So most of us play seasonal characters most if not all seasons. We know the drill by now: start a new character, grab your bounty cache, and use materials to level quickly to 70. Over the course of this game, Blizz has done various things to make the very first part of the “endgame” more accessible to fresh level 70 players: the introduction of Haedrig’s Gift with a set reward for completing season journey chapters 2-4. They also gave to players the Sages set for free, which gives double DBs and allows us to craft up to 4 legendary items right away to use. From this it seems that there is a trajectory aimed at softening the curve for players not in the very elite range and/or those who are able to find a coordinated group to play in via clan or discord, etc.
As a solo player, I find that even while I feel I am adopting a very efficient experience farming strategy to 70, once I get to 70 is when I really see a huge gap emerging between those who are playing in coordinated groups and the most elite players on one hand, and more mediocre players like myself on the other. Assuming I am playing from season start until like 3 in the morning (about 7 hours of playtime) I will end up at maybe 200 paragon with my HG set complete or nearly so. After this comes a farming grind to get gear, materials, gems, and keys. Playing hardcore after completing my SC seasonal journey it reminded me how unrewarding it can feel to farm anywhere except t16, and how much time it can take especially for a single player character to get the gear necessary to get to this level in sub-t16 content.
I am in no way saying that a single player character with mediocre skill can or should ever rival those with truly excellent skill and coordinated group play. I am saying that the curve should be flattened a bit more to make farming into t16 just a bit more accessible. What is necessary to do this is basically improved ability to farm lower content with greater effect (i.e. more rewards/drops per rift/GR) assuming players are utilizing elements available to them. The re-introduction of double bounties reminds me how much easier it can be when the yield of your farming is so greatly enhanced - not suggesting that double bounties need to be a permanent thing, but maybe on opening weekend of a season would be nice!
With that in mind, I want to suggest a few things that could make this early stage of level 70 grinding, prior to t16 farming with relative ease, a bit more rewarding and fruitful for those who find themselves unable to progress as quickly by skill or group benefits.
First, re-examine and up-scale the current table for difficulty levels in terms of the following:
- DB drops
- Key drops
- bounty materials per cache
- legendaries per bounty cache
- infernal machines
- organ drops from Ubers
I cannot link the table, but d3resource has a difficulty overview table that breaks down the current scaled values of different torment levels according to different items.
I would adjust the existing table roughly as follows:
- DB: Normal, 50%; Hard 90%; Expert 100%; Master 150% chance (100 for 1, 50% for 2) - T1, 200%, scale to T6 @ 300% - T7 through T14 scales to 400%, capped through T16 @ 400%
- Key drops: keys are crucial throughout the season for obvious reasons, and the current scaling does not give 200% chance (100% x 2 keys) until T11(!!). While T11 is generally easily accessible with the HG set, not all these sets are easily optimizable even for this content without certain gear choices. I propose: 2 keys @ T6, 3 keys at T10, 4 keys at T13, and perhaps give up to 450% chance at t16 (chance for a 5th key) - this would help long term the keyfarming grind.
- bounty materials per cache: begin materials at 6 (starting at normal), add 1 material for each torment level up to t16 (which will remain at 22). This makes the curve more linear and I think more reasonable given the current state of the game and the rate of how far/fast players progress in early season. My t11 cache will yield me 17 materials, about a 50% increase from the current, and wouldnt break the game. Side note: I’d also like to see bounty materials RARELY drop from monsters in adventure mode. I mean like maybe 1-3 per t16 run just farming monsters in the course of bounties, this gives just a little extra something for your effort, and maybe an incentive to farm certain bounty zones instead of others which could make bounty farming more interesting to players.
- legendaries per bounty cache: normal through master should be 25, 50, 75, 100%, t1 throgh t4 scales to 200% (100% x 2 legendaries), t5-t10 scales to 300%, t11 - t16 scales to 400%. The current balance gives 50% chance for 4 legendaries per cache at t16, so again this just flattens the curve, and makes late game farming for some of these legendaries much more rewarding at t16, with or without double caches.
- Infernal machines and organ drops: Ideally I’d like to just get this number down to scaling to 1 machine dropping per keywarden past say t6 (scale t1-t6 to 100% chance) and then the uber encounter itself drop more organ parts. this would change nothing as far as normal-master for droprates, then I could see something as simple as an incremental 100%, 150%, 200%, etc. scaling up from t1-16 - so t16 would drop 8 organs guaranteed. Hellfire amulet crafting is mostly a thing of the past except for some niche builds and this would make early season gearing and late game optimization for any builds using this to do it easier. Ubers can be a tedious process and no one really does them often, but this doesnt mean they cant be improved - also by a reset button for the portals, please.
I also would make another change to the Sage’s set: instead of double DB only, make it double all dropped materials - veiled crystals, reusable parts, dust, and forgotten souls. This would NOT affect salvage values at all, only for dropped materials. Many players include Sages set not just in early game but in all stages of farming rifts, the goal being to continue to keep crafting gear via Kanai’s recipe #3, and this brings more parity for drops of resources in the game. I also think that generally these resource drops can be increased, except on those from goblins, and could be auto-picked up like gold. This would greatly enhance Sage’s even while in its current form it is still a decent addition to a farming build. Personally, I think that a nice 1000 to all stats would be nice instead of the negligible 250 it currently has, or even higher perhaps up to 2000 - though this might be too crazy?
Those are my thoughts, I’d love to hear your suggestions on other ways early season farming outside t16 can be more rewarding for players behind the curve.
Edit: it might be fruitful to examine the blood shard amounts from caches and rift guardians in nephalem rifts for each level too, but this could be a different post.