loot is boring / general bad experience with loot

Hello.
I find the loot in this game to be really boring. I see there multiple reasons for that:

1) lots of mandatory and bad stats
Most items have a lot of stats that are pretty much mandatory - the item is bad if the stat is not on it with a good value, e.g. +spell level for staffs. Many other stats like "increased lightning radius and mana regeneration" are simply bad and are closer to an affix doing nothing than an actual part of a functioning item. There are also a lot of stats that are good in some build, but completly useless for what I want to play, e.g. if I want to use frost spells, but my staff can also roll 4 other types of spell damage, 4 other types of spell level and multiple types of benefits for conditions like shock my build won't use.
Without loot filter its even worse, because most loot that drops is not for my class / defense archetype and therefore simply useless.
Also there is a too large range of possible stat-rolls lategame, so its likely to roll bad values on affixes. A smaller rng-range, like an early game item can roll 1-4 power, a mid game item can roll 3-6 power and a super lategame item can roll 8-10 power would make for a much better experience.
The result is constantly finding bad items and looking through dozens and later hundreds of them to find something good. This looking for loot to be constantly disappointed feels tedious. Maybe thats even intended to stretch playing time.

2) there is too much loot of bad quality
This is closely related to issue 1, but I wanted to emphazize that in endgame insane amount of loot drops. Every single temple room drops over a hundred items - that is with a normal lootfilter activated. The games gets performance issues, because too many items drops. The entire screen is covered with item descriptions. What happened to the idea of having less loot, but with higher loot quality?

3) most stats are either boring or imbalanced
Most stats on items can be summarized as: "adds more damage" or "adds more effective hp". Thats functional, but boring.
Other stats like "increased freeze buildup" look to me like basically impossible to balance: if freeze buildup can be increased by 80% with a single item, then either the freeze buildup without such an item has to be very slow, so enemies are frozen at adequate speed with this item or the speed is already adequate without this item and then enemies become more or less instant-frozen with this item. Or to say it in a different way: if I would balance the game that the freeze buildup feels right and fits the gameplay, such a stat is guranteed to destroy that.

4) uniques - mostly either bad or gamebreaking
There are 2 issues with uniques: The first is there is a too large amount of them that drops that doesn't fit my character - this is especially appearant during leveling. Changing drops so that they significantly more drop for the own class would fix this.
The second is that uniques usually have bad stats/affixes and a unique affix. Including a unique into a build feels more like "is this unique benefit worth sacrificing an item slot for" than adding a normal item. The result is that most uniques are either not picked for their bad stats or picked because of a game breaking benefit, usually cancelling an entire game mechanic like charge collection. I also find that most unique affixes that are strong make the gameplay feel actually worse, because they take something away from the gameplay (e.g. by automizing it) instead of adding something new to it.
My solution for this would be go give every unique 5 good (not perfect stats) to let them compete with rare items in addition to their unique benefit. I would also try to make the benefits more interesting: either in the direction of changing up the gameplay in an interesting way (e.g. how particular abilities work) or as a kind of "itemization minigame" were collecting certain stats becomes better if one possesses this particular unique (e.g. a unique that adds a benefit for mana stacking).

5) No content for strong builds
Once a build can run juiced T15 maps, my player experienced isn't improved by getting better gear. Outside of some pinnacle challenges I can run only occasionally, the gameplay just becomes more trival, not more fun. There simply isn't any content that keeps up with the increased player damage.

6) too much rng
There is too much rng layers upon rng. Even after getting a good item one can corrupt it, corrupt it again, modify the stats of the corrupted item...
It feels like casino/gambling.

7) too little access to crafting resources
Especially in solo self found, its too much effort to get basic crafting resources. Basic functions like rerolling an items stats (that can even go wrong) are gated behind expensive currency. Items that would be interesting to use like hinekoras lock are unaccessible for the average players.
Last edited by Elena#1466 on Jan 21, 2026, 1:57:15 PM
Last bumped on Jan 22, 2026, 4:51:12 AM
This game, same as any ARPG, is a glorified slot machine. Get used to RNG.
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redrum76#4274 wrote:
This game, same as any ARPG, is a glorified slot machine. Get used to RNG.


Thing is, they messed the formula up;

Too many pulls for too little ding ding ding.
You guys aren't building your thorns, reduced requirement, light radius builds?
Hello I just wasted 600 Divines on my character Solace trying to sanctify plus 7 on an item, when I hit i realized I hadn't added sockets. I also have done this before. I struggle as I have paranoid schizophrenia, I am asking you gamer to gamers. Please add an item to socket sanctified items. Ty. Not vaal as that's worse than desecrating in my comprehension of the terms. Ty.
"
You guys aren't building your thorns, reduced requirement, light radius builds?


I love getting 13 dex on body armour instead of a real mod like resistances;

15 hp regen is a close second.
It is a crafting game. Loot is supposed to be boring and you are supposed to know what to do with boring loot and use it to your advantage.
HC SSF. What else? Ruthless when?
"
redrum76#4274 wrote:
This game, same as any ARPG, is a glorified slot machine. Get used to RNG.


Such a scuffed take.

The structural reason heavy RNG exists in ARPGs is not addiction, not suspense. Mod weights inherently create progression systems.

It is so widespread to compare this to a slot machine and that is just wrong. You can interact with RNG in this context for healthy reasons. Stop being simple.
Last edited by Immoteph#2974 on Jan 22, 2026, 4:58:48 AM

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