Just a thought, but currently in D3 when you get the same legendary item a second time, you more often that not just salvage it ( unless it’s a bit more powerful ) and this removes all the joy from getting that legendary. It would be nice if there was a system that would allow you to somehow empower or modify your legendary item if you get it a second, third or n-th time. Not sure in what way, maybe give free reroll of a property, or increase damage up to a cap or some other cool thing. Thoughts?
Games like Diablo 3 are loot based games, where getting items more than once is expected. That is a core feature of the RNG in the game - you are the mercy of the loot table. Having the game remember your items and modify the loot drops, or game play, based on that, feels more like an MMO to me. Even in MMOs that is not something common, excepting quests with defined rewards.
Now, a modification system based on “earned” currency based on time played or levels in game achieved, is fine. We have that in D3 with Augments using Legendary Gems. Those who progress farther in game can level up those gems then add extra power to their items. This grants them some buffer to improve items even if RNG does not give them the perfect roll.
I see no reason why we would not have some sort of item modification system in D4. I just don’t expect it to be based on getting repeat drops off random loot tables.
Agreed. I’d like to see Blizzard innovate something new for once. Because all top streamers including hardcore players like myself are not impressed.
Nothing new, they’re still going with the same system as diablo 3.
Elite packs, and rare packs. Same old. Magic/Rare/Legendary items. Same old. Affixes/prefixes from Diablo 3 are literally copied, and we’ll probably get to see less, same as attack/toughness stat. Same old. They’re going to have bounties which I think are actually a good idea, but still the same old. World bosses, concept from WoW, same old. They’re going to give every single character 1 movement like ability thats all very similar and no uniqueness, like sorceress teleport, same old. They’re not going to innovate any new weapon types infact they’re pruning what items you can use as a class, same old.
Nothing new here tbh.
I don’t personally agree that OP’s idea does any of this. You’d still be at the mercy of the loot table, you’d just have something to do with a repeat item that you didn’t like, and with a much lower drop rate in D4 that could be interesting.
I don’t think the idea is good, though. My reason for disliking it is that that particular mechanic is linear progression that ends up being required for optimization. It’s just a Primal with more steps.
I don’t like it because it first assumes that duplicates in a loot game are somehow punishing instead of expected. Second it limits item improvement to the RNG of getting duplicates. I get it, make getting a duplicate feel better, but then you become required to get duplicates to advance them.
I prefer a system where augmenting/improving items, is not based on the RNG of getting duplicates, but on something not RNG related like game progress.
The whole point, to me, of augments is to smooth out the RNG of item drops and affixes. Your gameplay progress gives you a non-RNG way to improve items. The proposed system makes augments part of RNG which defeats the purpose of a system to buffer RNG.
As long as we never get legendary raining from the sky as we have had in D3.
Then it is not as likely for people to get the same legendary item, but on the few occasions it happen then maybe its ok to take one of the better stats and add it to the same legendary item but it maybe just a bit to much work to make it worth it.
Based on what we know the second or third time we get the same legendary item should be weeks or months apart and we may have just moved on from that item anyway, unless you are like me and Horde items. lol
Sure, we can agree on this. I just don’t agree that the system feels like an MMO. It just feels gimmicky, and maybe a bit like how Diablo 3 already is, really, just harder to accomplish. It’s essentially just ‘harder forgotten soul crafting.’ Like you said, not doing much to smooth things out.
I think if we have augmenting and improving items, though, we should stray away from just raising base stats on them. Re-rolls were a cool idea, I’m definitely down for things like that. For an affix, that is. Preferably not at a trivial cost like now in D3.
The actual problem is that in D3, endgame items are simply too easy to come by and you’ll get several copies of the same item. This “trivializes/banalizes” items in general, no matter how rare/good.
This wasnt the case in D2. You’d every few hours find something actually quite good. And maybe never ever get that same drop again. In many situations, these items werent even “unique/legendary”, just AMAZING rares.
Most of the super end-game Uniques I’ve NEVER found, in a few dozen hundred hours of D2 gameplay.
I hope it is the same for D4. Throw the “instant gratification/give everyone lots of shinies” concept on the trash bin.
I actually agree with everything said. Thank you guys for giving me a different perspective.
P.S.
This was my first topic/ post ever and thank you for making me feel welcome. <3
Yes, for example we could have trading for it and also crafting system if you would decide to salvage it for “valuable” mats. I’m not sure that D3’s salvage gives you very valuable mats. So at least a much better and deep crafting system is required.
Maybe, if you salvage a unique item there could be a chance for you to get a rare material of appropriate tier. Like low uniques have a chance to grant a rare but less powerful material, uniques of higher tier have approximately same chance (or maybe lower) to grant stronger/higher rare mats.
But then again we need a proper crafting and mat sink for this. Maybe also some wild recipes that drop in the world for some crazy items where you would need these unique materials to craft it.
TL;DR
If you take away what kids are use to, it will kill the game/mood. Diablo has evolved into a loot driven / loot fed game.
While I loved the itemization of Diablo II over Diablo III, I don’t believe that it is a good idea to go back to the drop rate that we see in D2. Times have changed, the genre has changed, players want stuff handed to them because no one cares for the mid game anymore. They feel entitled to endgame content right out of the gate.
Anthem is a prime example of what happens when you tune back a drop rate on highend / endgame gear. A looter-shooter that decided to make it a little more grindy to find masterwork or legendary gear. It was met with utter disappointment, disgust and rebellion. Many of the player base just up and left the game because the developer stuck to their guns and didn’t listen to the outcry.
100% Noooo to this please. I don’t want to be behind someone simply because I havent invested 80+ hours a week. If its left up to RNG fine, but not this.
The value of a material is tied to what it’s used for.
This isn’t dissimilar to what we have in Diablo 3, though. Diablo 3 just isn’t random about it.
you can still trade it and you are also just talking about endgame
until max level you will be happy, to find your leg. on a higher level