How is this a looter ARPG when you NEVER LOOT ANYTHING!?!?!?!?
" You nailed it, dude! And that's very bad. I want to be rewarded for killing demons, like it has always been in other ARPGs. |
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Yeah, I am level 76 and still using a weapon I bought from a vendor 20 levels ago (I don't use trade).
+X% physical damage +X to X physical damage +5 to level of all melee skills + some other stuff that doesn't really matter The +5 to level of all melee skills alone is so strong that all other weapons that don't have that specific modifier are unusable. Some other slots are hard to replace as well. For example boots with +25% movement speed. I think they decreased the chance of chaos orbs to drop before Christmas which was a huge mistake. Before Christmas I had way more fun crafting, because I could reroll modifiers on gear. But with the change to drop chances I basically never find chaos orbs anymore. Found maybe 3 or 4 in 40 levels. Last edited by Prügelprinz#9311 on Jan 3, 2025, 11:22:59 PM
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I honestly don’t understand how the current situation where trading is significantly more valuable than self finding is any better than the d3 auction house fiasco.
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" I do think they'd achieve their stated goals of making loot meaningful and encouraging more interaction with the crafting system by adding alts and scouring orbs, and dramatically reducing the drop rate of the best bases to compensate. As it is, frequently picking up good bases to transmute-aug-regal is exactly the same as alt-aug-regal but with more steps. It kinda gets you two moments of excitement for the price of one: having your desired base drop in maps, and then hitting your desired result while crafting. (warning: non-angry, non-outraged rambling ahead) If you asked me to revise the system, I'd: - Dramatically reduce equipment drop rates in higher level areas, especially for top-end base types - Add in alts and scours so you only need to work with one base item at a time; get rid of any notion that players should want to collect lots of copies of a base in order to craft (unless they want to craft lots of finished items) - Increase variety in item bases by getting rid of fixed implicits and having them roll from a list of possible implicits that grows as item level grows. Dropping a top-tier base with a best-in-slot implicit is a big thing, and you will likely have to choose between higher base stats with a less desired implicit vs. lower base stats with a more desired implicit. Maybe formalize it with different grades of base item, something like: normal with no implicit, "exceptional" with one implicit, "masterwork" with two implicits, with something like a 70-20-10 ratio in drops. - Probably make some implicits exclusive to certain mechanics or map types, even though this would cause an even bigger freakout among some folks ("omg it's outrageous and offensive that I have to run level 80+ Trial of Sekhemas for a chance to drop body armor with the '5% increased strength' implicit!") - Commit to the idea that implicits are inherent to the item and can never be changed (even if that idea will inevitably fall victim to power creep). This is at odds both with people in this thread, because it reduces the number of drops and makes it harder to quickly craft all the gear you want (especially in SSF) - and with GGG's direction in gear design in both games, because it cranks up the randomness a lot. It really just reflects my own personal preference toward making loot drops interesting by creating a small possibility you drop a crazy good base. |
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" Totally agree with your suggestions! One of the first things I come to ask in the forum was why they got rid of Alts and Scour orbs, it made no sense. I would rather prefer fewer base drops if we could work with the ones we get than the actual state of the drop rates and crafting system, a bunch of disposible bases. Craft (gambling) smack magic + aug magic in three itens - reforge... end result lost two bases, two magic orbs and two augs (we end up with one item). Rence repeat until a good combo to regal, because regals without the vendor recipe is more rare than Exalts. Last edited by Fhrek#4437 on Jan 4, 2025, 2:48:51 AM
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" It's not, but PoE1 was like this for a decade. People have gaslit themselves into thinking that this is okay. |
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The D3 AH 'fiasco' was a result of bot farmers and an in-game enabled RMT trade system where players could directly pay money for another player's loot.
Trading loot for loot is not remotely the same, and it does encourage interactivity between players; I find sorc/witch gear all the time when playing a warrior, why shouldn't I trade it to a mage player that wants it more than me? If there's people trading real money to other people for items in early access, which I'm sure violates the EULA, then the problem isn't with item trading, it's a problem with players whose accounts can be deleted. No one making this comparison could possibly have been playing during the actual 'fiasco,' and I wish people would stop making it. |
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" As Our Lord and Savior GabeN has written "Piracy is a service issue" - So is RMT. Improve the loot and trading system in game, and RMT will drop significantly. |
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" The fact that basically every other MMO has means of trading in game is probably indicative of how it possible it is and should be. | |
Increase rarity of items is a stat for a reason. Just like if you die too fast you have to readjust how much health or defenses you have, you have to adjust how much loot you find if you're coming up short.
That doesn't mean that the balance couldn't be better, I'd say that the baseline should be upped to what now is 30-50% IIR, and the IIR stat should be nerfed accordingly so that the rest of the increase is a less impactful, especially in the endgame. Because now the more powerful players can farm for all the loot and screw up the market dynamics. And/or: if you play a certain class, it should increase the drops for that class. SSF should get a 100% increase regardless of all the other stuff. |
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