With RNG being.... rng, what are your thoughts on being able to select a legendary from the massive drop table every 100 paragon levels? This would allow people who haven't had the luck of rng to drop their last missing piece for whatever build their doing. On average your looking at 3-4 selectable legendary items per player. Think it out before answering.
I wanted to get the thoughts of everyone before i posted a actual suggestion on bnet forums.
Sorry OP, but while I think rewards every 100P lvls would be cool, I don't think this idea would pan out.
What if they got super bad rolls on their item? That would feel even worse then just not getting lucky enough to have it drop.
Paragon is account wide, so essentially anyone not playing ladder will be screwed out of this option once they get high enough paragon.
Personally, I think Kadala and gambling is a little too streamlined as it is, and straight up being able to choose which legendary you want will do more harm then good.
Personally, I think Kadala and gambling is a little too streamlined as it is, and straight up being able to choose which legendary you want will do more harm then good.
It really is. As much as I understand RNG and luck, I just dislike a system where people can get full class sets in 2-5 days played at max level. As it stands Normal through Master are almost-wasted difficulties because they've made it far too easy to just farm up blood shards and gamble stuff slot-at-a-time.
As random as she is Kadala seems to act more like a vendor and less like a roulette wheel for some players, and I don't really like that direction. Much like how Kongor farmed cursed chests (his buddies found games an invited him for the event) it seems like Kadala encourages people who want to gear up to "play" the game in a similar manner with rift guardians. *shrug*
I agree with lor completely. If it had to be it should be that way. If I got to choose what dropped for me I would've quit the game long time ago as there would be nothing to hunt or strive for in the game any more. Reason I like the game is the excitement of anticipating the next drop or hoping that a specific item would drop soon. Choosing would make 90 percent of the people choose the same items (like passover04 has said). Point of the game in that case would become obsolete and people would start quitting soon be caused they would have nothing to strive for (you would get 4 Bis items in 400 paragon levels, for 4 different classes, you would have nothing left to do).
But I completely understand that some people have very bad luck (and by that I mean p600 that haven't seen the item they wanted, not once) and that they would strongly support the idea, and for that I do not blame them.
All this talk about specific targeting of legendaries.......sad to see. Really sad to see people request to have the funnest part of a loot hunt game removed. Finally getting that white whale item, a concept that far too many people are wishing to have removed.
Kadala is already doing her best to sully this aspect of Diablo.
As someone who is p500+ and hunting for the illusive SMK, I support some kind of improved chance for me getting the SMK, but not sure if the guarantee legendary is the right way to go, after looking at the datamined rates for getting one via Kadala, it's ridiculous that after spending over 350k shards only 3/4 people will get it.
I personally feel the super rare items such as SMK and WOW should be less rare but still rare, though of course there will be others that disagreed.
Loot acquisition is such a subjective topic, it will never be 100% agreed upon, the hardcore players want it as difficult as possible and the super casuals want it as easy as possible and then there is the rest of us...
I find that the "fun" of Diablo games is the random drop and going at it some more til you find what you want. I was SUPER frustrated after having 9 mirrorball dropped with only +1mm but Kadala finally own up and gave me my 10th Mirrorball with +2mm. It was gratifying once i got it but it was frustrated as f**k before it but I still keep going at it. RNG is RNG. I've played more than my WD friend but he manage to find all BiS items (SMK, TMF, full jade, T&T, Quetz, full zuni, etc) before me for both his Pet & Jade spec while I only wanted a good setup for my wiz.
TL:DR; I don't like the guaranteed drop. A bonus free legendary drop based on Paragon level (much like puzzle ring) is fine as a reward but targeted & specific legendary drop is a no vote for me.
We’ll the solution to me seems quite simple, introduce tiers to classify the type of player
Tier 1 : Plays 20 hours a week : Has P(x) chance of finding loot. Blizzard to set this.
Tier 2 : Plays 40 hours a week : Has 2 times less loot chance of a Tier 1 player
Tier 3 : Plays 60 hours a week : Has 3 times less loot chance of a Tier 1 player
Tier 4 : Plays 80 hours a week : Has 4 times less loot chance of a Tier 1 player
Tier 5 : Plays 100 hours a week : Has 5 times less loot chance of a Tier 1 player.
Tier X : Plays to the extreme : Has 100 times less loot chance of a Tier 1 player. Ideal for those who eat, sleep Diablo and believe one must lose a week of sleep, sacrifice social life, family life, hygiene and eyesight to loot a single item.
This change will allow someone like me, who plays 10 to 15 hours a week to play and progress at a reasonable pace.
Someone who lives for Diablo can continue without fear of hitting the level/ build/ceiliing before Diablo IV arrives
Extreme user requirements call for extreme solutions to keep "most" people happy
Characters of a given tier will only play amongst other characters of the same tier, that way, there will not be any inequality. Tier X characters can mingle amongst themselves and pat each other on their backs for grinding 5328 hours to earn their first Tal Rasha set whilst the rest of us in Tier 1 will congratulate others for finding a WoW, RORG, SoJ and Tal Rasha after 53 hours.
if you want to sacrifice your real life for this game, then place yourself on some virtual pedestal for the world to admire/envy ( or humour ), thats' fine..
If you just want to play the game to kill some time in between football practice and meeting the girlfriend for a movie, that's also fine.
The game should cater for people with balanced and unbalanced lifestyles, not only unbalanced as the drop rates lead us to think.
As the tiers are set with a character, you can create a Tier 1 Barb and also have a Tier 4 DH and a Tier X Wiz. And of course these can be played in Normal, Hard, Expert, T1 to T6 levels so you have a very high degree of customisability to control how soon you will reach the "end game".
It may have sounded like a silly idea at first but if you don't focus on the "rat race", it actually works. Just accept having many rat races instead only 1
A free Wand of Woh for every wizard? well... That'll make the game lame pretty fast.
Personal suggestion: Unlock a new gem rank every 50 or 100 levels. I must agree that gaining paragon levels feels rather underwelming.. Forgetting to spend your paragon points until you level up a second time kinda shows how irrelevant it feels.
A free Wand of Woh for every wizard? well... That'll make the game lame pretty fast.
Personal suggestion: Unlock a new gem rank every 50 or 100 levels. I must agree that gaining paragon levels feels rather underwelming.. Forgetting to spend your paragon points until you level up a second time kinda shows how irrelevant it feels.
One idea I had to spice up the game is :
1. Increase drop rates of these super rare items making them a bit more accessible
2. If a player dies, they lose one of their equiped items ( randomly chosen )
This also partially addresses another issue of under-powered players playing levels far higher than they are capable of. If they are too weak, they die. If they intentionally wear cr8ppy gear to freeload XP, then they will be even more likely to die and end up butt naked in a swamp.
It also encourages better teamwork and discourages the one-man superstar solo runs I often see in public rifts
It will also allow Blizzard to employ use of a risk-reward curve. If you take bigger risks ( t4+ ), you have much better rewards.
Currently, I can jump into T6 knowing I can die 100 times but still reap the rewards of being in T6. At the same time, the rewards of T6 are not that much better than T3 so why do T6 ?. The risk-reward curve is almost flat
We’ll the solution to me seems quite simple, introduce tiers to classify the type of player
Tier 1 : Plays 20 hours a week : Has P(x) chance of finding loot. Blizzard to set this.
Tier 2 : Plays 40 hours a week : Has 2 times less loot chance of a Tier 1 player
Tier 3 : Plays 60 hours a week : Has 3 times less loot chance of a Tier 1 player
Tier 4 : Plays 80 hours a week : Has 4 times less loot chance of a Tier 1 player
Tier 5 : Plays 100 hours a week : Has 5 times less loot chance of a Tier 1 player.
Tier X : Plays to the extreme : Has 100 times less loot chance of a Tier 1 player. Ideal for those who eat, sleep Diablo and believe one must lose a week of sleep, sacrifice social life, family life, hygiene and eyesight to loot a single item.
This change will allow someone like me, who plays 10 to 15 hours a week to play and progress at a reasonable pace.
Someone who lives for Diablo can continue without fear of hitting the level/ build/ceiliing before Diablo IV arrives
Extreme user requirements call for extreme solutions to keep "most" people happy
You mean, this changes nothing for people who play this game casually yet punishes players who have more time to play it..... The people who play 100+ hours a week aren't worried about hitting a level cap, getting all items or "Finishing the game"... they are there to be the best, do the best or... like me SMASH THE SHIT OUT OF MONSTERS.
I only have 200 or so hours on my WD and I'm nearly done with the build I'm going for, but that's just finishing the items.... A few of them are TERRIBLE pieces I need to fix (lvl 67 unity, no int or chd)
I wanted to get the thoughts of everyone before i posted a actual suggestion on bnet forums.
What if they got super bad rolls on their item? That would feel even worse then just not getting lucky enough to have it drop.
Paragon is account wide, so essentially anyone not playing ladder will be screwed out of this option once they get high enough paragon.
Personally, I think Kadala and gambling is a little too streamlined as it is, and straight up being able to choose which legendary you want will do more harm then good.
As random as she is Kadala seems to act more like a vendor and less like a roulette wheel for some players, and I don't really like that direction. Much like how Kongor farmed cursed chests (his buddies found games an invited him for the event) it seems like Kadala encourages people who want to gear up to "play" the game in a similar manner with rift guardians. *shrug*
But I completely understand that some people have very bad luck (and by that I mean p600 that haven't seen the item they wanted, not once) and that they would strongly support the idea, and for that I do not blame them.
Kadala is already doing her best to sully this aspect of Diablo.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I personally feel the super rare items such as SMK and WOW should be less rare but still rare, though of course there will be others that disagreed.
Loot acquisition is such a subjective topic, it will never be 100% agreed upon, the hardcore players want it as difficult as possible and the super casuals want it as easy as possible and then there is the rest of us...
generally a bad idea tho
TL:DR; I don't like the guaranteed drop. A bonus free legendary drop based on Paragon level (much like puzzle ring) is fine as a reward but targeted & specific legendary drop is a no vote for me.
Tier 1 : Plays 20 hours a week : Has P(x) chance of finding loot. Blizzard to set this.
Tier 2 : Plays 40 hours a week : Has 2 times less loot chance of a Tier 1 player
Tier 3 : Plays 60 hours a week : Has 3 times less loot chance of a Tier 1 player
Tier 4 : Plays 80 hours a week : Has 4 times less loot chance of a Tier 1 player
Tier 5 : Plays 100 hours a week : Has 5 times less loot chance of a Tier 1 player.
Tier X : Plays to the extreme : Has 100 times less loot chance of a Tier 1 player. Ideal for those who eat, sleep Diablo and believe one must lose a week of sleep, sacrifice social life, family life, hygiene and eyesight to loot a single item.
This change will allow someone like me, who plays 10 to 15 hours a week to play and progress at a reasonable pace.
Someone who lives for Diablo can continue without fear of hitting the level/ build/ceiliing before Diablo IV arrives
Extreme user requirements call for extreme solutions to keep "most" people happy
if you want to sacrifice your real life for this game, then place yourself on some virtual pedestal for the world to admire/envy ( or humour ), thats' fine..
If you just want to play the game to kill some time in between football practice and meeting the girlfriend for a movie, that's also fine.
The game should cater for people with balanced and unbalanced lifestyles, not only unbalanced as the drop rates lead us to think.
As the tiers are set with a character, you can create a Tier 1 Barb and also have a Tier 4 DH and a Tier X Wiz. And of course these can be played in Normal, Hard, Expert, T1 to T6 levels so you have a very high degree of customisability to control how soon you will reach the "end game".
It may have sounded like a silly idea at first but if you don't focus on the "rat race", it actually works. Just accept having many rat races instead only 1
Personal suggestion: Unlock a new gem rank every 50 or 100 levels. I must agree that gaining paragon levels feels rather underwelming.. Forgetting to spend your paragon points until you level up a second time kinda shows how irrelevant it feels.
1. Increase drop rates of these super rare items making them a bit more accessible
2. If a player dies, they lose one of their equiped items ( randomly chosen )
This also partially addresses another issue of under-powered players playing levels far higher than they are capable of. If they are too weak, they die. If they intentionally wear cr8ppy gear to freeload XP, then they will be even more likely to die and end up butt naked in a swamp.
It also encourages better teamwork and discourages the one-man superstar solo runs I often see in public rifts
It will also allow Blizzard to employ use of a risk-reward curve. If you take bigger risks ( t4+ ), you have much better rewards.
Currently, I can jump into T6 knowing I can die 100 times but still reap the rewards of being in T6. At the same time, the rewards of T6 are not that much better than T3 so why do T6 ?. The risk-reward curve is almost flat
I only have 200 or so hours on my WD and I'm nearly done with the build I'm going for, but that's just finishing the items.... A few of them are TERRIBLE pieces I need to fix (lvl 67 unity, no int or chd)