I understand that the system is supposed to encourage you to build non-MF characters, but it all it does to me is encourage me to play by my singleplayer.
I was about 50/50 on this, but I've been thinking... if my MF or GF is even 5% lower in a group dynamic, then it's likely this will factor into my decision to do group runs. Now granted, I did mostly solo MF runs in D2... but D3 should be looking to improve upon that and it has in many ways (individual loot).
I see a possible system as one which perhaps gives everyone (in the group) below the average, the average... and for anyone above the average, they keep their original amount... but who knows...
I don't mind it at all. I will only be playing with a friend or two anyway, and maybe some people I meet later if I do a run or whatever. I have no desire to play with "me, me, me" type players. If I build my MF and run with someone I trust, fine, because I trust if something useful for me dropped he would trade/drop it, and I would do the same.
Too many people are out for themselves and it's ruined "community".
It really doesn't bother me. If i have high mf then sure someone is raising theirs by lowering mine. But chances are i am mooching off their higher dps and kill rate.
Yeah I was a little shocked they went that way with it. I mean to me MF is sort of like the end game. Typically you are not going to be doing it until you have completed it and in last mode. I would have kept it to each individual MF %. But maybe it works better if you can find friends that want to MF together. Maybe that works better than soloing to do it.
After playing the open beta I noticed something, which will make your theory redundant. What I saw is that the Skeleton King, for example, dropped items for every player present at the kill. On my 1st kill I got 1 rare but the other 2 players that were there, both got 2 rare items. That is 5 rares in total from just 1 kill. Goodluck getting the magic find to equal that and getting all the loot for yourself.
What I'm going to do is play with friends all the time so we can share all the items we find and gearing up like that will be 100x faster then all alone.
Lol man... didn't you know that loot was individual?
No, I like it. Without sharing MF, you'd have people show up loaded in so much junk MF gear that they couldn't kill anything and just rely on the group to get them drops. At least this way if someone does that, you get the benefit of their MF to compensate for their lack of killing ability.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
After playing the open beta I noticed something, which will make your theory redundant. What I saw is that the Skeleton King, for example, dropped items for every player present at the kill. On my 1st kill I got 1 rare but the other 2 players that were there, both got 2 rare items. That is 5 rares in total from just 1 kill. Goodluck getting the magic find to equal that and getting all the loot for yourself.
What I'm going to do is play with friends all the time so we can share all the items we find and gearing up like that will be 100x faster then all alone.
That is just beta everyone gets rare on first kill of SK
No, I like it. Without sharing MF, you'd have people show up loaded in so much junk MF gear that they couldn't kill anything and just rely on the group to get them drops. At least this way if someone does that, you get the benefit of their MF to compensate for their lack of killing ability.
I'd say that replacing 1 attribute for MF for each item (out of about 6-10 per item) is not going to really hinder your ability to kick ass all that much...
After playing the open beta I noticed something, which will make your theory redundant. What I saw is that the Skeleton King, for example, dropped items for every player present at the kill. On my 1st kill I got 1 rare but the other 2 players that were there, both got 2 rare items. That is 5 rares in total from just 1 kill. Goodluck getting the magic find to equal that and getting all the loot for yourself.
What I'm going to do is play with friends all the time so we can share all the items we find and gearing up like that will be 100x faster then all alone.
Bosses drop significantly better loot the first time they're killed completely independently of what your MF is.
In addition to that, those same players killing the SK solo would likely have gotten the exact same number of rares. 3 players 5 rares in coop, solo those 3 players still will only get 5 rares to distribute amongst themselves. You can have players giving you gear they can't use even if you all play solo, the only difference is the convenience inherent in giving away items you can't use while playing coop.
Yes in an organized coop game you will be able to funnel each other useful gear much more efficiently, but you could say that regardless of what type of MF system is introduced by the devs.
I understand that the system is supposed to encourage you to build non-MF characters, but it all it does to me is encourage me to play by my singleplayer.
Am I the only one?
Sooo... What would you suggest?
... You get to keep your Magic Find percentage just as it is shown on your Character Stats screen?
I'd say that replacing 1 attribute for MF for each item (out of about 6-10 per item) is not going to really hinder your ability to kick ass all that much...
If you've got an average of 10 affixes per item, that's 10% of your affixes that are devoted to MF and not killing. (And I dispute that you'll have anywhere near that many affixes on average.) You don't think that'll be less valuable to a group than someone who uses those for extra damage (directly or indirectly by adding survivability and freeing up a skill to buff damage, for example)? And if you will be less valuable, even a little bit, why shouldn't you compensate for that in some way, such as sharing that MF you stacked?
But more than that, what I was getting at is people would skip over much better items to stack MF since they can just join public games and instantly up their killing speed by essentially stealing kill speed from others. IE, "I could kill much faster with this unique item, but I'd rather wear this blue with +50% MF because I'm going to be in a group game anyway so who cares if I kill slower since they'll make up for that."
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
if i want to go all MF i will go all MF <.< i don't want to share my awesome 200 magic find (that gimps me!) whit other people, this way i'm at 50%, but gimped as if i had 200%
why not split ALL STATS in the game the same way?!?!?? <.< omg this is so silly
I understand that the system is supposed to encourage you to build non-MF characters, but it all it does to me is encourage me to play by my singleplayer.
Am I the only one?
Sooo... What would you suggest?
... You get to keep your Magic Find percentage just as it is shown on your Character Stats screen?
And how would you deal with the problem of everyone wiping on Inferno mode because everyone is stacking Magic Find instead of survival/damage stats?
I'd say that replacing 1 attribute for MF for each item (out of about 6-10 per item) is not going to really hinder your ability to kick ass all that much...
Edit: Also, wouldn't a teammate that is (supposedly) lacking behind hinder the ability to actually kill more in a multiplayer game anyway?
The problem is, the dev team has said, swapping that "1 attribute" WILL effect you in a noticeable way.
Until we get to end game inferno, we cant give a true value to what we are losing, while gaining that MF
I was shocked about this move myself, at first, it sounded kind of odd, basicly losing your MF when joining a game with others that don't have as much. But the reasons they gave were good, as long as they hold true.
Really not going to judge this until we see it in action in inferno, and see what losing those stats truly does
I'd say that replacing 1 attribute for MF for each item (out of about 6-10 per item) is not going to really hinder your ability to kick ass all that much...
And to that, I'd answer that intentional MF leachers wouldn't have any problems going for a vastly inferior piece for MF
The problem is, the dev team has said, swapping that "1 attribute" WILL effect you in a noticeable way.
Until we get to end game inferno, we cant give a true value to what we are losing, while gaining that MF
I was shocked about this move myself, at first, it sounded kind of odd, basicly losing your MF when joining a game with others that don't have as much. But the reasons they gave were good, as long as they hold true.
Really not going to judge this until we see it in action in inferno, and see what losing those stats truly does
So if that one attribute does affect you so much, then doesn't that mean your team isn't going to be able to win anyway?
It's another reason not to join pubs but the killing speed in organized groups will likely net you at least the same good drops per hr as solo (and IMO being more fun). The math is hard to tell right now but if you have a organized group then it shouldn't be a big deal to coordinate how much your groups wants to dedicate toward MF stacking.
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Am I the only one?
https://www.deviantart.com/aerisot
I see a possible system as one which perhaps gives everyone (in the group) below the average, the average... and for anyone above the average, they keep their original amount... but who knows...
D3 Channel: OnetwoD3
Too many people are out for themselves and it's ruined "community".
Lol man... didn't you know that loot was individual?
That is just beta everyone gets rare on first kill of SK
I'd say that replacing 1 attribute for MF for each item (out of about 6-10 per item) is not going to really hinder your ability to kick ass all that much...
Bosses drop significantly better loot the first time they're killed completely independently of what your MF is.
In addition to that, those same players killing the SK solo would likely have gotten the exact same number of rares. 3 players 5 rares in coop, solo those 3 players still will only get 5 rares to distribute amongst themselves. You can have players giving you gear they can't use even if you all play solo, the only difference is the convenience inherent in giving away items you can't use while playing coop.
Yes in an organized coop game you will be able to funnel each other useful gear much more efficiently, but you could say that regardless of what type of MF system is introduced by the devs.
Short story: It's irrelevant to the topic.
... You get to keep your Magic Find percentage just as it is shown on your Character Stats screen?
If you've got an average of 10 affixes per item, that's 10% of your affixes that are devoted to MF and not killing. (And I dispute that you'll have anywhere near that many affixes on average.) You don't think that'll be less valuable to a group than someone who uses those for extra damage (directly or indirectly by adding survivability and freeing up a skill to buff damage, for example)? And if you will be less valuable, even a little bit, why shouldn't you compensate for that in some way, such as sharing that MF you stacked?
But more than that, what I was getting at is people would skip over much better items to stack MF since they can just join public games and instantly up their killing speed by essentially stealing kill speed from others. IE, "I could kill much faster with this unique item, but I'd rather wear this blue with +50% MF because I'm going to be in a group game anyway so who cares if I kill slower since they'll make up for that."
if i want to go all MF i will go all MF <.< i don't want to share my awesome 200 magic find (that gimps me!) whit other people, this way i'm at 50%, but gimped as if i had 200%
why not split ALL STATS in the game the same way?!?!?? <.< omg this is so silly
Edit: Also, wouldn't a teammate that is (supposedly) lacking behind hinder the ability to actually kill more in a multiplayer game anyway?
Until we get to end game inferno, we cant give a true value to what we are losing, while gaining that MF
I was shocked about this move myself, at first, it sounded kind of odd, basicly losing your MF when joining a game with others that don't have as much. But the reasons they gave were good, as long as they hold true.
Really not going to judge this until we see it in action in inferno, and see what losing those stats truly does
So if that one attribute does affect you so much, then doesn't that mean your team isn't going to be able to win anyway?