Steps:
-Rotten Mushroom (level 9 I think)
-Go back to Adria's cauldron to consume the Rotten Mushroom to get the Witch's Brewl
-Click on Farnham's Corpse to receive the Drunkard's Dept
-Click on Ogden's Corpse to receive Garda's Letter
-Click on Pepin's Corpse to receive Healer's Prescription
-Click on Griswold's Corpse to receive Wirt's Leg recipe
-Learn the Recipe at the Blacksmith
-Go to "Mace" and Craft Wirt's Leg
-Salvage Wirt's Leg to receive the Map of the Stars
-Go to where "there's 3 Cow Corpses" (just next to Adria's hut)
-Click on Corpse #2, then #1 and finish with #3
(1)------(2)------(3)
2-1-3
-Go inside that Portal
-Go to the middle
-Open the Chest
-Consume the item
-Enjoy your Cow Pet
I hope they have more to reveal because having new zones is irrelevant as long as GR is the place to go. It will be as irrelevant as previously released maps.
Numlock appears to be legit, but as always, using those things at your own risk.
I think the bigger issue is... why should this even be allowed to exist? Skills like EB and Condemn requires an unhealthy amount of spamming to optimize it. I would be in favor of increasing their cooldown while also increasing the number of blasts (for EB).
Would I play Season? Well, since most of my friends may be there, I likely would also end up there.
The issue is that we barely have any activities outside of GR. Once you are sick and tired of GR (like me), NS has very little to offer. If we had other legit end-game activities, then yes, my NS characters would see more usage.
Gearing up has never been easier. What's left for NS exactly? Paragon grind. I'm not a fan of that... or GR.
Hey folks I'm back with some clarifications and some news that should please everyone.
First the clarification, the timer system that works behind the scenes is meant to be exactly that, behind the scenes. No you can't afk the system, there are a lot of moving pieces to it and we talked about it extensively before we implemented it to guarantee its not exploitable. At it's heart Diablo is a game about slaughtering demons and getting random cool rewards. The system that is in place should never be experienced by 99% of the population, it's there for the 1% who just get really bad random rolls for an excessively long period of time. If we want you to get a legendary every 2 hours, the system basically says "ok it's been like double/triple that period of time, just help the guy out!"
Second and more importantly. I'm in the process of working up another hotfix for the beta that will do 2 things.
1. Reduce the chance for Kadala to give legendary items. We have a lot of solutions to the split farming problem but they are going to take a little time to be put in place and in the mean time we don't want peoples feedback to be completely skewed based on her rewards. This reduction will be revisited once we fix all the split farming issues.
2. Double the legendary drop rate. Your feedback hasn't been falling on deaf ears, and much discussion and deliberation has gone into it. We know that drop rates aren't exactly where we want them right now and it's very important to us to get as much feedback as possible during our beta. We are going to adjust the legendary drop rates via hotfix so that you guys have as much time as possible to test and give us feedback on how the changes feel, also more time for us to compile data and get RoS to be the best it can be.
Yes, I read that. I'm not sure how I feel about this. I mean, it's fine, but does that also mean that the drop-rate is too low and this is some kind of safety net.
How does this safety net works with gambling. Should you gamble after finding a Legendary (so that you don't reset the timer)?
This has been a topic of much discussion within the community so I wanted to take the time to sit down and talk to everyone about drop rates. I'll start out by saying when F&F went out we set the rates far higher than we knew was appropriate because we wanted to get as much feedback and testing on the new and revised legendary and set items as possible. Over the course of F&F the unanimous feedback both internally and from the community was that the drop rates were too high. We knew this ahead of time but we wanted testers to get their hands on as many cool things as possible while also helping us debug and, ya know, test things.
Going into our subsequent beta waves we said we wanted to start narrowing in on what the appropriate drop rates were for legendaries. We had set forth some goals and stated internally what our design intent was so we adjusted these values to reflect a more practical farming environment. As a general rule people won't speak up if you being too rewarding, usually only a handful of people in a crowd will vocalize that "things may be a bit too high" in terms of drop rate. So when the entirety of our player base and internal team were swarming us with this feedback we knew the drop rates were actually FAR too high. Based on that feedback and also the detailed drop rate data that we track and review on a daily basis, we lowered the drop rates to something more reasonable and closed to what we wanted for release of RoS. For the record, I literally told people internally that I actively wanted to hear the feedback that drop rates were too low. We decisively found where too high was, we needed to find the lower bounds of reasonable so that we could narrow in on a place that would be best for the game.
Now with that said, the data that we have has shown us that drop rates are in the right ball park but that's not to say they are final. A big piece of the pie that was missing was that we always intended for Kadala to be able to generate legendary items. More specifically she was intended to help give players more direct control over their ability to find specific items they were after. Not to the tune of "I want X item so I buy it" but we wanted players to have a degree of control by saying "Man I really want X helm, so I'll spend all my Blood Shards buying helms and try to get the one I'm after eventually". The environment that you have all been playing in has been missing this key piece of the puzzle for quite some time. When we are talking about the overall income of legendary items and finding a good pace for them Kadala has always been intended to factor into this. We are very actively tracking data and adjustments will be made to narrow in more as we proceed. However since obviously you all haven't had the insight into these conversations I'm here to say that you've only been seeing a piece of the pie and with the latest patch should now be seeing the full picture.
A couple of other related notes, Rifts have always been intended to feel highly rewarding and we don't think they are there yet. We want the obvious answer when someone asks "Whats the most rewarding thing I can kill with the time I have?" to be Rifts, this is part of why access to them is restricted by keys, they are meant to be AWESOME!. We have a plan changed that I'll be hotfixing in hopefully today or tomorrow to add a reasonably large number of Blood Shards to the loot run boss but more importantly to give him a chance to drop Forgotten Souls. One of the problems that has been expressed here is how legendary and rares compare, barring the obviously build changing ones. A large part of the reason that players sometimes have a hard time replacing a rare with a legendary that should be an upgrade is because, generally, you are comparing rares that have been enchanted many times over to a stock legendary. We want the act of enchanting legendaries to have some degree of investment but what you are seeing in the beta is too much. In addition to being able to use the, soon to be acquired, crafting mats to enchant your legendary items it will also allow everyone a reasonable amount more access to the crafting legendaries.
Lastly on the topic of split farming, this is very clearly not how we want players to play the game. We know of the problems it causes as well as the reasons its occurring and are actively discussing ways to address the problem. While we love coop and we want players to enjoy playing the game together, the right answer should obviously not be "Lets play coop and all go solo in the game!". I'm walking into a meeting as soon as I post this to discuss the issue and possible solutions.
Hopefully this helps clear the air some and I'll touch back in later to answer more questions.
"We made low drop rates because of gambling"
where have I heard that before??
"We made low droprates because of the AH"
It worked so well the first time.
At least there's an outrage. Perhaps they will listen this time.
I don't have access to the Beta, sadly, but I am seriously reconsidering whether or not I will buy the game. They keep adding salt to the injury. They keep doing stupid moves after stupid moves.
I've been losing faith for a while now. Blizzard takes great ideas and implement them really poorly. What's the point of giving feedback if they are going to butcher it >_>
I've made and seen countless threads about how to improve random events, exploration, endless dungeon/wave, challenge (etc). They take those cool ideas and give birth to something mediocre. I've expressed my concerns about bounties for a long time now as well. Their lasted decision only makes bounties the uncontested champion. Bounties, as they are right now, are toxic for the game.
Bounties are like Rifts. You do the strict minimum and leave that place. How hard is it to add incentive to explore areas or complete the Rift?
It's 100% guaranteed for Act bosses except if your level is too high. A friend tried levelling to 60 in A1 then killing the Butcher, but it didn't work. If your level is too high, you won't get a legendary.
Stop trying to game the system.
That would be me, I think
Rollback Post to RevisionRollBack
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Steps to unlock it
http://us.battle.net/forums/en/d3/topic/20752065103?page=1#post-3
Steps:
-Rotten Mushroom (level 9 I think)
-Go back to Adria's cauldron to consume the Rotten Mushroom to get the Witch's Brewl
-Click on Farnham's Corpse to receive the Drunkard's Dept
-Click on Ogden's Corpse to receive Garda's Letter
-Click on Pepin's Corpse to receive Healer's Prescription
-Click on Griswold's Corpse to receive Wirt's Leg recipe
-Learn the Recipe at the Blacksmith
-Go to "Mace" and Craft Wirt's Leg
-Salvage Wirt's Leg to receive the Map of the Stars
-Go to where "there's 3 Cow Corpses" (just next to Adria's hut)
-Click on Corpse #2, then #1 and finish with #3
(1)------(2)------(3)
2-1-3
-Go inside that Portal
-Go to the middle
-Open the Chest
-Consume the item
-Enjoy your Cow Pet
I hope they have more to reveal because having new zones is irrelevant as long as GR is the place to go. It will be as irrelevant as previously released maps.
Gamescom 2016 for D3 can be resumed this way:
https://www.youtube.com/watch?v=K8E_zMLCRNg
Numlock appears to be legit, but as always, using those things at your own risk.
I think the bigger issue is... why should this even be allowed to exist? Skills like EB and Condemn requires an unhealthy amount of spamming to optimize it. I would be in favor of increasing their cooldown while also increasing the number of blasts (for EB).
Would I play Season? Well, since most of my friends may be there, I likely would also end up there.
The issue is that we barely have any activities outside of GR. Once you are sick and tired of GR (like me), NS has very little to offer. If we had other legit end-game activities, then yes, my NS characters would see more usage.
Gearing up has never been easier. What's left for NS exactly? Paragon grind. I'm not a fan of that... or GR.
I find it unlikely that D4 is going to be announced... but who knows.
I mean, they were recently looking for a game director and also needed to fill some other slots.
I wish magic find was still relevant. We could make it slightly better --- like 1 leg per hour if you have high enough magic find.
Yes, I read that. I'm not sure how I feel about this. I mean, it's fine, but does that also mean that the drop-rate is too low and this is some kind of safety net.
How does this safety net works with gambling. Should you gamble after finding a Legendary (so that you don't reset the timer)?
I just realized that this was posted in the other thread "Heart to heart". If you feel that this thread is unnecessary, feel free to delete it.
http://us.battle.net/d3/en/forum/topic/11307900907?page=12#229
Travis Day:
Hello folks,
This has been a topic of much discussion within the community so I wanted to take the time to sit down and talk to everyone about drop rates. I'll start out by saying when F&F went out we set the rates far higher than we knew was appropriate because we wanted to get as much feedback and testing on the new and revised legendary and set items as possible. Over the course of F&F the unanimous feedback both internally and from the community was that the drop rates were too high. We knew this ahead of time but we wanted testers to get their hands on as many cool things as possible while also helping us debug and, ya know, test things.
Going into our subsequent beta waves we said we wanted to start narrowing in on what the appropriate drop rates were for legendaries. We had set forth some goals and stated internally what our design intent was so we adjusted these values to reflect a more practical farming environment. As a general rule people won't speak up if you being too rewarding, usually only a handful of people in a crowd will vocalize that "things may be a bit too high" in terms of drop rate. So when the entirety of our player base and internal team were swarming us with this feedback we knew the drop rates were actually FAR too high. Based on that feedback and also the detailed drop rate data that we track and review on a daily basis, we lowered the drop rates to something more reasonable and closed to what we wanted for release of RoS. For the record, I literally told people internally that I actively wanted to hear the feedback that drop rates were too low. We decisively found where too high was, we needed to find the lower bounds of reasonable so that we could narrow in on a place that would be best for the game.
Now with that said, the data that we have has shown us that drop rates are in the right ball park but that's not to say they are final. A big piece of the pie that was missing was that we always intended for Kadala to be able to generate legendary items. More specifically she was intended to help give players more direct control over their ability to find specific items they were after. Not to the tune of "I want X item so I buy it" but we wanted players to have a degree of control by saying "Man I really want X helm, so I'll spend all my Blood Shards buying helms and try to get the one I'm after eventually". The environment that you have all been playing in has been missing this key piece of the puzzle for quite some time. When we are talking about the overall income of legendary items and finding a good pace for them Kadala has always been intended to factor into this. We are very actively tracking data and adjustments will be made to narrow in more as we proceed. However since obviously you all haven't had the insight into these conversations I'm here to say that you've only been seeing a piece of the pie and with the latest patch should now be seeing the full picture.
A couple of other related notes, Rifts have always been intended to feel highly rewarding and we don't think they are there yet. We want the obvious answer when someone asks "Whats the most rewarding thing I can kill with the time I have?" to be Rifts, this is part of why access to them is restricted by keys, they are meant to be AWESOME!. We have a plan changed that I'll be hotfixing in hopefully today or tomorrow to add a reasonably large number of Blood Shards to the loot run boss but more importantly to give him a chance to drop Forgotten Souls. One of the problems that has been expressed here is how legendary and rares compare, barring the obviously build changing ones. A large part of the reason that players sometimes have a hard time replacing a rare with a legendary that should be an upgrade is because, generally, you are comparing rares that have been enchanted many times over to a stock legendary. We want the act of enchanting legendaries to have some degree of investment but what you are seeing in the beta is too much. In addition to being able to use the, soon to be acquired, crafting mats to enchant your legendary items it will also allow everyone a reasonable amount more access to the crafting legendaries.
Lastly on the topic of split farming, this is very clearly not how we want players to play the game. We know of the problems it causes as well as the reasons its occurring and are actively discussing ways to address the problem. While we love coop and we want players to enjoy playing the game together, the right answer should obviously not be "Lets play coop and all go solo in the game!". I'm walking into a meeting as soon as I post this to discuss the issue and possible solutions.
Hopefully this helps clear the air some and I'll touch back in later to answer more questions.
(double post apparently)
I've been losing faith for a while now. Blizzard takes great ideas and implement them really poorly. What's the point of giving feedback if they are going to butcher it >_>
I've made and seen countless threads about how to improve random events, exploration, endless dungeon/wave, challenge (etc). They take those cool ideas and give birth to something mediocre. I've expressed my concerns about bounties for a long time now as well. Their lasted decision only makes bounties the uncontested champion. Bounties, as they are right now, are toxic for the game.
Bounties are like Rifts. You do the strict minimum and leave that place. How hard is it to add incentive to explore areas or complete the Rift?