's good when you see it works
2) Common + extremely rare it's good can work
...Extremely rare and still usually crap is just depressing no matter how high the potential
He saying if you guarantee it will be good when we see it, then lower the drop rate if you have to.
...and those uniques were often LvL 24 and unusable by any practical means.
Understood, and a valid point. But I would also argue that there has to be bad ones to create the proper dynamic. It sucks...believe me I know. I had a few ultra-low HoZ's drop back in the day. Or like when you would get a Unique you've always wanted to drop, and it spawns as Eth and socketing it with Zod was impractical.
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So no. As nice as you're idea may be, it's not happening in this game.
I just think rares should receive more interesting stats. Items don't feel cool, they feel very bland at the moment. The change to legendaries is the first step towards fixing that problem.