And about the drop rates - the beta is only 1 month old. Imagine everyone would be fully geared right now. No one would be playing RoS in May anymore. Let's just wait and see... they can always buff drop rates, but if legendaries are raining from the sky and everyone is fully equipped and has it all, there's nothing to un-do the damage done.
This is particularly important. While I am concerned about the current drop rate, I'm willing to see it play out. I'm actually more interested in how and why the developers arrived at their decision to tune the drop rate to its current level.
Anyway, low legendary drop rates and BoA are both "experiments" that can fail and easily be reversed. On the other hand, high legendary drop rates and 100% free trading are experiments that can also fail, but cannot be easily reversed (one can argue the latter has already failed in a way, which is partly why BoA is getting implemented)..
Well, there are plenty of upset players around right now, but I'm quite thankful Travis came along to at least confirm a few things. Let's see what happens next.
Further clarification from Travis Day, good news, imo:
Me again to clarify a couple things.
First off, Kadala is not meant to be the primary source of legendary items, she is meant as a self targeted supplement to the items you find from killing monsters. Diablo is an ARPG and killing monsters should always be the most rewarding thing to do. If Kadala is representing too large a portion of the incoming legendary items than I will address that. She's meant to be a bonus, not the primary loot acquiring mechanism.
Second, the drop rates being "in the ballpark" means they aren't off by a factor of 10. The F&F drop rates were at least 5 times higher than what we were aiming for, and the current drop rates are probably likely within the 50-100% range. Again Kadala is meant to cover some of this ground and if she ends up covering more than we want her to we will reduce her chance to generate legendary items and shift the difference into the monsters. It's a big ballpark but from a top down look, it's not TOO far from where we want it to be.
http://www.diablofans.com/news/47917-travis-day-on-legendary-drop-rates
TL;DR: Legendary drop rates are fine, but of course no one's running around in high-end gear and perfectly optimized group play. So might turn out a bit higher in the end. Goal right now is about one legendary every two hours, probably one every 90 minutes in the end. And: there's a mechanic to prevent bad luck streaks, after a while without a legendary there will be a drop, 10+ hours without a legendary are technically impossible.
To me, all this sounds pretty much reasonable. Yeah, it's not a lot of legendaries for casual gamers, but I can live with that, I'm not getting more on live anyways (and legendaries are just crap there).
First, and most importantly, Travis' "one per two hours" almost certainly INCLUDES gambling. Most people are asking for one per one to two hours not including gambling/crafting. Clarification from him on this would be very nice, though, but it makes a huge difference IMO. The difference between one per 90m and one per 120m isn't huge. Maybe they can just settle on one per 100m as a compromise. I don't know. At least he's talking actual numbers with us. I know I sure as fuck am not finding one per 120m on the PTR though, and it's the #1 reason I stopped playing it.
Secondly, from the PTR/beta reports, it would seem the failsafe is not actually working. This probably wouldn't have come to light as a system that even exists (a communication problem) unless people bitched about drop rates.
Thirdly, it seems a lot of people would prefer if we had fewer blood shards dropping in exchange for a higher drop rate on legendaries. This I tend to agree with, especially if rift bosses are going to give a bunch of blood shards. Gambling shouldn't really factor into the game as much more than a "failsafe" mechanic. Farming should center on items dropping from monsters, and not blood shards dropping from monsters that you take back to town and click on a vendor. At that point all blood shards are is a new form of gold. /yawn
Fourthly, I have this suspicion that this "one per two hours" number is the ... generous ... end of Blizzard's range. By that I mean that we may be looking at drops that are tuned to be one every two-three hours, but it was just phrased as such because two is closer to what the community wants than three even though two really isn't what most people are asking for.
For me, personally, I agree FULLY with Jaetch. Roughly one legendary per hour fits best. Even if that means we don't get quite as many blood shards and if the chance to gamble a legendary from those blood shards has to be reduced.
EDIT I'd also like to point out that one per two hours would be a very acceptable drop rate if people weren't constantly finding orange/green items that don't compare to yellow items they already have. Even if they "fix" the drop rate, they still have more "fixing" to do with the items to really address the problem at hand. You can make 1000 legendaries drop per hour but if 1000 of them are useless then it really doesn't serve a point.
The data that we currently have shows legendary drop rates at roughly 2 hours per, and that's before Kadala was changed to be able to give legendary items.
I agree with the rest of your post, because all of what you said is subject to fine-tuning (blood shards, rather 1leg/hour, failsafe doesn't work, ...)
About the "from beta reports, I think it's not working": Please be careful. Keep in mind that quite a few beta testers are 24/7 players with 500k WW barbs on live, averaging 5 legendaries per hour and a huge AH bankroll. Of course RoS will be a big letdown for them, it takes time to adjust for them.
Yeah, and again, I'm not sure how much I trust him. The cynic in me says that "roughly 2 hours per" might mean 2.47 hours per, rounded down, and that might be part of the disparity that many testers are seeing versus what they're expecting. If people are expecting one legendary every 60-90 minutes and they're experiencing one legendary every 150 minutes, but Blizzard is reading that as "roughly one per two hours" then everything starts to make a little sense, doesn't it?
My major concern was that even on MP1, with a p100 toon, I could very easily see more than 1 legendary per hour. This is with the AH and with trading which, by all accounts, mandate lower drop rates.
Fast forward to the PTR with BoA, no AH, and I'm wondering why I'm not at least breaking even there, or close to it. I realize that the legendaries are generally of better quality, but even with the enchantress, there's still plenty of need for legendaries to crush to use her services. Arguably, unless you obtain PERFECTLY-ROLLED items, every legendary really needs two more legendary drops to "make" it. At one per two hours that means each legendary actually takes SIX hours to "make" and another four hours per additional re-roll you have to do. Two rerolls? That's TEN hours of hunting. Seven re-rolls is THIRTY hours of hunting. For ONE item.
That seems a bit obtuse to me. The enchantress was supposed to clean up all those crap items, right? So who cares if the drop rates are a bit more generous? You know what that's going to go to 99% of the time? A few more item re-rolls. Is that horrible? For me the answer is a resounding "no" because finding more items is always going to feel better.
I find the most interesting thing is the RNG safe guard timer they are implementing. Basically every amount of time you are actively killing monsters but not getting a Legendary, it increases the drop rate for you.
Blue:
We added a system in the expansion that tracks the amount of time you spend fighting creatures without finding a legendary and after a certain period of time will slowly start increasing the legendary drop rate. Once a legendary drops for you, actual item not crafting recipe or material, we reset that timer. This is meant to be a safety net so that the random can never be too extreme to the negative end. If players are legitimately going 18+ hours and not seeing a legendary it's possible that there are some bugs floating around that need to be identified.
I'll put it simply, Travis Day posts are a massive let down.
While currently the game wasn't rewarding in regards of both item drops and difficulty, I wasn't suspecting the expansion to devolve again in this senseless kind of grind.Kadala should be the "half" rewarding safety net for those unlucky, the monster drop rate HAVE to be rewarding in itself to players vanilla player included.
If they want to keep it like this I'm fine, I won't play it, cause I know I'll need bunch of items to tinker with builds and this is only going to be frustrating.
Then the game isn't for you.
Diablo 3 is like a TCG tournament with self drawn rules. Build your deck around your draw. Get over it.
Yeah, and again, I'm not sure how much I trust him.
Some people are just determined to be angry, it seems.
It's rare that we get blues to comment on things directly to the community, especially on systems that are still in development. So I can understand a bit of pessimism when the game isn't shaping up to how you want it to be. Now we get a lenghty, detailed, and frank explanation from one of the major designers of the game about the very issue you've been complaining about, and that's your response? What the hell more do you want from them?
Now we get a lenghty, detailed, and frank explanation from one of the major designers of the game about the very issue you've been complaining about, and that's your response? What the hell more do you want from them?
Not angry. Just skeptical.
All I said was that it wouldn't surprise me if it really were 1 legendary : 2.47 hours and it got rounded down to make it seem that the observed drop rate is more in line with what the community wants while they silently go in and alter the numbers in the next patch/hotfix rather than admit they had to buff the drop rates.
And if I were in their position I'd do exactly the same thing. I'm not saying they are wrong for doing it, but I'm saying that a little white lie like that would definitely explain the dissonance because I don't know anyone who has averaged one legendary every two hours on Master. Not a single person that I've interacted with has had drop rates that high. It's not the best sample, obviously, but frankly if he said one legendary every 2.5 or 3 hours I'd find that much more in-line with what the people I know have experienced, and, therefore I'd be a lot less skeptical of it.
I would simply not be surprised if the next hotfix/patch we suddenly observed a small boost to legendary drops. And I'm not angry or upset about it. Even if they have to be slightly dishonest, as long as shit gets done.
My biggest issue with what he said is that, from that thread, it's pretty apparent that one per two hours is the UPPER BOUND of what the community generally finds acceptable. So, even if he's 100% truthful, there's still a disconnect with how frequently these items should be dropping.
"BTW Travis - those rates you are looking at...how many are coming from people who abused the hell out of Nemesis Bracers to get GG gear? How many from people stacking every single shrine with the buggy shrine gloves? How many from people rocking The Furnace to crush high torment level health pools like ants?"
Yeah, and again, I'm not sure how much I trust him. The cynic in me says that "roughly 2 hours per" might mean 2.47 hours per, rounded down, and that might be part of the disparity that many testers are seeing versus what they're expecting. If people are expecting one legendary every 60-90 minutes and they're experiencing one legendary every 150 minutes, but Blizzard is reading that as "roughly one per two hours" then everything starts to make a little sense, doesn't it?
My major concern was that even on MP1, with a p100 toon, I could very easily see more than 1 legendary per hour. This is with the AH and with trading which, by all accounts, mandate lower drop rates.
Fast forward to the PTR with BoA, no AH, and I'm wondering why I'm not at least breaking even there, or close to it. I realize that the legendaries are generally of better quality, but even with the enchantress, there's still plenty of need for legendaries to crush to use her services. Arguably, unless you obtain PERFECTLY-ROLLED items, every legendary really needs two more legendary drops to "make" it. At one per two hours that means each legendary actually takes SIX hours to "make" and another four hours per additional re-roll you have to do. Two rerolls? That's TEN hours of hunting. Seven re-rolls is THIRTY hours of hunting. For ONE item.
That seems a bit obtuse to me. The enchantress was supposed to clean up all those crap items, right? So who cares if the drop rates are a bit more generous? You know what that's going to go to 99% of the time? A few more item re-rolls. Is that horrible? For me the answer is a resounding "no" because finding more items is always going to feel better.
I would rather see infrequent Legendaries that are consistently good than tons of them that are just used for scrap. They already said they're adding other sources of legendary crafting mats to make them easier to enchant which I think is a better solution than drastically increasing the droprate of Legendaries themselves.We saw the consequences of too many Legendaries dropping in the F&F beta already - people complained about it constantly. There's no excitement in finding a Legendary when you know at first glance that it's probably just vendor trash. The really good ones lose their luster when every single person who wants one finds it within a week.
You are correct that we don't want to be flooded with legs like it was in Vanilla but I think it is a bit low right now, all it will take is a small increase. I have not played Beta and I have not tried gambling to see if any legs can be gotten yet but if /when it does I wonder how many legs per hour will be able to be obtained (mats allowing), I think that could be abused a little. I think that was why Unique's stopped showing with gambling in D2, after all you should be able to find legs killing monsters more often then in gambling.
And if that is the case and with finding 1 leg per 2 hours (cough cough) then gambling is going to take for ever and a shit load of mats = a long long grind feast.
I would rather see infrequent Legendaries that are consistently good than tons of them that are just used for scrap. They already said they're adding other sources of legendary crafting mats to make them easier to enchant which I think is a better solution than drastically increasing the droprate of Legendaries themselves.We saw the consequences of too many Legendaries dropping in the F&F beta already - people complained about it constantly. There's no excitement in finding a Legendary when you know at first glance that it's probably just vendor trash. The really good ones lose their luster when every single person who wants one finds it within a week.
I don't recall suggesting that everyone should have every item they want within a week. I'm suggesting that as un-fun as it would be to have all your gear within a week, it would be equally as un-fun if drop rates were low enough that unless you had invested 1000 hours you didn't have a shot to have a full IK set or whatever you have your heart set on.
I'm certainly not suggesting that legendaries should fall from the sky like a pLvl 100 toon crushing through MP10. But I am suggesting that if legendaries are too rare (and I think one per two hours from monsters is rare enough that it does make it feel like killing monsters is nothing more than an exercise to gather blood shards) then the carrot on a stick doesn't actually work. There has to be a sense that the next pack of monsters could have that item you want. Without that burnout sets in hard and fast.
They already said that the F&F drop rates were skewed for several reasons - one of which was people farming Torment 6 with CB, which enabled them to kill monsters far faster than ever intended. Travis said that F&F had roughly 5x their intended drop rate. So if we're currently at 1x their intended drop rate, why not just settle on 1.5x? It won't be anywhere near F&F, which everyone agrees was bad, but it will be a step forward from where we're currently standing, which has many people feel like the treadmill isn't worth jogging on.
This mentality where the only options are F&F drop rates or one item every 47 hours, and nothing in between.... I don't get it. Clearly a middle-ground exists and it never ceases to amaze me just how many people refuse to acknowledge that.
EDIT Hell, even 1.25x the current rate would probably be sufficient now that I think of it. That would be one legendary every 90-100 minutes, roughly, if my quick calculations are correct. As Jaetch pointed out on the official forums, allowing people who have about an hour here and there to feel like in that hour they have a GOOD CHANCE to find a legendary/set is a good thing for keeping people playing.
I just started a thread in the RoS forum to see if the system is working as intended. I ran hard today for approximately three hours straight (all Nephalem Rifts and one uber run) and had absolutely nothing to show for it (other than the "guaranteed" Hellfire Ring, which obviously doesn't count).
Just want to see if people are indeed encountering something really strange. While I haven't gone 10+ hours without a legendary drop, there are enough people reporting such cases, but I want to see if these people are taking into account time spent in town, staring at the Mystic, crafting, chatting, etc. As Travis did say, if people are legitimately going on 18+ hours without legendaries, there has to be a bug in the system. If all of this dissatisfaction in the end turns out to be just a bug, hmmmm.
The reason why these people on the blizz forums don't get much loot is because they spend all their time in the FORUMS and not playing the game.
I've been watching streams from T1-T6 and you actually start to get quite a lot of legendaries the higher you play with the current drop rates and add to that you also get them from gambling now.
I totally understand the gambling aspect of loot since if you have hard time finding some piece of equipment because of RNG you can boost your chances a little bit by gambing a specific item. I did this a lot also in D2 even though they nerfed unique gambing chances to the ground when LoD was released.
Those guys with 10+ hours without legendaries.. they idle in town while writing QQ in the forums..
Nothing is final yet but they are getting closer to the correct numbers. It is just fail from most of the community to QQ in the forums about too high or too low drop rates.. it is freaking simple it is BETA. First you find the boundaries and start going to the right direction from there. Blizzard has way more data than a random beta tester and as Travis pointed out if you combine what people have been giving feedback the data is the same as Blizz has which is like 1.5h - 2h / legendary or something.
So maybe there is a bug in that RNG protection system who knows thats not a reason to do such a huge QQ. Just give feedback, report it and carry on testing.
All I said was that it wouldn't surprise me if it really were 1 legendary : 2.47 hours and it got rounded down to make it seem that the observed drop rate is more in line with what the community wants while they silently go in and alter the numbers in the next patch/hotfix rather than admit they had to buff the drop rates.
There is really no benefit to him doing that. He wrote the post and laid everything out voluntarily. If he pulled those numbers out after a random fan question at Blizzcon or something I would be more skeptical.
I just started a thread in the RoS forum to see if the system is working as intended. I ran hard today for approximately three hours straight (all Nephalem Rifts and one uber run) and had absolutely nothing to show for it (other than the "guaranteed" Hellfire Ring, which obviously doesn't count).
http://us.battle.net/d3/en/forum/topic/11397359640
Just want to see if people are indeed encountering something really strange. While I haven't gone 10+ hours without a legendary drop, there are enough people reporting such cases, but I want to see if these people are taking into account time spent in town, staring at the Mystic, crafting, chatting, etc. As Travis did say, if people are legitimately going on 18+ hours without legendaries, there has to be a bug in the system. If all of this dissatisfaction in the end turns out to be just a bug, hmmmm.
Great initiative... and some troublesome info so far regarding this issue...
Maybe I'm being a little cynical here but... I wonder if the reason of the intended low drop rates is because that same drop rate will be translated to vanilla, but since in Vanilla Kanala doesn't exist, the only way to have some sort of rewarding experience would be... wait for it... to buy the expansion.
If that is correct, and everything Travis and other blues told us is a very polite and elaborated half-true... damn, well played Blizz I guess.
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A few things I am going to point out:
First, and most importantly, Travis' "one per two hours" almost certainly INCLUDES gambling. Most people are asking for one per one to two hours not including gambling/crafting. Clarification from him on this would be very nice, though, but it makes a huge difference IMO. The difference between one per 90m and one per 120m isn't huge. Maybe they can just settle on one per 100m as a compromise. I don't know. At least he's talking actual numbers with us. I know I sure as fuck am not finding one per 120m on the PTR though, and it's the #1 reason I stopped playing it.
Secondly, from the PTR/beta reports, it would seem the failsafe is not actually working. This probably wouldn't have come to light as a system that even exists (a communication problem) unless people bitched about drop rates.
Thirdly, it seems a lot of people would prefer if we had fewer blood shards dropping in exchange for a higher drop rate on legendaries. This I tend to agree with, especially if rift bosses are going to give a bunch of blood shards. Gambling shouldn't really factor into the game as much more than a "failsafe" mechanic. Farming should center on items dropping from monsters, and not blood shards dropping from monsters that you take back to town and click on a vendor. At that point all blood shards are is a new form of gold. /yawn
Fourthly, I have this suspicion that this "one per two hours" number is the ... generous ... end of Blizzard's range. By that I mean that we may be looking at drops that are tuned to be one every two-three hours, but it was just phrased as such because two is closer to what the community wants than three even though two really isn't what most people are asking for.
For me, personally, I agree FULLY with Jaetch. Roughly one legendary per hour fits best. Even if that means we don't get quite as many blood shards and if the chance to gamble a legendary from those blood shards has to be reduced.
EDIT
I'd also like to point out that one per two hours would be a very acceptable drop rate if people weren't constantly finding orange/green items that don't compare to yellow items they already have. Even if they "fix" the drop rate, they still have more "fixing" to do with the items to really address the problem at hand. You can make 1000 legendaries drop per hour but if 1000 of them are useless then it really doesn't serve a point.
Quote from Travis:
Originally Posted by (Blue Tracker / Official Forums)
The data that we currently have shows legendary drop rates at roughly 2 hours per, and that's before Kadala was changed to be able to give legendary items.
I agree with the rest of your post, because all of what you said is subject to fine-tuning (blood shards, rather 1leg/hour, failsafe doesn't work, ...)
About the "from beta reports, I think it's not working": Please be careful. Keep in mind that quite a few beta testers are 24/7 players with 500k WW barbs on live, averaging 5 legendaries per hour and a huge AH bankroll. Of course RoS will be a big letdown for them, it takes time to adjust for them.
Yeah, and again, I'm not sure how much I trust him. The cynic in me says that "roughly 2 hours per" might mean 2.47 hours per, rounded down, and that might be part of the disparity that many testers are seeing versus what they're expecting. If people are expecting one legendary every 60-90 minutes and they're experiencing one legendary every 150 minutes, but Blizzard is reading that as "roughly one per two hours" then everything starts to make a little sense, doesn't it?
My major concern was that even on MP1, with a p100 toon, I could very easily see more than 1 legendary per hour. This is with the AH and with trading which, by all accounts, mandate lower drop rates.
Fast forward to the PTR with BoA, no AH, and I'm wondering why I'm not at least breaking even there, or close to it. I realize that the legendaries are generally of better quality, but even with the enchantress, there's still plenty of need for legendaries to crush to use her services. Arguably, unless you obtain PERFECTLY-ROLLED items, every legendary really needs two more legendary drops to "make" it. At one per two hours that means each legendary actually takes SIX hours to "make" and another four hours per additional re-roll you have to do. Two rerolls? That's TEN hours of hunting. Seven re-rolls is THIRTY hours of hunting. For ONE item.
That seems a bit obtuse to me. The enchantress was supposed to clean up all those crap items, right? So who cares if the drop rates are a bit more generous? You know what that's going to go to 99% of the time? A few more item re-rolls. Is that horrible? For me the answer is a resounding "no" because finding more items is always going to feel better.
I find the most interesting thing is the RNG safe guard timer they are implementing. Basically every amount of time you are actively killing monsters but not getting a Legendary, it increases the drop rate for you.
Blue:
Now that I think about it though his numbers do make some sense. Ive played a lot of the PTR and I generally do find 1 legendary every 2 hours or so.
Not angry. Just skeptical.
All I said was that it wouldn't surprise me if it really were 1 legendary : 2.47 hours and it got rounded down to make it seem that the observed drop rate is more in line with what the community wants while they silently go in and alter the numbers in the next patch/hotfix rather than admit they had to buff the drop rates.
And if I were in their position I'd do exactly the same thing. I'm not saying they are wrong for doing it, but I'm saying that a little white lie like that would definitely explain the dissonance because I don't know anyone who has averaged one legendary every two hours on Master. Not a single person that I've interacted with has had drop rates that high. It's not the best sample, obviously, but frankly if he said one legendary every 2.5 or 3 hours I'd find that much more in-line with what the people I know have experienced, and, therefore I'd be a lot less skeptical of it.
I would simply not be surprised if the next hotfix/patch we suddenly observed a small boost to legendary drops. And I'm not angry or upset about it. Even if they have to be slightly dishonest, as long as shit gets done.
My biggest issue with what he said is that, from that thread, it's pretty apparent that one per two hours is the UPPER BOUND of what the community generally finds acceptable. So, even if he's 100% truthful, there's still a disconnect with how frequently these items should be dropping.
EDIT
Someone on the official forums said it best:
"BTW Travis - those rates you are looking at...how many are coming from people who abused the hell out of Nemesis Bracers to get GG gear? How many from people stacking every single shrine with the buggy shrine gloves? How many from people rocking The Furnace to crush high torment level health pools like ants?"
You are correct that we don't want to be flooded with legs like it was in Vanilla but I think it is a bit low right now, all it will take is a small increase. I have not played Beta and I have not tried gambling to see if any legs can be gotten yet but if /when it does I wonder how many legs per hour will be able to be obtained (mats allowing), I think that could be abused a little. I think that was why Unique's stopped showing with gambling in D2, after all you should be able to find legs killing monsters more often then in gambling.
And if that is the case and with finding 1 leg per 2 hours (cough cough) then gambling is going to take for ever and a shit load of mats = a long long grind feast.
I don't recall suggesting that everyone should have every item they want within a week. I'm suggesting that as un-fun as it would be to have all your gear within a week, it would be equally as un-fun if drop rates were low enough that unless you had invested 1000 hours you didn't have a shot to have a full IK set or whatever you have your heart set on.
I'm certainly not suggesting that legendaries should fall from the sky like a pLvl 100 toon crushing through MP10. But I am suggesting that if legendaries are too rare (and I think one per two hours from monsters is rare enough that it does make it feel like killing monsters is nothing more than an exercise to gather blood shards) then the carrot on a stick doesn't actually work. There has to be a sense that the next pack of monsters could have that item you want. Without that burnout sets in hard and fast.
They already said that the F&F drop rates were skewed for several reasons - one of which was people farming Torment 6 with CB, which enabled them to kill monsters far faster than ever intended. Travis said that F&F had roughly 5x their intended drop rate. So if we're currently at 1x their intended drop rate, why not just settle on 1.5x? It won't be anywhere near F&F, which everyone agrees was bad, but it will be a step forward from where we're currently standing, which has many people feel like the treadmill isn't worth jogging on.
This mentality where the only options are F&F drop rates or one item every 47 hours, and nothing in between.... I don't get it. Clearly a middle-ground exists and it never ceases to amaze me just how many people refuse to acknowledge that.
EDIT
Hell, even 1.25x the current rate would probably be sufficient now that I think of it. That would be one legendary every 90-100 minutes, roughly, if my quick calculations are correct. As Jaetch pointed out on the official forums, allowing people who have about an hour here and there to feel like in that hour they have a GOOD CHANCE to find a legendary/set is a good thing for keeping people playing.
+1 shaggy
I just started a thread in the RoS forum to see if the system is working as intended. I ran hard today for approximately three hours straight (all Nephalem Rifts and one uber run) and had absolutely nothing to show for it (other than the "guaranteed" Hellfire Ring, which obviously doesn't count).
http://us.battle.net/d3/en/forum/topic/11397359640
Just want to see if people are indeed encountering something really strange. While I haven't gone 10+ hours without a legendary drop, there are enough people reporting such cases, but I want to see if these people are taking into account time spent in town, staring at the Mystic, crafting, chatting, etc. As Travis did say, if people are legitimately going on 18+ hours without legendaries, there has to be a bug in the system. If all of this dissatisfaction in the end turns out to be just a bug, hmmmm.
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The reason why these people on the blizz forums don't get much loot is because they spend all their time in the FORUMS and not playing the game.
I've been watching streams from T1-T6 and you actually start to get quite a lot of legendaries the higher you play with the current drop rates and add to that you also get them from gambling now.
I totally understand the gambling aspect of loot since if you have hard time finding some piece of equipment because of RNG you can boost your chances a little bit by gambing a specific item. I did this a lot also in D2 even though they nerfed unique gambing chances to the ground when LoD was released.
Those guys with 10+ hours without legendaries.. they idle in town while writing QQ in the forums..
Nothing is final yet but they are getting closer to the correct numbers. It is just fail from most of the community to QQ in the forums about too high or too low drop rates.. it is freaking simple it is BETA. First you find the boundaries and start going to the right direction from there. Blizzard has way more data than a random beta tester and as Travis pointed out if you combine what people have been giving feedback the data is the same as Blizz has which is like 1.5h - 2h / legendary or something.
So maybe there is a bug in that RNG protection system who knows thats not a reason to do such a huge QQ. Just give feedback, report it and carry on testing.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
There is really no benefit to him doing that. He wrote the post and laid everything out voluntarily. If he pulled those numbers out after a random fan question at Blizzcon or something I would be more skeptical.
Maybe I'm being a little cynical here but... I wonder if the reason of the intended low drop rates is because that same drop rate will be translated to vanilla, but since in Vanilla Kanala doesn't exist, the only way to have some sort of rewarding experience would be... wait for it... to buy the expansion.
If that is correct, and everything Travis and other blues told us is a very polite and elaborated half-true... damn, well played Blizz I guess.