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.
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.
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)?
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)?
The way it's worded, I believe it's only in place for actual killing demons farming, and not gambling. I'm guessing because there's an actual system in D3 now that tracks in and out of combat, that the safety net probably isn't that abuse-able, which would be my main concern.
Two hours of farming seems slightly long to me, but I think Travis Day is right in saying that two hours is a stretch when you consider everyone's gear months down the road after RoS. And if there's things to do like Bounties / Rifts / Ubers / Devil's Hand / Ladder / Gambling, then I think ~90 minutes is actually a pretty good number.
I think ~90 minutes is actually a pretty good number.
I tend to think 60-90 is probably "right" once you factor in enchanting.
Remember that every enchant costs two legendary salvages. That means that at 60 minutes per legendary it's still two hours per enchant. Considering that most people are PROBABLY going to end up enchanting an item multiple times, I think this is definitely closer to where it should be. Four hours per enchant just seems brutal. Three seems reasonable. Two seems good.
Worrying about people getting more than one legendary per hour because they're very efficient isn't worthwhile because those are MOST LIKELY the people who are going to be enchanting the fuck out of their gear and burning through those legendaries anyway.
I think ~90 minutes is actually a pretty good number.
I tend to think 60-90 is probably "right" once you factor in enchanting.
Remember that every enchant costs two legendary salvages. That means that at 60 minutes per legendary it's still two hours per enchant. Considering that most people are PROBABLY going to end up enchanting an item multiple times, I think this is definitely closer to where it should be. Four hours per enchant just seems brutal. Three seems reasonable. Two seems good.
Worrying about people getting more than one legendary per hour because they're very efficient isn't worthwhile because those are MOST LIKELY the people who are going to be enchanting the fuck out of their gear and burning through those legendaries anyway.
Well remember that in Day's post, they plan on making forgotten souls drop from Rifts, which will make enchanting a LOT easier, without having to increase leg drop rates.
"Caches/Rifts/Bloodshards all have to be excluded from any data you look at for drop rates.
If you count these methods in your drop rate then you are forcing players to do them since you are balancing the drop rates around them and you can't do that. If I play story mode, I'm shooting myself in the foot, if I really like the mobs in certain areas and I only want to kill them, again shooting myself in the foot, any reason people don't complete bounties/rifts they are shooting them self in the foot.
Killing mobs needs to be the single best way to find loot, bounties/rifts/shards need to be bonus for completing certain task. If I don't want to complete bounties I shouldn't be punished by having a horrible drop rate, playing solo on normal should be the base, everything after should be a bonus, whether its higher tier of gear, more gear, more affixes, higher affix range, w/e. If you can't balance all of these different methods in a way that it doesn't feel so punishing if you are grinding bounties, or doing rifts then you should just revert back to the D3V model, give everyone 300 mf, keep adventure mode and scrap shards, bounties and rifts."
Ignoring his farming session data, if you need to do rifts to get a better supply of forgotten souls so that you can enchant your items faster than once per four hours... that basically makes doing rifts mandatory. I don't like that solution.
The obvious solution is to let us find gear that we do actually take to Haedrig and salvage instead of making us rely on dropped crafting materials.
If you count these methods in your drop rate then you are forcing players to do them since you are balancing the drop rates around them and you can't do that. If I play story mode, I'm shooting myself in the foot, if I really like the mobs in certain areas and I only want to kill them, again shooting myself in the foot, any reason people don't complete bounties/rifts they are shooting them self in the foot.
Killing mobs needs to be the single best way to find loot, bounties/rifts/shards need to be bonus for completing certain task. If I don't want to complete bounties I shouldn't be punished by having a horrible drop rate, playing solo on normal should be the base, everything after should be a bonus, whether its higher tier of gear, more gear, more affixes, higher affix range, w/e. If you can't balance all of these different methods in a way that it doesn't feel so punishing if you are grinding bounties, or doing rifts then you should just revert back to the D3V model, give everyone 300 mf, keep adventure mode and scrap shards, bounties and rifts."
Ignoring his farming session data, if you need to do rifts to get a better supply of forgotten souls so that you can enchant your items faster than once per four hours... that basically makes doing rifts mandatory. I don't like that solution.The obvious solution is to let us find gear that we do actually take to Haedrig and salvage instead of making us rely on dropped crafting materials.
Well, considering we don't have the data atm it's a hypothetical, but what IF killing mobs right now IS still the best way to get loot? What if spending two hours farming yields a legendary, but spending two hours doing bounties and rifts to stack blood shards and gamble doesn't, and instead takes 3 hours of farming blood shards?
What I'm saying is I agree I don't want to be forced into something such as gambling with blood shards, but there are people who don't want to be forced to only farm monsters the entire time. If they split the drop rate evenly (as close as they can get it) among completing Rifts, gambling with blood shards and farming elite and champion packs then I think they did their job pretty well.
What you're describing is an inherent problem with adding more systems; You have to nerf everything around the system to make it as even as possible. If they left the drop rate super high for farming champions and elites, and then added in gambling, well either gambling better have a super high drop rate as well or it just isn't worth it.
Yes, you're being 'forced' so to speak to play more parts of the game to be the most efficient instead of just one part, but that comes with actually GETTING the extra parts to the game. I'd rather have the drop rate normalized against all the new systems, giving me options on what I want to do, then have one option the obvious choice because some people don't like the new systems and don't want to 'feel forced' to play them.
Yes, you're being 'forced' so to speak to play more parts of the game to be the most efficient instead of just one part, but that comes with actually GETTING the extra parts to the game. I'd rather have the drop rate normalized against all the new systems, giving me options on what I want to do, then have one option the obvious choice because some people don't like the new systems and don't want to 'feel forced' to play them.
I think we're talking around each other right now. I'll try to lay out my general concerns with having too much "focus" placed on rifts, bounties, etc.
Right now, because of the emphasis on blood shards versus the actual drop rate of monsters, the best way to farm is to just run past EVERYTHING you encounter so that you get to the bounty objective faster and deal with that ASAP. Whether they're new or not, bounties and rifts should never take such precedence that you think "I shouldn't kill these monsters right in front of me because they're holding me up from getting to that bounty [or rift]." That's asinine.
To that extent, bounties and rifts have to be bonuses to the things that are already there and not an outright replacement. You may set out to do a bounty, but you should still think "I should kill this goatman because he might have a Windforce for me!" The minute you start skipping monsters because stopping to kill them reduces your efficiency that is exactly the point where the bounties and rifts stop being a "bonus" or an alternative and start being an outright replacement.
Lumping more rewards on blood shards, rift bosses, etc. is only going to make this problem worse, not fix it.
I have no issue with someone setting out from town specifically to do a bounty. That should be a choice you make. But if that person decides that rushing right to do the bounty is more productive than killing the small number of monsters on his way to the bounty target... that becomes dangerously imbalanced to me. When I think of someone "doing a bounty" I think of them farming, with the bounty providing some kind of ... direction ... to where they're farming, etc. This also means that bounties should encourage you to clear larger portions of a zone.
EDIT I also remember Josh saying something at Gamescom about 6x more legendaries. Wonder what happened to that.
[before someone jumps on me] Obviously 6x is too much, but the point I'm making is that BLIZZARD made that promise and recognized that in a BoA world we needed more chances to get items to counteract the fact that we couldn't trade. Somewhere along the line they reneged on that though.
Well...I'm not giving up yet...
But to be honest, Travis' post didn't really make me feel much better. It seems they are determined to have the absolute lowest droprate they can get away with without forum riots. It just doesn't seem like they are shooting for "fun". It sounds more like they still trying to use the MMO mindset to make the game. They want to give the absolute minimum reward they can get away with and have people continue to grind.
Just adding my reply to the news article on the front page to this discussion...
Why are they so hell bent on shoving gambling down our throats?Kill mobs and get loot. It's really that simple.A formula that worked wonders for D2X and that game lasted for years.
If they really wanna add it so bad, make it so that the legendary drop rates from gambling are so low that it shouldn't be balanced against the mob drop rates.
But no, lets add AH (and look how well that turned out) and Gambling to fool people into believing that were adding new features. I wanna play an ARPG not a GRPG.
When the removal of a game feature is one of your main selling points for an expansion, you know you've messed up big time. It happened with the AH and i can't wait to see them remove legendaries from gambling before the next expansion. I swear these guys never learn.
Just adding my reply to the news article on the front page to this discussion...
Why are they so hell bent on shoving gambling down our throats?Kill mobs and get loot. It's really that simple.A formula that worked wonders for D2X and that game lasted for years.
If they really wanna add it so bad, make it so that the legendary drop rates from gambling are so low that it shouldn't be balanced against the mob drop rates.
But no, lets add AH (and look how well that turned out) and Gambling to fool people into believing that were adding new features. I wanna play an ARPG not a GRPG.
When the removal of a game feature is one of your main selling points for an expansion, you know you've messed up big time. It happened with the AH and i can't wait to see them remove legendaries from gambling before the next expansion. I swear these guys never learn.
Removing the AH is not one of their main selling points of the expansion. You don't even need to buy the expansion for it to be removed.
Travis is wildly off in how frequently we should get legendary items though. Right now on live I get one legendary per run or one every other run on MP8 at P65 (or something around that). It takes about 15-20 minutes per run. So I get better than 1 legendary per 40 minutes (and the best of the best see 1 every 20).
At one legendary per 2 hours set bonuses are hugely underpowered. You could farm for thousands of hours and still not see a full set.
^Yeah but you cant compare to live. On live if you have a high paragon mp10 character capable of efficiently farming, the drop rate was pretty ridiculous. When paragoning I frequently netted 6-8 legs an hour. But the catch was 99.9% of these were utter trash. In RoS if you do get a leg chances are much much higher it will be useful, due to narrow ranges, and the mystic. So the drop rate should be lowered. I do think its still a tad bit too low now but they're on the right track.
^Yeah but you cant compare to live. On live if you have a high paragon mp10 character capable of efficiently farming, the drop rate was pretty ridiculous. When paragoning I frequently netted 6-8 legs an hour. But the catch was 99.9% of these were utter trash. In RoS if you do get a leg chances are much much higher it will be useful, due to narrow ranges, and the mystic. So the drop rate should be lowered. I do think its still a tad bit too low now but they're on the right track.
Should it really? They are taking out trading. What if you want that one legendary item that defines a build? There are some 250+ legendaries in the game and you have to get that one of 250 to drop. To get that one build defining legendary could take 500+ hours of play. What about sets? 5 piece sets would take thousands of hours to farm. What if you get bad rolls? You can only reroll one stat, and that costs legendary items in and of itself.
Also keep in mind that due to smart drops, the legendaries that do drop will only roll for the current character you are playing as. So after a thousand or two hours of farming you are able to really clear torment 6 on that one, but you want to switch to another one.... well you haven't found any legendaries for this other one so you are stuck at torment 3 for ages.
Smart drops + low legendary droprate + no trading = recipe for frustrating play that doesn't allow you to play your characters.
i'm sorry if i'm being a little bit off topic here, but i didn't want to open up a new thread.
Travis said, that they want to make the rifts more rewarding by adding bloodshards to the loot table of the rift boss. I'm surprised nobody on reddit/here has reacted to this being kind of a underwhelming change - what's with the whole rift problem? Do they think they can "fix" rifts by adding blood shards and forgotten souls to the loot table? I really don't think so.
Rifts have to be looked into very seriously - add more rift bosses, increase difficulty each level, whatever..
This is a great addition to them especially the forgotten soul drop. Sure i rather find a legendary that i can salvage instead. but i generally don't want to salvage my legendarys. due to the fact that it might take 1000+ hours to find it again. so at least i don't have to deal with that
TBH rifts is now its the most unrewarding thing to do in game. (since they removed the blood shards)
Now i say make rifts drop even legendary blood shards and forgotten souls at even highers rates but but only give rift keys from bounty bags 20-50% of the time from bounty bags. So that if feels more rewarding to do a rift once you get it.
Don't get me wrong i love rift and i want em to be super fun and rewarding to play. But at least they are the only place in game where you are pretty much actively killing stuff and not rushing past everything.
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^Yeah but you cant compare to live. On live if you have a high paragon mp10 character capable of efficiently farming, the drop rate was pretty ridiculous. When paragoning I frequently netted 6-8 legs an hour. But the catch was 99.9% of these were utter trash. In RoS if you do get a leg chances are much much higher it will be useful, due to narrow ranges, and the mystic. So the drop rate should be lowered. I do think its still a tad bit too low now but they're on the right track.
Came here to say this. +1
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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.
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.
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:
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)?
The way I read it that safety net does not effect gambling.
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.
I tend to think 60-90 is probably "right" once you factor in enchanting.
Remember that every enchant costs two legendary salvages. That means that at 60 minutes per legendary it's still two hours per enchant. Considering that most people are PROBABLY going to end up enchanting an item multiple times, I think this is definitely closer to where it should be. Four hours per enchant just seems brutal. Three seems reasonable. Two seems good.
Worrying about people getting more than one legendary per hour because they're very efficient isn't worthwhile because those are MOST LIKELY the people who are going to be enchanting the fuck out of their gear and burning through those legendaries anyway.
@Bleu
Slimjimm makes a very good point on the official forums:
"Caches/Rifts/Bloodshards all have to be excluded from any data you look at for drop rates.
Ignoring his farming session data, if you need to do rifts to get a better supply of forgotten souls so that you can enchant your items faster than once per four hours... that basically makes doing rifts mandatory. I don't like that solution.If you count these methods in your drop rate then you are forcing players to do them since you are balancing the drop rates around them and you can't do that. If I play story mode, I'm shooting myself in the foot, if I really like the mobs in certain areas and I only want to kill them, again shooting myself in the foot, any reason people don't complete bounties/rifts they are shooting them self in the foot.
Killing mobs needs to be the single best way to find loot, bounties/rifts/shards need to be bonus for completing certain task. If I don't want to complete bounties I shouldn't be punished by having a horrible drop rate, playing solo on normal should be the base, everything after should be a bonus, whether its higher tier of gear, more gear, more affixes, higher affix range, w/e. If you can't balance all of these different methods in a way that it doesn't feel so punishing if you are grinding bounties, or doing rifts then you should just revert back to the D3V model, give everyone 300 mf, keep adventure mode and scrap shards, bounties and rifts."
The obvious solution is to let us find gear that we do actually take to Haedrig and salvage instead of making us rely on dropped crafting materials.
I think we're talking around each other right now. I'll try to lay out my general concerns with having too much "focus" placed on rifts, bounties, etc.
Right now, because of the emphasis on blood shards versus the actual drop rate of monsters, the best way to farm is to just run past EVERYTHING you encounter so that you get to the bounty objective faster and deal with that ASAP. Whether they're new or not, bounties and rifts should never take such precedence that you think "I shouldn't kill these monsters right in front of me because they're holding me up from getting to that bounty [or rift]." That's asinine.
To that extent, bounties and rifts have to be bonuses to the things that are already there and not an outright replacement. You may set out to do a bounty, but you should still think "I should kill this goatman because he might have a Windforce for me!" The minute you start skipping monsters because stopping to kill them reduces your efficiency that is exactly the point where the bounties and rifts stop being a "bonus" or an alternative and start being an outright replacement.
Lumping more rewards on blood shards, rift bosses, etc. is only going to make this problem worse, not fix it.
I have no issue with someone setting out from town specifically to do a bounty. That should be a choice you make. But if that person decides that rushing right to do the bounty is more productive than killing the small number of monsters on his way to the bounty target... that becomes dangerously imbalanced to me. When I think of someone "doing a bounty" I think of them farming, with the bounty providing some kind of ... direction ... to where they're farming, etc. This also means that bounties should encourage you to clear larger portions of a zone.
EDIT
I also remember Josh saying something at Gamescom about 6x more legendaries. Wonder what happened to that.
[before someone jumps on me]
Obviously 6x is too much, but the point I'm making is that BLIZZARD made that promise and recognized that in a BoA world we needed more chances to get items to counteract the fact that we couldn't trade. Somewhere along the line they reneged on that though.
Just adding my reply to the news article on the front page to this discussion...
Why are they so hell bent on shoving gambling down our throats?Kill mobs and get loot. It's really that simple.A formula that worked wonders for D2X and that game lasted for years.
If they really wanna add it so bad, make it so that the legendary drop rates from gambling are so low that it shouldn't be balanced against the mob drop rates.
But no, lets add AH (and look how well that turned out) and Gambling to fool people into believing that were adding new features. I wanna play an ARPG not a GRPG.
When the removal of a game feature is one of your main selling points for an expansion, you know you've messed up big time. It happened with the AH and i can't wait to see them remove legendaries from gambling before the next expansion. I swear these guys never learn.
Gambling is one of the leads baby and we're going to love it whether we like it or not.
^Yeah but you cant compare to live. On live if you have a high paragon mp10 character capable of efficiently farming, the drop rate was pretty ridiculous. When paragoning I frequently netted 6-8 legs an hour. But the catch was 99.9% of these were utter trash. In RoS if you do get a leg chances are much much higher it will be useful, due to narrow ranges, and the mystic. So the drop rate should be lowered. I do think its still a tad bit too low now but they're on the right track.
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