The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
The problem is: there's no ladder in D3 (yet). Thus if we "all" (Joe Average, not somebody playing 600++ hours) can manage to find decent items there's no reason to use the (RM)AH (and no $$$ for Blizzard).
Item dropchance decrease: there's a guaranteed item on every champion pack, what's about that? With your gear you should be able to kill on pack every <2 minutes. If Blizzard reduces the randomness in item generation the market will be flooded with neat 4 stat rares in no times and only the totally dedicated/"addicted" will hunt for 'perfect' 6 stat drops. Imagine every weapon rolling +elemental damage (or %enhanced damage) and every other item rolling +all resistance (or vita?). You'd need to decrease the amount of champs or no longer guarantee the rare drop on 5th stack of NV, well you'd basically have to change the whole (drop-)game.
The difference between D3 and eg Torchlight 2, you can beat TL2 with the stuff you found. That's because the developer probably assumed that you won't trade with somebody else and don't mule stuff on an alt. In D3 there's the AH from the start, they assume that you can trade with everyone.
There are several things Blizzard can (should?) to do to create a more worthwhile experience. They proceeded with some ideas in 1.0.5 and from our feedback they'll develop further changes. I'd prefer having more gold dropped after lvl 60 (or hitting a checkbox somewhere) instead of white/blue items because it's highly unlikely i'll bring those to a vendor, just walking over an additional stackpile of gold isn't that hard on the other hand. An 'idenfity all' button with the new changes will be a highly demanded change for sure. Sadly that's no D3 beta and it will take several more month (year[s]?) until D3 is at a place where it should be from our general point of view. They underestimated our dedication, the influence of the AH (as stated in a bluepost shortly after launch) and much more - but they won't/can't change the game entirely over night.
And please don't forget: if you can get excellent drops in only a couple of hours, why bother logging in every other day? This game is designed to last a decade (well, the items only until the addon hits somewhat 2014ish).
You completely missed my point.
I wasn't asking for quicker drops, I was asking for less drops but a higher percentage of drops that are worthwhile.
For example, currently you could farm for an hour and get 100 rares.. 1 of them is worthwhile. I think a better system would be you farm for an hour, you get 50 rares and 1 is worthwhile. What would this system do? You'll have more hope that a rare is actually worthwhile and you'll be more happy when they drop.
I think this change combined with the rest of the patch will destroy the economy. The rare market is going to crash hard.
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.
And that's different from the last 4.5 months in what way? They already helped us out greatly with ilvl 61-62 weapons (patch 1.0.4) and as the games goes on it's only naturally that only the best pieces increase in value while the rest gets cheaper and affordable for everyone and even newcomers. Actually we need more of those toprolled rares to compete with the mass of mediocre legendaries and sets floating the AH.
An example, just think back at the start of the game. Only a few people could farm A3/4 inferno and sold lots of blue high dps weapons, about a month later everyone could farm the area and blue weapons wouldn't sell for a dime. Now look at the rare market today, unless a piece got at least 100+ main attribute and a socket (or crit damage or loh or lifesteal for that matter) you probably can't even sell it for 100k even with a solid 900 dps for an onehander. Think back of D2, at the start of a ladder season you could make a solid profit of a Harle - after a week or two people will start selling it for perfect gems...
The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
I think this change combined with the rest of the patch will destroy the economy. The rare market is going to crash hard.
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.
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You completely missed my point.
I wasn't asking for quicker drops, I was asking for less drops but a higher percentage of drops that are worthwhile.
For example, currently you could farm for an hour and get 100 rares.. 1 of them is worthwhile. I think a better system would be you farm for an hour, you get 50 rares and 1 is worthwhile. What would this system do? You'll have more hope that a rare is actually worthwhile and you'll be more happy when they drop.
The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.