I love this game. My only disappointment is the miniscule chance of a truly useful item dropping from elite packs and bosses. My suggestion is to increase this chance by scaling it to the difficulty of the elite pack.
Background: Elite affixes are categorized [see “3)” in this blue post: http://eu.battle.net...224392?page=1#0 ]. There are no limits to the number of Aggressive affixes. This results in some really, really difficult elite packs. Players have two choices when facing these packs: 1) Fight them, risking dying more than once thus making the fight a losing proposition because the cost to repair usually exceeds the value of drops; or 2) Avoid them.
Suggestion: Give the heroes a MF/GF buff based on the affixes of the elite pack.
Implementation:
1. Immediately upon dispatching the last elite, and BEFORE the items and gold drop, give each hero a MF/GF buff.
2. The buff would be calculated by the number of affixes and the number of Aggressive affixes. For example, each affix could give, say, 20% MF/GF, with a geometric bonus of 20% for each Aggressive affix over one. So a pack with 1 Defensive and 3 Aggressive would give a 140% MF/GF buff (80% for 4 affixes, a 20% bonus for the 2nd Aggressive affix, and a 40% bonus for the 3rd Aggressive affix). Of course, the percentage I suggest is not written in stone; it could be higher or lower; it could also be adjusted by patch for “balance” issues.
3. The buff would last until the next elite pack is engaged. Upon their defeat, a new buff will then be in place.
Implications: It improves the risk/reward ratio. It rewards heroes for fighting particularly difficult packs. It entices heroes to fight all elite packs. It rewards players for fighting “trash” mobs between elite packs. It increases the chance of something useful dropping.
How do you scale difficulty level in a multiplayer game? Molten is a bitch for melee, not so much for ranged. The same goes for Reflect Damage the other way around.
The idea is nice however. There would have to be some kind of rating of combination of affixes ON TOP of what monster spawned them and the buffs shouldn't be high at all.
Like Phasebeasts with Horde, Arcane, Vortex, Molten grants more MF/GF buff than the same dudes with Knockback, Vampiric, Teleporter, Waller. Or something along those lines. Which would be a bitch even to begin ranking these combinations with the monsters, which already have skills of their own, their speed and other stuff which makes a lot of them unique.
I don't need any more guaranteed drops and such. The issue is that there is a very very finite selection of potentially rewarding gear. There are no charms, runes, socketed whites (not that they would have a use now that RW's are dead), jewels, torches, etherals etc....there really isn't much of anything other than a 2 iLvL range of rares to hope to drop.
I don't need any more guaranteed drops and such. The issue is that there is a very very finite selection of potentially rewarding gear. There are no charms, runes, socketed whites (not that they would have a use now that RW's are dead), jewels, torches, etherals etc....there really isn't much of anything other than a 2 iLvL range of rares to hope to drop.
You may have misunderstood me. I'm not looking for more guaranteed drops; I'm looking for an increase in quality. Buffing MF will increase the chance of (not guarantee a) higher iLvl, higher number of affixes, and higher range of affixes.
your system is flawed because glasscannon DHs/wizzards don't care about how many dmg affixes an enemy got.. the more the easier it gets no dmg reflect/invulnerable minions/shielding? EASY!
also it wouldn't really work in coop-games
The more affixes they have, the greater the likelihood that you get to face a pack with multiple affixes that, in combination, are more dangerous than the sum of their parts. Like, in your case, Reflects Damage AND Invulnerable Minions or Reflects Damage AND Shielding. I'm not saying to make fights easier (there's nothing wrong with tough fights); I'm suggesting increasing the chances of more and better affixes on drops. Notice I said "increasing the chances of"; my suggestion does this, but the percentage chance would still be small (just not as small).
Why wouldn't it work in coop? MF and GF work now in coop; my suggestion would just temporarily increase them.
They're already catering so much with NV to make buff giving mf/gf and guaranteed drops at full stacks. Do you really need more help?
Thanks for your feedback.
Is everyone satisfied with the quality of these guaranteed drops?
Its really all luck. I've had lengendary's drop within minutes of starting a run (only mf gear on) more than once and ive done full runs getting the worst gear ever with crap rolls on rares. Its just all random, which can get very upsetting and boring when youre on a dry streak of nothingness. The guaranteed drops help but to me arent even necessary since i have around 250mf.
I don't need any more guaranteed drops and such. The issue is that there is a very very finite selection of potentially rewarding gear. There are no charms, runes, socketed whites (not that they would have a use now that RW's are dead), jewels, torches, etherals etc....there really isn't much of anything other than a 2 iLvL range of rares to hope to drop.
You may have misunderstood me. I'm not looking for more guaranteed drops; I'm looking for an increase in quality. Buffing MF will increase the chance of (not guarantee a) higher iLvl, higher number of affixes, and higher range of affixes.
meh...again though...it's not the odds that stifle me. I'm used to doing a hundred Meph runs with nothing to show for it.
What bothers me is that there is such a limited scope of varying items to find. i.e. If there were more different kinds of items (charms, jewels, runes...whatever) than we would find rewarding loot more often by default.
The problem is not with the RNG of drops. It is not with the RNG of affixes on items. It is with the small group of stats that are either required (read: All Resist) or extremely powerful (read: Crit) that effectively negates a large portion of items as far as market value is concerned.
I have absolutely no idea what they're planning with the tweaks to the "weak" builds and skills in coming patches, but that may be a partial fix to the problem. Maybe not.
In the end, though, the loot system is not the problem - it is merely a symptom of a greater issue. With that said, I don't believe the itemization in this game is as poor as everyone is making it out to be. Between the AH making trading lightning fast (compared to manual trading of D2), and the sheer volume of players playing now versus back then, it's no shock at all people think their loot is broken. Really though, it's missing the forest for the tree.
I love this game. My only disappointment is the miniscule chance of a truly useful item dropping from elite packs and bosses. My suggestion is to increase this chance by scaling it to the difficulty of the elite pack.
Background: Elite affixes are categorized [see “3)” in this blue post: http://eu.battle.net...224392?page=1#0 ]. There are no limits to the number of Aggressive affixes. This results in some really, really difficult elite packs. Players have two choices when facing these packs: 1) Fight them, risking dying more than once thus making the fight a losing proposition because the cost to repair usually exceeds the value of drops; or 2) Avoid them.
Suggestion: Give the heroes a MF/GF buff based on the affixes of the elite pack.
Implementation:
1. Immediately upon dispatching the last elite, and BEFORE the items and gold drop, give each hero a MF/GF buff.
2. The buff would be calculated by the number of affixes and the number of Aggressive affixes. For example, each affix could give, say, 20% MF/GF, with a geometric bonus of 20% for each Aggressive affix over one. So a pack with 1 Defensive and 3 Aggressive would give a 140% MF/GF buff (80% for 4 affixes, a 20% bonus for the 2nd Aggressive affix, and a 40% bonus for the 3rd Aggressive affix). Of course, the percentage I suggest is not written in stone; it could be higher or lower; it could also be adjusted by patch for “balance” issues.
3. The buff would last until the next elite pack is engaged. Upon their defeat, a new buff will then be in place.
Implications: It improves the risk/reward ratio. It rewards heroes for fighting particularly difficult packs. It entices heroes to fight all elite packs. It rewards players for fighting “trash” mobs between elite packs. It increases the chance of something useful dropping.
Comments? Suggestions? Criticism?
Thanks for your feedback.
Is everyone satisfied with the quality of these guaranteed drops?
The idea is nice however. There would have to be some kind of rating of combination of affixes ON TOP of what monster spawned them and the buffs shouldn't be high at all.
Like Phasebeasts with Horde, Arcane, Vortex, Molten grants more MF/GF buff than the same dudes with Knockback, Vampiric, Teleporter, Waller. Or something along those lines. Which would be a bitch even to begin ranking these combinations with the monsters, which already have skills of their own, their speed and other stuff which makes a lot of them unique.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
You may have misunderstood me. I'm not looking for more guaranteed drops; I'm looking for an increase in quality. Buffing MF will increase the chance of (not guarantee a) higher iLvl, higher number of affixes, and higher range of affixes.
The more affixes they have, the greater the likelihood that you get to face a pack with multiple affixes that, in combination, are more dangerous than the sum of their parts. Like, in your case, Reflects Damage AND Invulnerable Minions or Reflects Damage AND Shielding. I'm not saying to make fights easier (there's nothing wrong with tough fights); I'm suggesting increasing the chances of more and better affixes on drops. Notice I said "increasing the chances of"; my suggestion does this, but the percentage chance would still be small (just not as small).
Why wouldn't it work in coop? MF and GF work now in coop; my suggestion would just temporarily increase them.
Its really all luck. I've had lengendary's drop within minutes of starting a run (only mf gear on) more than once and ive done full runs getting the worst gear ever with crap rolls on rares. Its just all random, which can get very upsetting and boring when youre on a dry streak of nothingness. The guaranteed drops help but to me arent even necessary since i have around 250mf.
meh...again though...it's not the odds that stifle me. I'm used to doing a hundred Meph runs with nothing to show for it.
What bothers me is that there is such a limited scope of varying items to find. i.e. If there were more different kinds of items (charms, jewels, runes...whatever) than we would find rewarding loot more often by default.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I have absolutely no idea what they're planning with the tweaks to the "weak" builds and skills in coming patches, but that may be a partial fix to the problem. Maybe not.
In the end, though, the loot system is not the problem - it is merely a symptom of a greater issue. With that said, I don't believe the itemization in this game is as poor as everyone is making it out to be. Between the AH making trading lightning fast (compared to manual trading of D2), and the sheer volume of players playing now versus back then, it's no shock at all people think their loot is broken. Really though, it's missing the forest for the tree.
I don't even.
another way is to make affix / suffix generation for items narrower for specialist items... str stat for quivers... seriously?