[D4] How much randomness is too much?

I know a lot of this will come down to “feel” and preference. The goal is to stir up discussion of what we actually want in D4 and why. This will deal with randomness in item generation, damage, and the combat system itself (ie dodge, block, missed attacks, etc).

How much randomness is too much randomness?

Background: Why is this an issue?

There has been some discussion about items and item progression over the past few months, including about primals, and it occurred to me that we probably need to go back to the core concept here, randomness, and talk about it.

I remember when D3 was initially released, Jay Wilson and crew touted their random item generator as a big selling point. They could generate something like 40 quadrillion (or some obscenely large) number of potential items with the loot table. You’d calculate that by simply multiplying the probability of every possibility in the loot tree together: item quality x # of affixes x the range of possible values of each item, etc. It was a huge search space and the idea was you’d never see the exact same item twice. Fundamentally, a Diablo idea.

It turned out that within that search space, the overwhelming majority of those items were garbage items that no one wanted. Only a tiny fraction of them were any good, and those that were made some lucky people big money on the RMAH. Variability is good, but not too much.

This was eventually recognized as a problem and we got Loot 2.0, the Smart Loot system. Now, the game would preferentially drop items your class could equip, with a set of affixes that made sense you might want to equip, and with ranges for the affixes that were more tightly constrained to the item’s level. Mathematically, they simply closed the search space a bit and removed a huge portion of junk items from being able to spawn. This has been one of the most popular and successful changes they’ve implemented, since it enabled people to play with gear they found themselves from killing monsters. Play the game, not the market.

Eventually, Smart Loot was successful enough players were capping out their builds and getting bored too early in the seasons. The power treadmill needed another setting, so they added Ancient items. Take the search space of legendary items and multiply by 10% drop rate for ancients. Play 10x as long to fully gear your character. And when even that wasn’t enough, they added the primals to ensure not even the bottiest of bots or sun-parched of no-lifers would ever fully gear their character. The catch of course is that for the non-botters among us who might have jobs and/or lives, when we found primals, we wanted them to be exciting things we’d want to equip, not disappointing vendor trash, and far too often, we got the vendor trash. With primals, the devs had effectively undone what they had gained with Smart Loot.

Randomness in Items
As I played through D1, 2, and 3, it occurs to me that we want a wide range of randomness as we level. We’re getting high drop rates of blues and yellows. We’re leveling up, so we want to replace the gear as we get access to more powerful affixes and higher values for them. If you play through without the gimmicks or the power level, you appreciate the constant rewards as you progress and often find upgrades. This is a good thing. It makes all those little quests in the story and all those little fights with elite monsters you run into exciting and potentially rewarding. Here, because of the high drop rate and high rate of upgrades, we can tolerate a high amount of randomness in the gear.

In D2, as you hit the end of nightmare and certainly in Hell difficulty, you’d pretty much figured out your build at this point. The D3 equivalent here might be T10-16ish. You have a build. You’ve got the core items that make it work. You still see upgrades, but they’re fewer and farther between. You need very specific items and you need good rolls on them. Here is where Smart Loot 2.0 shone. You needed less randomness on the items because the chance of you finding anything that was an upgrade was so small. In D3, if it wasn’t your specific set or legendary, you didn’t need it. So on the rare chance the game actually did drop you something you might use, you simply couldn’t treat it like a Powerball ticket (ie, you’re nearly guaranteed to lose) or even a Pick 4. It needed to have the core power to be usable, then some variability to accommodate different gearing strategies.

But at the end-game is where we ended up with problems. In D2, the uniques and runewords all had very constrained potential values. Once you had the items, you might see a side-grade to get perfect rolls on it, but generally, even a poorly rolled one was very usable, and you’d want that because ever seeing the thing in the first place was the result of many dozens if not hundreds of hours of play.

In D3 we had a different model. The game threw sets and legendaries at you so you could make your build, and baked a long loot hunt into moving from low quality legendaries to ancients to primals. And when that “best item in the game” red beam dropped, we didn’t get the D2 equivalent of those great uniques or runewords. Usually, we got a trash legendary we’d never want or use. It could have the best stats in the world, but in a SSF Smart Loot world where the builds are item-dependent, none of this mattered unless it was the right item. Instead of being exciting, the red beam usually meant an angry, resentful trip to Haedrig for 15 souls you didn’t need or want. What needed to happen was that those red beams lived up to being the best items in the game - for your character (again, there’s no trading). Make them rare if you have to, but they should’ve felt like an incredible reward and instead, felt like a slap in the face. We needed even less randomness because so few items at that point could ever have been upgrades.

What I think we need:

Stage Upgrade Drop Rate Randomness in the Item Generator
Early game High High
Mid game Middle Smart Loot 2.0
End game Very low Highly Constrained

When the drops are frequent, the randomness of the items dropped needs to be high so you have to look for a while to find a good one. As drops get rarer, you don’t need highly random affixes. The rarity’s in the drop rate itself. Let the item be decent at baseline. If you add ultra-low drop rate items, they need to be guaranteed to be useful, because otherwise, if you get one of those and it’s useless, it just feels terrible.

Randomness in Spells/Skills

This is a little different and gets into the combat system. In Diablo, weapons have a range of damage they can do. A base roll comes from the RNG for each attack, that feeds into the damage calculation and that damage is applied. You don’t do exactly the same damage each time, but it’s within a basic range.

In D2, we had certain elements, like lightning, that had massive ranges, literally 1-x. You could have attacks which were absolutely devastating and you’d watch enemies melt, and some which didn’t even tickle the monster. It was a highly erratic system, that over the long run, balanced out at a reliable number, but in practice could be highly frustrating when damage you needed and counted on didn’t materialize.

In situations like PVP or even highly competitive PVE (think D3 GR pushes), you want things you can rely on so you can make strategic choices on the battlefield. You need to conserve your DPS and avoid overkill damage. Highly erratic damage is a bad thing here.

This I think is ultimately going to be a matter of preference. I think there should be spells/skills that offer both strategies to the player. I think the weapon types themselves could have different amounts of randomness as well. Perhaps a dagger might have a wide range (from weaker slashes to devastating stabs to critical organs) whereas a 2H maul might have a narrow range (if that thing hits you, its going to hurt). Randomness here adds an interesting variable to combat that players may like and gives some unique options for game play.

Randomness in Combat System

This is the last section, so hang with me here. I know it’s been long. Think back to D2, you had a hit and miss system. You could dodge, block with a shield, etc. You could hit, miss, glancing blow, crushing blow, or crit. These are all elements of combat that we simulate on a computer with a random roll. 10% of the chance, your attack will miss, so roll a dice, etc.

Modern games now have the ability to detect position, use complex physics to determine hits or misses with projectiles, and create complex areas of effect for spells to apply. We saw that highlighted in the latest D4 update where they’re using these types of things to make spells feel more impactful and life-like. We don’t need to simulate these aspects of combat with a dice roll anymore. We can make the battlefield more interactive and fights more tactical. If you want to block, your shield needs to face the attack. If you want to dodge, move faster, Grasshopper.

The question here is do we even need randomness here? Do we need to simulate with RNG rolls when we can do it interactively with the player in real time? Randomness has advantages. It’s far less demanding on the CPU. And critical hits are certainly a fun part of Diablo game play I’ve never heard anyone complain about. But it has big disadvantages too. It doesn’t reward skillful game play and it can be streaky. If you’ve got a 30% chance to dodge and hit a lucky streak, you could be untouchable for a very long time (frustrating as hell in PVP), getting an unintended large survivability bonus, or you hit bad luck and you’re getting squished - the price of a simple combat model.

Do we want or even need the return of an RNG-based combat model?

2/5/22 - Added Summary: Posts 1-145

Summary at 145 Posts

Randomness in Items

  • Items should have some element of RNG
  • Common items can have a high amount of randomness, but rarer items should be much more reliably good, so that when you get them, they feel like a reward that you’d want to use
  • Very wide ranges on the values “must-have” affixes or “must-have” items are very frustrating for players. A single bad roll can render the entire item worthless, which feels terrible, especially if it’s a very rare item. Dawn and Short Man’s Finger were given as examples. There is strong support for strictly limiting ranges on legendary affixes, even if it means making them rarer.
  • There is support for having fewer items drop overall so long as the ones that do drop are good enough to be worth using.
  • There is also support for having less randomness in the drop chances overall. Targeted farming where certain areas or monsters had higher chances to drop particular items was widely suggested.
  • There is strong support for second-chance mechanics in general, recognizing that RNG is an essential part of the Diablo experience, but still wanting to be able to exert some control over “bad” rolls. Another supporting reason is the desire to be able to customize items more easily to the needs of your specific build.
  • Players do understand that high quality things should require effort and/or time to earn and are not simply asking for more gear faster, just more reliability in knowing what you have to do to get x item.
  • Players are asking drop rates to be balanced around a reasonable investment of time to fully gear a character, so that botting and “no-lifing”/obsessive playing is not encouraged. The definition of “reasonable amount of time” varies a lot.
  • There is a desire for a smoother progression in gear throughout the life of a character. Players enjoy upgrading in a step-wise fashion rather than going straight to the best item in the game.

Randomness is Spells/Skills

  • There seems to be consensus that skills should have a variety of ranges of damage in order to allow the player to customize his character’s attacks they way they like, whether it’s a very reliable attack or a highly random one like D2’s lightning damage.
  • Players want reasons to use a variety of skills in combat rather than relying on just one, though this always comes with a statement that single-skill builds should be viable for players who want them.

Randomness in Combat

  • Players seem to want much more reliability in combat regarding their own performance. Very little support for the idea of bringing back hit chance and misses. Instead, players want to make use of a more active combat system, where they control the dodging and similar mechanics with positioning.
  • Players want monsters to be much more interactive in general. Support for more monster abilities on each monster type, whether scripted or randomly cast, to make fights more interesting and challenging.

Environment

  • There is a lot of support for highly random maps in this thread to encourage exploration.
2/7/22 - Added Summary: Posts 145-240

General thoughts

  • Players are willing to have very good items be very rare, making something too rare can make it de facto inaccessible, like the highest runes in D2. All drop rates must factor in the length of “seasons” and the amount of time a player might be able to actually benefit from the ultra-rare item.
  • Having highly specialized legendary/unique items that break the pattern (ie armor with good offensive affixes or a weapon with defensive affixes) are interesting choices to offer to players looking to customize/specialize (presented as an argument against D3’s Smart Loot guaranteeing each legendary has key affixes from the start)

On Second-Chance Mechanics

  • Some see these mechanics as unnecessary. Their presence is an attempt to fix an issue with too much randomness. Fix the root cause problem by reducing the unnecessary randomness and you won’t need second chances at the roulette wheel.
  • Second chance mechanics have to be carefully designed. Moving affixes on items makes them feel like Legos rather than objects with some permanence. Adding power to items (ie socketing, augmenting w/ another affix, etc) is seen as a better approach.
2 Likes

There is no such thing as too much randomness as long as there is control over it.

D4 is supposed to have target farming so if you want boots, you kill creature type X (because its family drops boots.) That is what I mean.

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It doesn’t even need that although it looks like that may be the case.

If there’s control over it, it’s no longer random. The ideas are contradictory. Let me try another angle. Do you approve of the way primals work in D3? Extremely rare spawn and with equal chance to be any of the wide range of possible items a class might equip? I call this too much randomness. Do you?

3 Likes

too much is having an RNG system over another RNG system like anointments in BL3
you should be happy to find a good item and not frustrated because the second layer is bad again

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No.

You also don’t understand what was said, taking half a post out of context to attempt to prove something to yourself. Good luck with that. See Coreander - I hear he can “help.”

As the OP said, this comes down to preference.

In terms of items:
I’m fine with some randomness as long as items don’t make up a majority of a character’s power in endgame, and/or there can be suitable alternatives to most items (for example, being able to use a rare or legendary bow at endgame and be almost as effeciently as that unique bow that you wanted).

In terms of skills:
I don’t think we’ll be seeing damage ranges akin to the lightning skills in Diablo 2, whereas some lightning skills could do anywhere from 10 damage to over 5,000 damge. But on the off-chance that we do, then I’d say give those type of skills unique effects whereas the more you use those type of skills, the higher minimum damage increases to reduce the range of the skill damage.

As far as combat system:
I don’t really see the need to bring back too much randomness here.

I’ve had a pretty singular philosophy for a while now with my online gaming: No singular item should take more than 10 hours to acquire.

Now, for MMOs, this is usually a bit more cut and dry since drops are easily targeted through content. ARPGs are trickier since even if a specific location has a very slightly higher chance of something, you’re still at RNG’s mercy. Subsequently, this is why I’m so keen on crafting/enhancing/modifying gear being more vital to character progression because it gives an element of control back to the player in case RNG decides to keep giving them the finger.

Of course, there’s also the issue of whether or not a build is even possible when comparing perfect rolls to anything not. This is generally where I’d advocate tighter affix ranges with the above modification mindfulness. Instead of something like 6-10% recast mod going in 0.5% increments, you’d have 9-10% with 0.1%. The player would always be better off the closer to 10% it rolled, but each of those 0.1% missing could be added through the consumption of farmed resources if they needed it.

Overall, when you decide you need X of Y quality in Z slot, that 10 hour timer begins when you start focusing on it. With how these games go, though, there is potential for a bit of overlap, so going over the 10 hour window for one item might be okay if along the way you found something that cuts off 8 hours in another slot with a projected 2 hours of grinding to perfect it. All of this relies on a robust consumable economy being present and not being shy about the materials for all but legendary powers. If it turns out we get 10 equipment slots, that means we should top out at 100 hours for perfecting a character when you’re the unluckiest of unlucky. If it turns out you make a really good farming build and don’t mind using it in place of a more fledgling character, perhaps you could squeak by in 20-30 if things weren’t held over in previous builds.

I always try to be mindful that even that low end number is still a lot of time for one game, and again for games like this, we should really be tempted into playing multiple characters. The fallacy I’ve seen some adopt here over the years that the game is a failure if anyone finishes a character in under a few months of hardcore play has always been rubbish to me. Putting aside RL obligations, one should also have the freedom to play other games from time to time without it feeling like a penalty. And as vehemently opposed as I am to seasons and all they bring with them, you can’t push a 3-4 month window where even the no-lifers would struggle to finish.

While I agree with most of the the premise, I dont think early/late game is the differentiating factor. Item rarity is.
Rares should be fairly common, with high randomness. Potential to be BiS for some builds, but extremely rare to get a perfect drop.
Legendaries should be quite uncommon, with medium randomness. Potential to be BiS for some builds, but getting a perfect one will be very uncommon.
Uniques should be very uncommon, with zero randomness. Endgame uniques will be BiS for some builds, and only come in a perfect version (or at least like “98-100” on a power scale, with very small variations. (note, of course there should also be uniques below BiS, Uniques should come in all power levels, from lvl 1 (well, maybe not lvl 1, but at least down there) to max lvl, and throughout endgame)

All 3 rarities should be balanced around relatively equally in terms of max power. Like on a 1-100 power scale, an endgame item might be:
Rares: Might roll between 1-100 power.
Legendaries: Might roll 50-98 power (the static legendary effect limits how bad the item can be)
Unique: 95-98 power
(making absolutely perfect rare have the potential to be slightly better than anything else, but the chance of ever seeing one being unlikely)

Overall though, randomness should be much lower than in D3. Rares should have some affix range RNG, but it should be much much lower than in D3. Having stuff like 300-500 str rolls serves very little purpose. It just creates trash items. Low rolls are never useful for anyone.
The thing that should make some rares good and bad for you, should primarily be which affixes the items get, not the affix rolls. That way, each endgame rare might theoretically be useful (even if not BiS) for some build out there, instead of just being trash for everyone, because it rolled low.

Dmg ranges on skills are fine imo, it offers different strengths and weaknesses to the skills, as you also say.

Skills should definitely be random when it comes to proc rates: Like 10% chance to stun, and so on. Just too hard to balance, and make interesting effects, if they always have to have 100% proc chance.
Same with stuff like Crit etc. of course.
I think those are fine RNG elements. In turn based games it can suck to have RNG because you attack rarely. But in games where you can attack multiple times per second, these RNG procs are not much of a problem; there is always another attack coming up to proc with (and it offers a strength to weak+fast attacks vs. strong+slow attacks).

But yeah, NO miss chance. Positions should determine whether you miss or hit.
I think Dodge can work fine on top of that however, but, dodge should be more of a player thing than an enemy thing. Some enemies could have high dodge as their specialty, but most enemies should have no dodge chance. Instead they could have an active dodge roll, like the players have in D4.
Dodge for players just offer more diversity; pick safe defenses like resistance, or risky defenses like dodge.
NO classes should be dodge focused however, that leads to terrible balance. It should only be a build option for the daredevil builds.

1 Like

You can have variance reduction within random events. For example: crafting.

Regarding randomness in aRPGs: Variables shuffling per account is the future for these. See this:

Personally I would be happier with much less loot if it were less random and 99% of the time useless.

Biggest issue is, sets change from time to time, so does the stats required to make them effective.

Example being: Inna’s use to allow for a variant build for Wave Of Light.

Have two Monk’s (one that is NS and other that was a Seasonal build that uses the gear), basically it’s absolutely useless now. If I want to play WoL build, I either need to use Sunwuko’s set or LoD gear, with the LoD being far superior to Sunwuko’s.

And that’s part of the problem D2 NEVER had… there were no “useless” stats.

Personally I liked the D2 system better in many ways, the range and lack of usefulness of much the gear that drops now is rather sad.

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This is a discussion for brainstorming ideas and getting some good feedback for the D4 devs about what the community wants. I’m not trying to argue with you, beat you, or convince you of anything at this point. I took nothing out of context. You made a contradictory statement: that randomness was good as long as it was controlled (meaning: not random). You clearly meant something other than what came across to me, so I asked you to clarify.

I think most people would prefer more reliability (small ranges). It makes combat more predictable. I do like the idea of either items or passive modifiers that either expand the damage range of something fairly reliable or shrink the damage range of something fairly random.

The other thing is that I think people would be more tolerant of high randomness in damage if there is a high rate of attack. If you’re dropping a meteor that can only be cast once every 10 seconds, you want very high reliability since using that type of a spell becomes a strategic move. You want to be able to count on it hitting and hitting hard. But if you’ve got something that works like a machine gun (like DH’s rapidfire) with attacks every 0.25 second or something like that, you can easily tolerate a high amount of randomness, because the next attack is coming so quickly. We end up doing so many attacks that the variations cancel themselves out the longer you channel that attack.

As a casual gamer, I tend to agree. Applying this to the 13-14 item slots we’ll have to fill with maxed out character, that’s 130-140 hours of game play to find all your items. Ideally, I’d honestly like to see that even shorter at say 60-80 hours, effectively a two-week full-time job. And I’m a player who likes to play more than just one character. I’d like to be able to explore many of the builds in all of the classes ideally over time, so these barriers add up quickly. I don’t want my game to be balanced around the work load of a full-time job. I couldn’t agree more with the last paragraph in your post.

I definitely think this would be a positive addition to D4, so long as the game itself can give you clues about where to hunt for certain things along the way. I don’t want to be reliant on some guy to data mine the loot table and post on a 3rd party website where the optimal farm spots are. I don’t want to, for example, go back to D3 where I had to memorize the loot tables for the major bosses or acts to know where to go farm the Unique I needed for my set. I know people will do this, but philosophically, if targeted loot hunting is intended to be part of the game, the game itself needs to tell you this and guide you.

I do think there’s also an argument for not having targeted loot. If you absolutely hate fighting a certain type of mob or just don’t like the art of a particular zone, should you still be required to go there because the pants all drop there, and you can’t have your character running around without pants? D3’s devs set up a loot table where you could farm wherever you wanted and still have a chance for any item in the game to drop. Should we move away from that?

Perhaps the need for this sort of thing in the first place is an indication that there is too much randomness in the first place? It’s too difficult to get what you need from drops alone? What if we just reduced the randomness in the items that drop so they’re more likely to be useful on their own merits when they drop? If we did that would we need to have all the second-chance mechanics?

You probably articulated better what that table was presenting than I did =) I rewrote that section a couple of times and decided to work from the assumption of a D2 and D3-style item progression (blue → yellow → legendary) rather than try and introduce the item system I’ve been pushing in other threads and work from there. Too confusing. You said what I wanted to get at: rarity should be proportional to reliably good stats. Very common-highly random, very rare-highly reliable.

Would it be fair to say we want more reliability for player attacks, but are willing to accept more randomness in monster attacks?

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I mean, my extreme take would be that monsters no longer drop gear at all and every item is made by the player to tailor to their specific build needs. However, this idea seems to run counter to those who crave the slot machine rush when something with a 0.0000000001% drop rate finally shows up. But I also can’t divorce this idea from skill acquisition and how we can’t run on limited skill points anymore or that respecs should be treated as taboo. Both always seemed to run counter to the idea of hands-on experimentation, and much like how you don’t want to need to consult 3rd party sites for loot tables, a player shouldn’t need to run a build planner to Not Screw Up™ 30 hours in.

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That’s pretty much why I said that I doubt we’ll see damage ranges like that.

What we have in D3 = too much.

And 14 minutes later Shadout is still typing lol, Jesus…

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Could have item affixes for +min dmg
Lets say we have 3 skills:

Bash: Deals 500 dmg on hit
Tornado: Deals 450-550 dmg on hit
Lightning strike: Deals 250-750 dmg on hit

And an item with 10% +min dmg.
It does nothing for Bash, since its minimum dmg is already as high as its max dmg (no dmg roll). For Tornado it adds 10 dmg (the 10% applies to the difference between max and min dmg, rather than the min dmg itself), resulting in 460-550. While Lightning strike goes to 300-750.

Might likewise have an item affix, +max dmg.
Allowing +10% max dmg to change Bash to 500-550 dmg. Maybe let it work some way that is the reverse of the min dmg effect; where it works best for skills that have no dmg range already, and do less/nothing for skills like the Lightning strike.

Once again a reason to have an in-game Bestiary!

Targeted lot, while I like it, should only be small differences imo. Like some monster having 10% higher chance for boots. So even if you didnt want to target these monsters specifically, it would not be a big detriment.

Personally though, I’d much rather see targeted loot show up in end-game activities (and lvling activities for that matter).
Like, you craft a “Bounty” quest, and through the materials used, you can decide that it should be guaranteed to give you a random boots item at the end. Depending on the crafting mats used you can also slightly increase the chance of it being Legendary or Unique. Might also be able to affect affixes a bit, like, based on mats used, you could guarantee that one of the affixes on the gloves would be Fire Resistance (except if the item is Unique of course). Etc. Only one affix however. Should not be possible to design your own item.
It resembles crafting, but the big difference is that you are not just standing in town creating items out of thin air. After crafting the mission you have to go out and kill some difficult boss or whatever the mission is, to get your reward. Imo ALL items should come from drops, and not from crafting/gambling in a town (with one exception*).
Could even make the monsters differ based on what you are targeting. Like; boosts givers the monsters you need to kill one specific affix, gloves gives them another, etc. If you specify you want Fire Resist, the monsters will deal additional fire dmg.

As for actual crafting; I’d just outright steal what Grim Dawn did with Relics. Have 1 item slot that can only be gaine through crafting. Have all kinds of crafting recipes, that requires you to craft one Relic to use as a material for another Relic, and so on. With more and more intricate Recipes as we move through the game. Something that can satisfy the people who love tinkering with crafting.
And then, no other directly crafted gear in the game, at all.

Yeah!
Or, well, yes and no. Really depends on what the attack is. I’d prefer if monsters CC effects are non-random. If an enemy hits me with a stun attack, it should always stun. Also no monster crits.
Since, them getting a lucky crit is detrimental to us. We will essentially have to gear around the off-chance of them getting a bunch of lucky crits. While for dodge it is the opposite; getting a lucky dodge reduce our dmg taken, a beneficial dice roll. Creates a better experience for players overall, if it doesn’t feel that the RNG can completely screw us over.
And for CC, I kinda just think we should be able to tell when we are getting CCed and when we are not.

This feels good even when reading.

Well, if it ain’t slot machine it will have way less item juggling and players love that.

That’s awful stuff. Copy/pasting builds from guides too. Sadly no aRPG until now managed to learn its players to do 2+2 themselves instead of looking the answer online.

How much randomness is too much randomness?

Too much is when it breaks the balance. Otherwise, there MUST BE as much RNG everywhere as possible, as it is the major thing of The Replayability - in any game. I spend hundreds and thousands of hours in heavily randomized games and play only once those that have few random elements.

Wrong. Players in general are lazy. Most would rather a few do the math and copy them. It has nothing to do with the ARPG genre. All games are like it. MMOs, MOBAs, team/atena shooters with loadouts or best comps/counters, and so on. Most players don’t want to invest time figuring things out.

Then you have those that bash, harass others for not being in the proper meta, so there are some that do it to get groups or not be harassed.

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Too much randomness is when you have to find a “legendary” item 100 times before it is good, and find the same item 1000+ times before it is near perfect.

Short Man’s Finger in D3 has a legendary power that varies from 500% to 650% damage. For the most part, anything less than 640% damage is trash, meaning 90% of the time, the item is trash just on this one affix. The 4 primaries you want are usually dex, socket, CC, CD. Dex is fixed but the other ones are random and mixed in with a ton of trash potential affixes. Over 99% of the time, you will not get dex, socket, CC, CD. On top of this, 9 times out of 10, it won’t roll ancient. 1/1000 times it might roll what you want, and still be far from perfect as the affix rolls vary a ton.
A better design would be to have it drop 10 times less, but when it does, the damage range is 630% to 650%, always roll a socket, and remove many of the trash rolls on the last 2 affixes, such as life per hit, vit, res all, armor, etc. This way, when that legendary drops, it is excitement ID’ing it, and not being numb to finding yet another piece of trash.

Another instance of too much randomness, is the D3 Casino. You look for the item you want in the monster drop slot machine. Don’t get it. Put your currency in the Kadala slot machine. Get it, but it rolls terribly. Take that item, put it in the cube roulette wheel, and press the button until it is almost workable. Now, you take it to the Mystic craps table and roll the dice until one of the affixes is more workable.
One thing I liked about D2 was, when rngesus didn’t give the item I wanted, I could save up currency, then trade that for the item I wanted. I was able to work to get what I want and not simply dependent on rng. I hope they give us options in D4 that will let us build up to getting our gear when we can find it rather than simple playing a different type of casino game. An example of this using D3, would be to let the player spend 10 times the mats while reforging, but the result is always ancient. The odds are still the same, but I am now more in control of getting what I want and far less dependent on randomness.

There should be more than 1 way to skin a cat. If the only way to gear in D4 is to nest rng inside of rng inside of more rng with a cup of rng to drink and a side plate of rng, I will not be buying it.

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