Upcoming Loot Hotfixes - Rifts and Kadala Legendary Drop Increase, Dev Q&A: Monsters, Essence of the Twin Seas Farming Guide

Upcoming Loot Hotfixes - Rifts and Kadala Legendary Drop Increase [Now Live]

Update: The hotfixes are now live on the US and EU servers.

Travis Day made a very important post about the loot changes coming today. Here is the TL;DR version, but make sure to read the whole post anyway:

  • Unique monsters now drop less items
  • Chest spawns have been thinned out across all acts of the game
  • The bonus legendary drop rate for rifts is being increased from 25% to 100%
  • Kadala’s legendary drop rate has been significantly increased

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Hey all, 
A series of hotfixes will be deployed today making more adjustments to overall reward structures within the game. 

I wanted to take a minute to explain the reasons for the changes that we are making. A driving goal of our design has been to make killing monsters feel rewarding, we want you all to find tons of cool items that you are excited about but more importantly we want you to have fun while doing it. 

Rifts have always been intended to be the most efficient play method in the game, currently they aren’t for a number of reasons. Part of this has to do with the high level of efficiency in farming that players find doing things like farming Manglemaw, Razorclaw and any other number of unique monsters. Another contributing element is that farming chests without having to actually fight monsters is far more effective than actually fighting the monsters. It is very important to us that chests are exciting to find and feel rewarding but presently they are far too common and reliable to farm in certain areas of the game.

Finally Kadala, she has always been intended to give players some degree of control over their item upgrades. While we don’t want players to simply pick and choose from a list of items at an excessively high cost, we do want you to have an answer to the question “How do I upgrade my boots?” Kadala is meant to be that answer, she is meant to give you some direct control over the types of items you find. Since we are increasing the overall reward structure of the game she is also going to be increasing but by a larger amount than the rest of the changes since she didn't feel rewarding enough to us.

Without further delay here is a list of the changes that will be coming in the hotfix. 

The Bad!
Unique monsters now drop less items. 
*Uniques were dropping far more loot than their difficulty would warrant.

Chest spawns have been thinned out across all acts of the game. 
*Ideally chests become less common and something that players can’t flip games to farm. It is our goal to make them feel exciting and rewarding when you find them. 

The Good!
The bonus legendary drop rate for rifts is being increased from 25% to 100%!
*This means that while in a rift your chance to find a legendary item from monsters, chests, elites, and everything else is double what it is outside of rifts. No this does not mean opening bounty bags in rifts is the new hotness. ;P

Kadala’s legendary drop rate has been significantly increased.
*Blood Shards are meant to be a compelling element of rift rewards and something players are excited to get. 

Loot is an incredibly important aspect of Diablo games and we will continue to keep a very close eye on it. If more problems arise we will continue striving to address them. It isn’t our goal to take loot away from people, we just want to make sure they are having as much fun as possible while finding it and these changes all support that goal. 

Good hunting and link the loot!

Travis Day
Is this going to affect crafting mat drop rates?
Nope. Legendary crafting mats have an independent drop table and their drop rates will not be affected by the change to Uniques.
Lylirra pls tell us, when this hotfix will go live?
No ETA to share at the moment for when these hotfixes will go live. Be sure to keep an eye on this thread for updates:http://us.battle.net/d3/en/forum/topic/12427063132

Note: When the hotfixes do go live, they should go live for all regions at the same time.
Do rift bosses count as "uniques?" If so it would mean you're buffing and nerfing at the same time.
Rift Bosses do not count as Uniques, so they will be not be affected by the hotfix to Unique drops. They will, however, be affected by the hotfix that will boost your chance to find Legendary items by 100% (up from 25%) while in Rifts. 

Note that the 100% bonus to Legendary drops in Nephalem Rifts is multiplicative and will actually stack with the scaling Legendary drop rate bonus in Torment 1-6 (which in turn boosts your chance to find Legendary items by 15% per slider tick, also multiplicatively) .
does this apply to purple treasure goblins?
Just checked with QA. The hotfix to Uniques should not affect purple Treasure Goblins/Pygmies/etc.

Reaper of Souls Developer Q&A: Monsters

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Hi all, 
As previously mentioned here are some of the more interesting answers from the community Q&A with Paul Warzecha our Lead Character Artist. Enjoy!

Arc: After you joined Blizzard in 2008 as lead character artist in D3, what was the character you were most excited to work on and why?

Paul: I lead a team so I don’t always make as much art as I would like. So I take on small things, things like the Piranhas for the Witch doctor. My opus, and unfortunately it’s not a Reaper of Souls thing, is the Witch Doctor frogs. It was a short task and came together super-fast. After I delivered a frog I had requests like - hey can we get a giant frog? Yeah sure! 

Arc: What was it like working on the Crusader and how much was the Paladin from Diablo II a reference? 

Paul: Obviously the Crusader has a lot of shared skills with the Paladin and has a similar flavor, but it’s funny because we didn’t look at the Paladin too much. Sure there are certainly armour sets that you look and say, ‘that’s a Paladin armour set!’ but they are more nods to it. Andrew Chambers who was designing the original concept of the Crusader was a big Paladin fan so not doubt that helped! In the overall design of the character we focused on key terms such as Knight in battle scared armor and living siege tank and War Machine. There was also was a little religious overtone combined with militant overtone that we wanted to represent. 

Arc: You mentioned that you were part of the monster Strike team. What exactly does that do? 

Paul: So the strike team is a group of folks with someone from every discipline that look at the monsters each week as they were coming together. Because you have someone from every discipline, you could have someone from say the sound team who could chime in and say, ‘instead of having a visual tell at this point, why we don’t have an audio clue here instead?’ and everyone could contribute on that level. It was really helpful because you got the best of the ideas! We then cherry picked which idea resonates with that monster which helped to drive the development process.

Arc: What was the best idea for a monster that didn’t quite make it into Reaper of Souls? 

Paul: This is probably my favourite thing that didn’t make it in but ended up as a skill. At one point we were looking at monsters and we wanted something similar to the sand shark from Act II. The tricky thing about the sand shark is that when you pivot the model, it looks a little funky. The character I was designing was going to go into the bog in Act V and it was a crocodile type character that we called the Bogadile. We put it into the game for testing and we all said ‘this looks stupid’. We have a spot our monster wall where we a have a section called limbo, for all the characters who had models but didn’t quite make it, so that is where the Bogadile lived. Later on in the piece one of my team needed a ‘Piranha’ modelled. A few days later he came back and said ‘Can I get a Zombie Piranha?’ Sure. He came back and said ‘I’m going to do a tornado of Piranhas!’ Sounds cool! A few days later he came back and said, ‘I need a massive, massive Piranha, something that can jump out of the water and swallow someone whole!’ I thought about it for sec, we just had two piranhas already so how about a Bogadile?! And sure enough he said ‘That sounds bad !@#!’ So we made a few tweaks and now if you play Witch Doctor one of the runes is called Bogadile. Now you know where it all came from!

Essence of the Twin Seas Farming Guide

It's not as much a guide as it's a trick - seems to be a pretty effective one though, so if you're into not counting entirely on RNG, you might want ti try Boxsalesman's advice!


  • #1 Crowdyz
    What about the the guy from frozen caverns in act3? Dont remember the name right now but, he never spawns and NEVER drops the staff material.
  • #2 GhostLoad
    When do these loot hotfix changes go live?
  • #3 m80thewolf
    That rift buff is pretty nuts
  • #4 Catalept
    Quote from m80thewolf

    That rift buff is pretty nuts

    Indeed. Which is fine on its own, but I think we're going to find ourselves in a situation where the 'right' way to play the game is to farm a pile of keystones as fast as possible by smashing out a normal-mode bounties until our eyes bleed, and then switching to the highest rift level we can handle. The fact that caches aren't affected by difficulty level adds even more motivation to this process.

    Maybe they should just make higher level rifts cost (many) more keystones to open, and higher level bounties offer (many) more keystones as a reward?
    Last edited by Catalept: 4/9/2014 9:15:46 PM
  • #5 Bodycount1
    When you take away the ability to trade effectively, you need to compensate for it. I feel they are trying to do just that.

    I think if all they did was remove the auction house but left everything else the same (ability to trade legends and gold), we would never see the above changes.
  • #6 lunahulk
    You know that it comes from a chest now, right?
  • #7 Overblaze
    first of all AWSOME at last they will remove the stupid chest farming and buff rifts fuk yeah! second of all omg boxsalesman TY SO MUCH ive been farming this over phew hours couldnt find him drove me insane thanks alot!
  • #8 Xenocow
    Quote from Catalept

    farm a pile of keystones as fast as possible by smashing out a normal-mode bounties until our eyes bleed

    I got 1700 Riftfragments stashed in my Bank, so today i gonna be Rifting til my eyes bleed /cheers^^
    Last edited by Xenocow: 4/9/2014 11:13:45 PM
  • #9 Benegesserit
    Density in rifts was the problem not drop rates. FFS blizzard rifts are still boring because of lots of near empty floors sans a few maps
  • #10 yourgrandma
    Quote from Benegesserit

    Density in rifts was the problem not drop rates. FFS blizzard rifts are still boring because of lots of near empty floors sans a few maps

    agree. in my oppinion rifts did very little for the game per se, mini games like defend the hill, kill as many waves as you can etc, would have provided for much better replayability. also now they are steering everyone towards rifts, AGAIN taking away the liberty of the choice. me, I like to reset my campaign progress once a week, but now that rifts are that much more efficient to farm, I cant help but ponder wtf I wanna do next.

    and rift density can also be horrible sometimes, yes. there are sooo many places when I have to walk for 15 secs to bump into an enemy, and on the next corner 2 packs of elites jump me. this aint healthy for HC players :)

    furthermore I really see no valid reason why they totally want to neglect campaign mode, and make it totally unappealing by buffing adventure mode to the limit where people with a bit of efficiency in mind, will not even think about doing campaigns anymore.

    okay, now rifts are the new loot city, but they could at least somewhat boost campaign mode, so that it doesnt fall behind much. lets say, when starting with a clean sheet, all act end bosses are guaranteed to drop a legendary and lets say they boost XP for every quest by 100% for the first time, so you can at least say "hey, i feel comfortable with my gear, today I wanna go pack up some more paragon levels instead" and then go campaign mode.

    so this way campaign mode would be better for XP and adventure mode would be better for loot. sounds fair? I think so.

    also I feel Blizzard is overreaching there with the drop rates, so although I love the sound when a leg pops up, I really dont want to find myself in a situation when I receive one every 5 minutes and thus I'll be able to roll T6 in a month. 3-4 legs/hour on T1 is fine, and before this hotfix hits we are already almost at this rate.

    all in all, the itemization is pretty much fixed, although the game could use some more themed sets and a few more legs that have unique abilities (or adding some to already existing legendaries) in the future. replayability....well....I estimated 6 months before the game is noticably gonna loose its appeal, and from what i have seen sofar, Im sticking to presumption...
  • #11 GhostLoad
    Sorry, no one really commented so I'm still curious, are all these changes now LIVE?
  • #12 Yazoo
    Quote from yourgrandma
    Quote from undefined »


    I don't know how you can reach this in T1. I was playing yesterday and talking to my clan, I literally didn't find any legendary between 17:48 (when I last dropped one) and 21:00 (when I stopped playing). And that while chaining T1 rifts with a character that rapes them like it's butter (http://www.diabloprogress.com/hero/yazoo-2989/Yazoo/38479274). I really don't know how cyou can get 3-4/hour in T1.
  • #13 cutt88
    Quote from yourgrandma
    replayability....well....I estimated 6 months before the game is noticably gonna loose its appeal, and from what i have seen sofar, Im sticking to presumption...

    With ladder seasons and tiered rifts with leaderbords coming in the first content patch your presumption is invalid.
    Last edited by cutt88: 4/10/2014 2:21:21 AM
  • #14 yourgrandma
    I wrote we are "almost" there. I do get 2 legs / hour on average on T1, 3-4 would be the desired border line.
  • #15 roflaren
    Quote from yourgrandma

    I wrote we are "almost" there. I do get 2 legs / hour on average on T1, 3-4 would be the desired border line.

    How on earth you guys clear a rift on T1 in 7 minutes? Is there a party guide out there somewhere? Party guide as in what skills to use in party to make people clear it in no time (run speed skills f.ex).

    I first have to join a random pub game, where many of the games people just AFK, or have 1 guy AFK, etc. Finding a good public game is more rare then legs atm for me :s
  • #16 UberMey
    ok, good changes, I really appreciate it ...

    Good to know that hotfixes are really fixing some boring things about the game, hope to see a hotfix on Rifts density soon..
  • #17 uffhund
    This. I found 2 legendaries yesterday. Played for 4,5h. It was the first time I felt pretty frustrated with the game, I must admit, but it shouldn't really ever happen at all. At the same time I had this friend join up with me for a couple of rifts. In 2 rifts he got 5 legendary items. So yeah, some people actually find 3-4/hour but I'm definitely not one of them :P

    I approve of these changes.
    Last edited by uffhund: 4/10/2014 5:26:30 AM
  • #18 Tooly
    Just did 3 t3 runs. Got 1 leg dropped from a random object. Riftbosses dropped only forgotten souls, 2 or three, do not remember in total. The whole clan and ppl in general chat are still farming normal. I play 3-4 hours a day average only on torment difficulties. For the past week got 1 set item to drop. I feel i am to give up fighting torment and will move to normal as there is no difference in drop quality, and normal yields in more legendaries per hour.
  • #19 NiiChan
    Ty for the tip... going to farm for my set :D
  • #20 UberMey
    Found amazing loot after killing the boss Rift ... maybe the buff worked but you know, RNG is RNG

    1 leg + 1 set + fgt soul

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