I love that everyone's argument against soulbinding is "it's from WoW" even though there are tons of reasons why it would make the game better, the biggest of which are that the economy would be much more stable and inflation would be vastly reduced.
As if soul binding is a WoW-only mechanic, and as if it mattered if it was.
Ignorance and blind hate trump logic and reason every time.
Specific bosses in Diablo 3 don't have a loot table like 'MMO's have.
The reason is in diablo. Lets take all the loot in wow and cram it in diablo. Go try and get a specific item off him now. It's not like in wow where one boss might have 10 items and 4 drop every single time.
So I will say it again, this isn't wow. This is diablo. Shit, even getting a good item off a boss will be rare.
I can tell you have never played earlier versions of diablo before.
Go try and "farm" a wind force in diablo 2, come back in one year when you still don't have it.
Finding items in diablo is like trying to farm shadowfang in wow, hope that clears it up for you.
Diablo is basically a single player game (like Diablo 2) and people seem to forget that. There is no soulbound in RPGs like Tales of serie or Final Fantasy or anything. Why would there be in Diablo? There is no need for sinks. This is NOT a MMORPG. And this is why I believe that some people tell others to "go back to WoW". This is not WoW, this is Diablo. Even in TF2 they removed Bound items (except the ones you get from X number of achievs with Y class) a while ago... now you can trade what you buy in the shop.
There is no need to worry about the economy since you can stay out of it entirely. Now in WoW, it's an integral part of the game which affects you if you do endgame stuff or even low level stuff as professions.
The rune change was probably made to reflect that. They couldn't allow mandatory stuff to be almost only found on RMAH and so hard to find.
It's a single player game at it's core (doesn't mean it's not designed with multi in mind, either) like Borderlands or Titan Quest or Diablo II or Tales of Vesperia or Final Fantasy.
Also, trading between your own characters, trading with people... there is no need for sinks in Diablo 3. In WoW they need to force grinding and cap progression somehow... in this case, it's like Tales of Vesperia or F. Who cares what other people do or get? I have a couple million galds, and it doesn't affect anyone.
The only thing that can be affected is price in RMAH. But even so, prices were set in DII with player to player trading anyway. And it wasn't that broken, especially if you played with friends or alone and didn't touch publics.
They initially had the most legendary items be Bind on Equip. This for all the concerns expressed by you. After some time though, they decided to remove this, because the amount of items this really takes out of the economy is extremely limited. Thus, it's not very functional as an item sink, but very functional as a source of frustration.
imagine finding that awesome 2hander in inferno when farming with ur wizard >_<
extreme frustation, no fun, hence must not be part of this game.
Makes sence no?
Do you know the difference between bind on equip and bind on pickup? BoE would be no problem with your example.
Still unecessary.
This is not World of Warcraft and there is no need to be concerned about inflation or the economy. Sometimes you dump gear you used on one character to the other when it becomes useless on the first. In Diablo 2 dupes were the problem, in 3 they shouldn't really be. They are not in WoW, I assume they know how to prevent their creation.
i remember selling a few legendaries for a good couple thousand dollars.
Please keep your soulbound in world of lolcraft.
You are just jealous, because you couldn't hack it in WoW.
Sims is more challenging than wow, sorry bro.
Thats what everyone who didn't make it through MC says.
I'm sorry to tell you, that I did all but one instance while it was relevant and while it might not have been sims it wasn't THAT hard either. Tho I don't know why I feed the troll ...
Odd then why is it only a small portion of the playerbase ever killed cthun out of millions.
I mean if it was soooo easy.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
A lot of the emotional outrage in this thread is from players who duped in Diablo 2 and are upset that they can't dupe in Diablo 3. The closest some people can get to duping is to have legendaries become common so they can feel powerful. Every day legendary items will become more common, because they have an everlasting shelf life.
Should rares & legendary items be Soulbound in Diablo 3, meaning once that item is equipped, then it can no longer be traded, sold at auction, or used by another character.
The advantage of Soulbound items is it would reduce the supply of legendary items. RIght now they never perish and the volume of them will keep increasing as MILLIONS of people are playing the Diablo slot machine. Diablo has gold sinks, which remove gold from the game, because they prevent mass inflation (the devaluation of currency), why not have item sinks to prevent mass devaluation of legendary items?
I think that some of the potential Diablo 3 players that have not played Diablo 2 at "gg gear level" do not realize that Diablo gear does not work like WoW gear.
For example:
In WoW, you get a legendary, any legendary. It has specific stats, and those stats never change. Therefore, the item has a fixed potential, and if the item were not soulbound, its value would diminish according to the amount of that type of legendary that is present within the game. This is the scenario people are so worried about with Diablo 3.
Diablo does not work that way.
In Diablo, Diablo 3 in particular, if you look at the legendary item information, many have x/y (eg. 5/6) fixed stats, and only a few have y/y (eg. 6/6) fixed stats. Also, each stat is within a certain range, not a fixed number.
For example, you will maybe roll a legendary item that has 4% - 6% life steal. Okay great. That item has life steal. Now, since that item has a varied life steal amount, the legendary with 6% life steal will be worth more than the same type of legendary item with only 4% life steal, assuming that the community wants life steal on that item (which they will).
I'll say it another way. The Rogue legendary in WoW... let's say it's worth 6x SoJ [Stone of Jordan] (it's just an example). Okay, fine. It will continue to be worth 6x SoJ until the game has so many of them that they are fairly easy to get, indicating a saturated market, in which case their price may drop to 5x SoJ.
However, our legendary life steal item may be worth 6x SoJ only if it has 6 life steal, and 4x SoJ if it does not have 6 life steal.
Also, the random affixes on a legendary (for those who have the ability to roll them) will carry meaning as well. Would you rather have Magic Find roll as your random affix, or health globe/gold pick-up radius? For this example, and to be fair to the way thigns will actually work, let's assume you want Magic Find on that random affix roll. Okay, well there is a range - say between 40%-50% Magic Find. Thus, you could get our imaginary legendary item with 4 life steal and 40% Magic Find, 6 life steal and 50% Magic Find, 5 life steal and 49% Magic Find, etc.
Let's say our item instead has a health globe and gold pickup radius range of 4-6. You could roll a 6 life steal and 6 gold pickup radius item, but if people would rather have Magic Find than gold pickup radius, then your 6/6 legendary with life steal and gold pickup radius will be worth less than the one with 6 life steal and 40% Magic Find.
Get it?
In Diablo 2, we have all found Ormus Robes that give shit skill increases. The type of skill increased determines the overall usefulness of the item as a whole. Therefore, you can find a "gg" (or godly) Ormus Robe (as an example... I never wore Ormus Robes but it's an example), with all the right stats, or a completely worthless Ormus Robe that you end up giving to some new player in a "free" game to make space on your mules.
This brings us to "perfect" items. Items that are perfect will always have a higher value than the same item that is not perfect. That is, if our imaginary legendary has 3 definite stats - life steal 4% - 6%, health increase 75 - 100, gold find 40% - 50%, then the one that has the highest possible of all values (6/100/50) is considered "perfect" and will always have a higher value than other copies of that same item that do not. And of course, if it is allowed 1 random affix, then you have to apply the affix logic above.
All of this and more goes into the actual item value of a Diablo item, not simply whether or not it is legendary. And then there are some items that will have fixed affixes, but have one or two more armor points than another item of the same type. (Think Twitchthrow, Magefist, Frostburn, etc.) These items, while they have all the same affixes, can roll varying armor values. A perfect Twitch for instance, gives 60 armor, but you can find them with 58 or 59 armor. The Twitch with 60 armor is a "p Twitch" (perfect Twitch), and will consequently be worth more than the Twitch that only has 58 or 59 armor. No, the 2 armor points don't make a difference really, but the fact that the 60 is "perfect" instantly increases the value of the item. Note that Twitch has no value in D2:LoD and is used only as an example.
So you see, there are many more factors than simply saying "There are going to be 1,000 of X legendary on the auction house". That may indeed be the case. But how many of those legendaries will be perfect? Very few, especially if they are allowed a random affix, and people want a specific type of affix. So then, while there may be 1,000 of X legendary on the auction house, you might end up with only 10 perfect legendaries, and those will be worth way more.
Hope this helps shed some light on the situation, and provides the necessary reasons for not having soulbound items in Diablo 3.
Should rares & legendary items be Soulbound in Diablo 3, meaning once that item is equipped, then it can no longer be traded, sold at auction, or used by another character.
The advantage of Soulbound items is it would reduce the supply of legendary items. RIght now they never perish and the volume of them will keep increasing as MILLIONS of people are playing the Diablo slot machine. Diablo has gold sinks, which remove gold from the game, because they prevent mass inflation (the devaluation of currency), why not have item sinks to prevent mass devaluation of legendary items?
I think that some of the potential Diablo 3 players that have not played Diablo 2 at "gg gear level" do not realize that Diablo gear does not work like WoW gear.
For example:
In WoW, you get a legendary, any legendary. It has specific stats, and those stats never change. Therefore, the item has a fixed potential, and if the item were not soulbound, its value would diminish according to the amount of that type of legendary that is present within the game. This is the scenario people are so worried about with Diablo 3.
Diablo does not work that way.
In Diablo, Diablo 3 in particular, if you look at the legendary item information, many have x/y (eg. 5/6) fixed stats, and only a few have y/y (eg. 6/6) fixed stats. Also, each stat is within a certain range, not a fixed number.
For example, you will maybe roll a legendary item that has 4% - 6% life steal. Okay great. That item has life steal. Now, since that item has a varied life steal amount, the legendary with 6% life steal will be worth more than the same type of legendary item with only 4% life steal, assuming that the community wants life steal on that item (which they will).
I'll say it another way. The Rogue legendary in WoW... let's say it's worth 6x SoJ [Stone of Jordan] (it's just an example). Okay, fine. It will continue to be worth 6x SoJ until the game has so many of them that they are fairly easy to get, indicating a saturated market, in which case their price may drop to 5x SoJ.
However, our legendary life steal item may be worth 6x SoJ only if it has 6 life steal, and 4x SoJ if it does not have 6 life steal.
Also, the random affixes on a legendary (for those who have the ability to roll them) will carry meaning as well. Would you rather have Magic Find roll as your random affix, or health globe/gold pick-up radius? For this example, and to be fair to the way thigns will actually work, let's assume you want Magic Find on that random affix roll. Okay, well there is a range - say between 40%-50% Magic Find. Thus, you could get our imaginary legendary item with 4 life steal and 40% Magic Find, 6 life steal and 50% Magic Find, 5 life steal and 49% Magic Find, etc.
Let's say our item instead has a health globe and gold pickup radius range of 4-6. You could roll a 6 life steal and 6 gold pickup radius item, but if people would rather have Magic Find than gold pickup radius, then your 6/6 legendary with life steal and gold pickup radius will be worth less than the one with 6 life steal and 40% Magic Find.
Get it?
In Diablo 2, we have all found Ormus Robes that give shit skill increases. The type of skill increased determines the overall usefulness of the item as a whole. Therefore, you can find a "gg" (or godly) Ormus Robe (as an example... I never wore Ormus Robes but it's an example), with all the right stats, or a completely worthless Ormus Robe that you end up giving to some new player in a "free" game to make space on your mules.
This brings us to "perfect" items. Items that are perfect will always have a higher value than the same item that is not perfect. That is, if our imaginary legendary has 3 definite stats - life steal 4% - 6%, health increase 75 - 100, gold find 40% - 50%, then the one that has the highest possible of all values (6/100/50) is considered "perfect" and will always have a higher value than other copies of that same item that do not. And of course, if it is allowed 1 random affix, then you have to apply the affix logic above.
All of this and more goes into the actual item value of a Diablo item, not simply whether or not it is legendary. And then there are some items that will have fixed affixes, but have one or two more armor points than another item of the same type. (Think Twitchthrow, Magefist, Frostburn, etc.) These items, while they have all the same affixes, can roll varying armor values. A perfect Twitch for instance, gives 60 armor, but you can find them with 58 or 59 armor. The Twitch with 60 armor is a "p Twitch" (perfect Twitch), and will consequently be worth more than the Twitch that only has 58 or 59 armor. No, the 2 armor points don't make a difference really, but the fact that the 60 is "perfect" instantly increases the value of the item. Note that Twitch has no value in D2:LoD and is used only as an example.
So you see, there are many more factors than simply saying "There are going to be 1,000 of X legendary on the auction house". That may indeed be the case. But how many of those legendaries will be perfect? Very few, especially if they are allowed a random affix, and people want a specific type of affix. So then, while there may be 1,000 of X legendary on the auction house, you might end up with only 10 perfect legendaries, and those will be worth way more.
Hope this helps shed some light on the situation, and provides the necessary reasons for not having soulbound items in Diablo 3.
So in other words, I can play for 1,000 hours and finally win a legendary item from the Diablo slot machine and say, "this thing sucks dude.", because the auction house has a better one?
personally i don't care either way. there's pros and cons to having a soulbind item system. However, the main reason i'm posting in this thread is because of the way people are treating the OP. It's sad really, the OP actually asked a good question, which deserved a intellectual debate about the pros and cons of a soulbind item system. Instead people attack him with "go back to wow fanboy" or "this is diablo not wow" that doesn't say anything about why soulbinding is bad. Thank you to all that actually had something intelligent to say.
I'd like to add that i do think the game may need some sort of other money sink. So far there are some inplace but i'm not sure if they'll be enough.
Soul-bound worked and was needed in WoW because instants guaranteed gear drops with fixed stats.
Won't work and is not needed in Diablo because gear drop is based on totally random luck and the randomized stats will keep crapping on us making perfect rolls becoming common impossible without the help of cheats/hacks/dupes/etc. Oh, and did I mention that gear can be salvaged and that it was mentioned in the Best Buy QA that top level crafting will require alot of materials? [which are ofc randomized]
tldr; rng in a rng will be a bitch
really, is there any more need to explain beyond this? too many people on these forums seem to be oblivious to how hard it is to get good gear in Diablo through legit methods.
personally i don't care either way. there's pros and cons to having a soulbind item system. However, the main reason i'm posting in this thread is because of the way people are treating the OP. It's sad really, the OP actually asked a good question, which deserved a intellectual debate about the pros and cons of a soulbind item system. Instead people attack him with "go back to wow fanboy" or "this is diablo not wow" that doesn't say anything about why soulbinding is bad. Thank you to all that actually had something intelligent to say.
I'd like to add that i do think the game may need some sort of other money sink. So far there are some inplace but i'm not sure if they'll be enough.
Thanks. I was caught off guard, because I simply posed a question and WOAH! After the initial onslaught of posts there have been some really intelligent responses.
I was a jerk to Azidonas and he did have some solid points. Sorry. The rest of you can chill on some Nightlock.
IMO, scarcity is essential to have something to strive for. Imagine if overpowered items became common. How would that affect the game? Posing a solution to ensure scarcity is legitimate.
I'm fine either way with binding on pick up or not, either way D3 is going to kick ass.
Rather than going through four pages of flames, there are some quality take aways for the TL:DR crowd,
1. There are legendary item sinks: Melting them down for raw materials will remove them from the game (although that does seem like bad karma:)
2. As Azidonas illustrated, each item is unique and even a slight variation, may yield a premium value difference as people strive for perfection.
3. There will be expansions, which will make the saturation of legendary items obsolete, as they will be under powered compared to the new drops.
Duping ruined the scarcity in D2, but what if there wasn't duping? Could legendary equipment have saturated the market naturally given enough time? I don't know and I still don't.
I love that everyone's argument against soulbinding is "it's from WoW" even though there are tons of reasons why it would make the game better, the biggest of which are that the economy would be much more stable and inflation would be vastly reduced.
As if soul binding is a WoW-only mechanic, and as if it mattered if it was.
Ignorance and blind hate trump logic and reason every time.
The reason it was removed in development was because it stymied what many Diablo players cared about the most: trading. That was the reason it was removed and never added again.
So in other words, I can play for 1,000 hours and finally win a legendary item from the Diablo slot machine and say, "this thing sucks dude.", because the auction house has a better one?
I played Diablo 2 since the beginning. I have found TWO legit SoJs the entire time.
I have found ZERO Zods.
Do you have any idea how many ethereal colossus blades I have picked up and dropped back on the ground because they did not have six sockets, or how many Rainbow Facets I have found that were basically junk because of the shitty affixes on them?
I don't either. It's all about the thrill of the hunt. And as you go, your gear gets better, and you get better stuff to sell or trade, and the higher item types you deal with, the more worthless lesser items become.
I made an ebotdcb, with 396% ed (400% is perfect). It was worth six SoJ.
I have an ebotdcb now that has I think 174% ed. It was worth about 4 SoJ, when it was still worth something.
It's all about the thrill of the hunt, and what a great hunt it is!
All I'm saying is that people worried about "how many legendaries there are compared to other games" need to really think about how Diablo works.
All I'm saying is that people worried about "how many legendaries there are compared to other games" need to really think about how Diablo works.
Except most of them can't. There are so many people jumping on the "I played D2 for ages" bandwagon that they imagine things that weren't there. If you've been lurking/using Diablo forums (these, the old official ones, the new official ones) you realize there are so many people like that.
Jay Wilson said it himself in one of the interviews how people have some illusions on what D2 was, and that's the hardest thing to fight as a developer - I tend to fully agree with him (as sometimes I go through the same situation with some friends :fret:)
imma be honest. i wasn't one of those people that cared about the extra armor or slightly higher dmg on an item. hell i'd buy the cheaper one just because it was cheaper. screw paying an extra soj or raven claw because it had 30 more armor >_>
So yes sell me all your crappy legendaries. I will still make it through inferno with 5 less min damage.
All I'm saying is that people worried about "how many legendaries there are compared to other games" need to really think about how Diablo works.
Except most of them can't. There are so many people jumping on the "I played D2 for ages" bandwagon that they imagine things that weren't there. If you've been lurking/using Diablo forums (these, the old official ones, the new official ones) you realize there are so many people like that.
Jay Wilson said it himself in one of the interviews how people have some illusions on what D2 was, and that's the hardest thing to fight as a developer - I tend to fully agree with him (as sometimes I go through the same situation with some friends :fret:)
Yes, it is unfortunately true.
I have friends that have played D2 with me in the past, and got all hyped up about how cool it was, and then quit once they realized they actually had to work hard for their gear and their xp.
Specific bosses in Diablo 3 don't have a loot table like 'MMO's have.
The reason is in diablo. Lets take all the loot in wow and cram it in diablo. Go try and get a specific item off him now. It's not like in wow where one boss might have 10 items and 4 drop every single time.
So I will say it again, this isn't wow. This is diablo. Shit, even getting a good item off a boss will be rare.
I can tell you have never played earlier versions of diablo before.
Go try and "farm" a wind force in diablo 2, come back in one year when you still don't have it.
Finding items in diablo is like trying to farm shadowfang in wow, hope that clears it up for you.
There is no need to worry about the economy since you can stay out of it entirely. Now in WoW, it's an integral part of the game which affects you if you do endgame stuff or even low level stuff as professions.
The rune change was probably made to reflect that. They couldn't allow mandatory stuff to be almost only found on RMAH and so hard to find.
It's a single player game at it's core (doesn't mean it's not designed with multi in mind, either) like Borderlands or Titan Quest or Diablo II or Tales of Vesperia or Final Fantasy.
Also, trading between your own characters, trading with people... there is no need for sinks in Diablo 3. In WoW they need to force grinding and cap progression somehow... in this case, it's like Tales of Vesperia or F. Who cares what other people do or get? I have a couple million galds, and it doesn't affect anyone.
The only thing that can be affected is price in RMAH. But even so, prices were set in DII with player to player trading anyway. And it wasn't that broken, especially if you played with friends or alone and didn't touch publics.
Still unecessary.
This is not World of Warcraft and there is no need to be concerned about inflation or the economy. Sometimes you dump gear you used on one character to the other when it becomes useless on the first. In Diablo 2 dupes were the problem, in 3 they shouldn't really be. They are not in WoW, I assume they know how to prevent their creation.
Also single player game priorily.
+1000000
Odd then why is it only a small portion of the playerbase ever killed cthun out of millions.
I mean if it was soooo easy.
Epicurus
No.
I think that some of the potential Diablo 3 players that have not played Diablo 2 at "gg gear level" do not realize that Diablo gear does not work like WoW gear.
For example:
In WoW, you get a legendary, any legendary. It has specific stats, and those stats never change. Therefore, the item has a fixed potential, and if the item were not soulbound, its value would diminish according to the amount of that type of legendary that is present within the game. This is the scenario people are so worried about with Diablo 3.
Diablo does not work that way.
In Diablo, Diablo 3 in particular, if you look at the legendary item information, many have x/y (eg. 5/6) fixed stats, and only a few have y/y (eg. 6/6) fixed stats. Also, each stat is within a certain range, not a fixed number.
For example, you will maybe roll a legendary item that has 4% - 6% life steal. Okay great. That item has life steal. Now, since that item has a varied life steal amount, the legendary with 6% life steal will be worth more than the same type of legendary item with only 4% life steal, assuming that the community wants life steal on that item (which they will).
I'll say it another way. The Rogue legendary in WoW... let's say it's worth 6x SoJ [Stone of Jordan] (it's just an example). Okay, fine. It will continue to be worth 6x SoJ until the game has so many of them that they are fairly easy to get, indicating a saturated market, in which case their price may drop to 5x SoJ.
However, our legendary life steal item may be worth 6x SoJ only if it has 6 life steal, and 4x SoJ if it does not have 6 life steal.
Also, the random affixes on a legendary (for those who have the ability to roll them) will carry meaning as well. Would you rather have Magic Find roll as your random affix, or health globe/gold pick-up radius? For this example, and to be fair to the way thigns will actually work, let's assume you want Magic Find on that random affix roll. Okay, well there is a range - say between 40%-50% Magic Find. Thus, you could get our imaginary legendary item with 4 life steal and 40% Magic Find, 6 life steal and 50% Magic Find, 5 life steal and 49% Magic Find, etc.
Let's say our item instead has a health globe and gold pickup radius range of 4-6. You could roll a 6 life steal and 6 gold pickup radius item, but if people would rather have Magic Find than gold pickup radius, then your 6/6 legendary with life steal and gold pickup radius will be worth less than the one with 6 life steal and 40% Magic Find.
Get it?
In Diablo 2, we have all found Ormus Robes that give shit skill increases. The type of skill increased determines the overall usefulness of the item as a whole. Therefore, you can find a "gg" (or godly) Ormus Robe (as an example... I never wore Ormus Robes but it's an example), with all the right stats, or a completely worthless Ormus Robe that you end up giving to some new player in a "free" game to make space on your mules.
This brings us to "perfect" items. Items that are perfect will always have a higher value than the same item that is not perfect. That is, if our imaginary legendary has 3 definite stats - life steal 4% - 6%, health increase 75 - 100, gold find 40% - 50%, then the one that has the highest possible of all values (6/100/50) is considered "perfect" and will always have a higher value than other copies of that same item that do not. And of course, if it is allowed 1 random affix, then you have to apply the affix logic above.
All of this and more goes into the actual item value of a Diablo item, not simply whether or not it is legendary. And then there are some items that will have fixed affixes, but have one or two more armor points than another item of the same type. (Think Twitchthrow, Magefist, Frostburn, etc.) These items, while they have all the same affixes, can roll varying armor values. A perfect Twitch for instance, gives 60 armor, but you can find them with 58 or 59 armor. The Twitch with 60 armor is a "p Twitch" (perfect Twitch), and will consequently be worth more than the Twitch that only has 58 or 59 armor. No, the 2 armor points don't make a difference really, but the fact that the 60 is "perfect" instantly increases the value of the item. Note that Twitch has no value in D2:LoD and is used only as an example.
So you see, there are many more factors than simply saying "There are going to be 1,000 of X legendary on the auction house". That may indeed be the case. But how many of those legendaries will be perfect? Very few, especially if they are allowed a random affix, and people want a specific type of affix. So then, while there may be 1,000 of X legendary on the auction house, you might end up with only 10 perfect legendaries, and those will be worth way more.
Hope this helps shed some light on the situation, and provides the necessary reasons for not having soulbound items in Diablo 3.
So in other words, I can play for 1,000 hours and finally win a legendary item from the Diablo slot machine and say, "this thing sucks dude.", because the auction house has a better one?
get out of our forums!!!
I'd like to add that i do think the game may need some sort of other money sink. So far there are some inplace but i'm not sure if they'll be enough.
Personally keep it the way it is so far and everyone has a win.
Super Cop! He knows where you live, he knows where you sleep.
Won't work and is not needed in Diablo because gear drop is based on totally random luck and the randomized stats will keep crapping on us making perfect rolls becoming common impossible without the help of cheats/hacks/dupes/etc. Oh, and did I mention that gear can be salvaged and that it was mentioned in the Best Buy QA that top level crafting will require alot of materials? [which are ofc randomized]
tldr; rng in a rng will be a bitch
really, is there any more need to explain beyond this? too many people on these forums seem to be oblivious to how hard it is to get good gear in Diablo through legit methods.
Thanks. I was caught off guard, because I simply posed a question and WOAH! After the initial onslaught of posts there have been some really intelligent responses.
I was a jerk to Azidonas and he did have some solid points. Sorry. The rest of you can chill on some Nightlock.
IMO, scarcity is essential to have something to strive for. Imagine if overpowered items became common. How would that affect the game? Posing a solution to ensure scarcity is legitimate.
I'm fine either way with binding on pick up or not, either way D3 is going to kick ass.
Rather than going through four pages of flames, there are some quality take aways for the TL:DR crowd,
1. There are legendary item sinks: Melting them down for raw materials will remove them from the game (although that does seem like bad karma:)
2. As Azidonas illustrated, each item is unique and even a slight variation, may yield a premium value difference as people strive for perfection.
3. There will be expansions, which will make the saturation of legendary items obsolete, as they will be under powered compared to the new drops.
Duping ruined the scarcity in D2, but what if there wasn't duping? Could legendary equipment have saturated the market naturally given enough time? I don't know and I still don't.
The reason it was removed in development was because it stymied what many Diablo players cared about the most: trading. That was the reason it was removed and never added again.
I played Diablo 2 since the beginning. I have found TWO legit SoJs the entire time.
I have found ZERO Zods.
Do you have any idea how many ethereal colossus blades I have picked up and dropped back on the ground because they did not have six sockets, or how many Rainbow Facets I have found that were basically junk because of the shitty affixes on them?
I don't either. It's all about the thrill of the hunt. And as you go, your gear gets better, and you get better stuff to sell or trade, and the higher item types you deal with, the more worthless lesser items become.
I made an ebotdcb, with 396% ed (400% is perfect). It was worth six SoJ.
I have an ebotdcb now that has I think 174% ed. It was worth about 4 SoJ, when it was still worth something.
It's all about the thrill of the hunt, and what a great hunt it is!
All I'm saying is that people worried about "how many legendaries there are compared to other games" need to really think about how Diablo works.
Jay Wilson said it himself in one of the interviews how people have some illusions on what D2 was, and that's the hardest thing to fight as a developer - I tend to fully agree with him (as sometimes I go through the same situation with some friends :fret:)
So yes sell me all your crappy legendaries. I will still make it through inferno with 5 less min damage.
Yes, it is unfortunately true.
I have friends that have played D2 with me in the past, and got all hyped up about how cool it was, and then quit once they realized they actually had to work hard for their gear and their xp.
I've lost many Tal's sets that way.
Legendaries should Bind to your Account on equip....
If they dont then AH will be over ran with them in a year.........
Diablo 2 did not have an easily accessible auction house, this is a new problem.