One of the best things from D2 is sacrificing damage for Magic find on items and killing bosses over and over again to gain rare loot. I think D2 did this very well and it’s my favourite thing about the game. The part where D2 fell short is the usefulness of the most rare loot like Zod and Tyreals might which really aren’t that good. The most rare items should be slightly more powerful.
I think D4 should have tons of mini bosses and act bosses spread all over the world with slightly different drop items and exceptionally rare items that are useful. This would make revisiting the lower level areas rewarding for those up to it and add flavour as well as depth to the game. I know they’ve mentioned that different areas will drop different looking weapons but what about actual legendaries/uniques? We need chase items filled all throughout the world for longitivtiy of the game.
For example the item SoJ only drops around the area of Kehjistan. That means regular mobs, any dungeons in that area, elites drop it but the Kehjistan boss/miniboss has a slightly better chance. This way if you don’t like killing bosses or campaign and you rather do dungeons or kill regular mobs you can still get it. It adds depth and purpose to lower level content.
Also does anyone know how drops are going to work? I don’t like getting end game legendaries at lvl 5 and again at lvl 30 then again at lvl 70 with incremental damage it just feels wrong. There needs to be item levels or something similar for progression to feel good and rewarding.
TL;DR D4 needs magic finding gear, lots of chase items from bosses/mini bosses and target farming to revisit lower level areas. Items should have item levels for how they drop so the best items don’t drop at lvl 1 for progression.
Do you remember all the time put into finding base items to craft with, hoping for one of those godly crafted rares? Entire mule accounts dedicated to storing resources lol.
Need to gear for MF to get better items, that you’ll never use because you need to gear for MF to get better items, that you’ll never use because you need to gear for MF to get better items.
And please, no ridiculous drop rates, let people actually play with the items in the game.
I agree with no magic find. However, I feel droprates need to be lowered to vD3 or a tad lower. Since this isn’t D3 where it’s about gear defining your build so gear needed to be plentiful, lower droprates are necessary. Do we need items that take years to find? No.
Should it possible to not find everything in seasons/chapters or whatever they are calling them in D4, regardless of how long they are or how much one farms? Yes.
Currently, outside of the ethereal farming, most are done playing a season within 2 weeks. Partly because there really isn’t much to do, but mostly because gear is so easily found through high droprates, gambling, and cubeing. Take away 1 of those and seasons last longer, make all three less viable/potent and seasons now go from 2 weeks to 3 months.
So droprates need to be less, gambling needs to be more expensive and more of a risk, and I think we shouldn’t have a cu e this time around.
Low droprates would mostly be a problem if character power came solely from items and/or builds are entirely dependent on specific items with no viable alternative. Since character power in Diablo 4 will come from a combination of items, skill points, talents, and etc. it won’t be a problem to have low droprate akin to either Diablo 2 or Diablo 3 vanilla, especially since magic and rare items can be almost as viable as legendary and/or unique items at endgame.
No guys…we don’t want MF. Look how bad it was for D2. That game has only lasted 21 years and counting, plus spawning a re-make due out in September. We definitely don’t want to use ideas from a game like that.
MF can work, but I sure dont think D2 is a good example of it working.
I strongly agree on the first part, with lots of minibosses etc. all over the game world, but if you mean each of them should have different drop tables, then please no. Make all able to drop everything. Then they can have somewhat different droprates for those things.
Much better; do not have low lvl areas in end-game. Scale all the world up to end-game difficulty, so we dont end up with a major part of the game world being irrelevant (and minibosses does not solve that, as everything around them would remain irrelevant).
That would be really bad imo. Dont make any items exclusive to any area, monster etc. Different droprates are quite fine though.
Strongly agreed. That should not happen. At most, items should exist in two versions; their original lvl, and a “max lvl”/endgame version. Or only one version, with the ability to upgrade its stats to “max lvl” later on.
It doesn’t need to be soj it’s just an example. Maybe certain sets only drop in certain regions, which are massive anyways. There’s going to be trading so either way you don’t have to hunt there for said items. I just think it’s going to be boring having 500 items all drop from everywhere. It would spice it up a bit if some items drop from different areas or bosses.
I agree with Shadout on that one. For the most part, all items should drop everywhere. That said, some items and/or item affixes could have a better (not absolute) chance at dropping from certain enemies or location. For example, maybe you have a better a chance (like probably 5%) at getting a melee weapon from one of the cannibal barbarian than you would from an enemy sorcerer, or getting armor with fire resistance from a fire based demon than you would a skeleton. Nothing too noticable imo.
As for trading, we still don’t know the process pertaining to it. Well, we know it, but the info hasn’t changed much from since they first confirmed it, and considering most of the updates and blogs that came ever since (especially regarding itemization), I’d say that a new update/confirmation regarding how trading works is needed.
I am not sure how I feel about MF gear. I almost lean toward it being a very rare stat on just a few specific uniques and nothing more. I don’t care too much either way on if MF is on gear or not. I think there are other ways they could implement MF bonuses through challenging modifiers, difficult achievements providing a temp bonus, etc. Don’t get me wrong, I like having to be challenged to earn the best gear and want to have to work hard to have a chance at finding rare gear that is exciting to see drop, but MF being a core stat on all slots is kind of unnecessary.
It was the opposite for me. Starting a new character in Diablo 2, I had a much easier time finding item upgrades, at least until I got to Hell difficulty. That’s when things that start slowing down, however I still was able to upgrade my character via leveling and gaining attribute and skill points. Of course, I’m basing this on offline Diablo 2 gameplay where there’s lack of trade.
Diablo 3 vanilla on the other hand was terrible in terms of droprate. I literally had to use either auction house and/or trade in order to get upgrades, otherwise I was actually stuck. It took loot 2.0 for me to be able to farm efficiently without needing to rely on trade and such.
So despite what anyone says, I consider Diablo 3 vanilla far worse in terms of droprate in comparison to Diablo 2. But again, that’s my own opinion and experience. Others will differ.
Magic find should be a direct stat linked to level so, as you increase your power so too do you find better items suitable for you. It does not need be much, perhaps .1% per level so at level 100, that is a maximum of 10%. Drop rates therefore can be decreased, effectively “balanced” or slightly lower.
Further, I feel that finding the same item repeatedly is… boring. Some items should have stats also tied to level. They did this somewhat in D3 with Ethereal (maximum damage +1 / paragon to 800) and maybe other places. It makes “unique” actually mean that - find an item at level 1, great! Don’t get rid of it. By the time you’re 100, that item just might be the best thing you have.
No, it’s still a problem because people want to play with the best stuff.
Both in D2 and D3 you quickly reach a point where upgrades are rare, but only one of these games let’s you play with the best stuff in a reasonable amount of time.