The Loot and Upgrade problem in D3

They should implement a system where you can keep improving, changing your items. At least we should be able to make our primals perfect (for our build). And yes, that could mean the ability to reroll all stats. It could also mean reforging legendary that an ancient stays ancient or becomes primal and that a primal stays primal.

1 Like

Generally from my understanding of late game gearing, it DOESN’T come from drops but more from using the Reforge Option since you will always have the item you actually want which removes 1 of the variables in gearing. Sure you can “get” lucky with a drop but more often then not, its using the reforge for improving your gear.

2 Likes

and Upgrade Rare and Kadala as they fasten up (and increasing) your chances to get the gear you wanted.

I thought that Ethereal in S24 showing very well that without Reforge, Upgrade Rare, and Kadala, finding a usable Ethereal can be rather difficult and time-consuming, and that is only for weapons. Just imagine if you need to farm 13 Ethereal Gear for each slot.

My old stance has pretty much been that the higher the difficulty, the more you shave off minimum roll RNG when something drops. Basically, if you’re clearing 150s, anything that drops should be like within 10% of perfect rolls all around. 100s should likely be in the 25-30% range.

Also feel like with this, there’s leeway to actually make primals more interesting or even revert back to their v1 counterparts. Paragon grind will still be the name of the game eventually, but potentially shaving off a thousand or so levels from the unreasonably high “expected paragon level” through gear will help make the climb to 150 more tolerable.

Worst idea ever! D3 would be an “elite” player only game.

1 Like

Not at all. That is good reason to play. The paragon part should just be removed.

Salvage dude! Problem solved!

The amount of work involved to rework the loot tables would be a nightmare, and we have to remember D3 is being managed by a skeleton crew right now. That’s why realistically, I think the easy solution is to just focus on making bad legendaries useful.

I wrote some thoughts on game design here to give context to my suggestion, but it's lengthy. This is a TLDR.

I wrote a post over a year ago talking about the phases of the game and how they differ in terms of the loot hunt. GR90(ish) was in the category I called end-game which is basically where you already have a full build, a handful of ancients with good rolls. At this point, your upgrades only include items of the kind you already have equipped, but with better stats. We’ve already sorted out 99%+ of the loot tree. Once you’ve got ancients, realistically, the only other upgrades are better ancients (or primals which are just perfect ancients).

Blizzard solved this problem by just throwing more loot at you for doing GR90s. You get 12 legendaries per run. You get 12 pulls on the slot machine. But, because of the nature of upgrading, there are fewer and fewer actual chances to “win” when you pull the lever the closer you get to having “perfect” gear, there just aren’t that many more upgrades within the design space of the affix combos and the ranges of those affixes. For most players, we’ve “won”. We beat the game. We have a completely built endgame character with near perfect gear.

For highly competitive rift runners, honestly, at this point, it’s skill and your luck fishing for just the right rifts that determine how high you can climb. That few points of extra main stat, or the +1% whatever isn’t going to make any noticeable difference. Only when we start talking about gearing at very high paragon levels where you start to hate the Smart Loot system because you want to roll off the guaranteed main stat (meaning your other 3 primary rolls must be perfect), do we have any real opportunity to see benefit, and even then, it’s small. This is all min-maxing.

This is a very long way to say that I don’t think there’s a way to ever achieve having equal chances of seeing an upgrade at GR130 vs GR90. The space you have to upgrade is simply too small. Your gear is too good. We have to set realistic expectations.

Let me turn the question back to you:

What if we let primals serve as those “final upgrades”? What if, hypothetically, we made it so that if the game chose to drop a primal item, that item would be of the type of an item already equipped on your character (ie, it has to have the possibility of being an actual upgrade). It would use the current Smart Loot system to pick stats, and remain reforgeable at the Mystic. But, in exchange for eliminating the 90% of “garbage legendaries” from the search space, we made primal drops rates correspondingly lower (it might be 10x lower)? That new rate would be the baseline at T16/GR75 equivalent. As you increased in GR up to GR150, where it is capped, the rate would increase slightly at each level. Keep in mind this is multiplying an extremely low number by another low number to make a slightly less low extremely low number. At GR130, for example, the primal drops would still be exceedingly rare, but maybe 4-5x higher than at T75 to reward you for doing much harder content than T16 speed farming.

For the average player who finishes the season and maybe hits P1000 doing GR110s, it would make little difference. They’re still relying on ancients for upgrades. But for the high-end player who is pushing the highest GRs, while it makes primals rarer, it might allow the red beam to feel more exciting and rewarding on the rare chance they actually saw one because there would be a high chance you could equip it, rather than immediately take it to Haedrig to shatter!

And would we want to also restrict the affixes to guarantee it could be equipped? This would effectively rule out ever upgrading that item slot again for that build, and reduce incentive to keep playing the more slots you filled.

So making loot drops to be better focused makes game targeted elite only? Note that my suggestion wouldn’t hurt possibilities to play casually, but it was a combination of things.

Yes, players would get things a little more slowly at the starts, which would maybe mean one hour more playtime to get full set etc. I’m sure that would be really good change for low level players also to keep game interesting a little more time. Note that only the problematic levels after T6 and ending to GR150 would need fix. Lowest levels seem already quite ok to me as there is no endless legendary item rain there.

Better targeted primals scaling with GR level sounds a good idea.
But if it would be possible with primals, maybe it would be possible to get better targeting for other loot also. I don’t see anything wrong with GR150 giving slightly better loot at average than GR90. After all, monsters at GR150 are about 12000 times tougher than at GR90 - random adventurer might assume the monsters would have acquired better gear also to drop for him.

I’m a pretty casual player, maybe an hour or two a night, mostly solo, and nearing p1600 already (which is about 200 off my best season para ever)…My scoundrel (who I don’t use cuz I haven’t gotten enough CDR on my gear to move off Enchantress) has a bunch of red stuff…my main character has none.

Red beam this season (and most seasons actually) for me is not even interesting. Gamble for a decent Wraps at Kadala…ooh red…Trag, Promise of Glory, Trag, Warz…red ammy drop from the RG…oops it’s Gorget…and ANOTHER Gorget…need a decent Cirri…3 absolute s$#t holy points…

I hoard my junk primals until the end of season and then salvage, at this rate I’ll have at least a full tab full waiting to become 15 FS (which is a joke).

I would be on board for an increase in rarity and a massive increase in useabilty.

I would also go with this.
I don’t have a problem with real rare things, but don’t enjoy salvaging
all the time, cause rare doesn’t mean good at all.
To late to totally transform items, but they could make them rarer, and with tighter,
or more desired rolls.

I’m closing in on P1500 and am a pretty similar player. I have had a couple of primals drop. Sash of Knives, Omryn’s Chain, Augustine’s Panacea quiver, Shadow set chest. Nothing really to jump up and down about. I did get a Unity ring, but I’d have to give up Focus/Restraint to equip it and it actually would make the max rift I could push lower rather than higher . In a past season, prior to GoD being god mode for the DH, I rolled a Dead Man’s Legacy primal which was nice, but essentially, the primal concept really doesn’t affect me. The chances of me ever finding something I’d want is about 1: (every drop I’d see for 3 seasons).

The concept of making things even rarer than that honestly is unappealing. Making it so rare it’s never going to be seen solves nothing. IMO, it’s a core problem with how Diablo’s loot system works. They simply can’t put guarantees in place, so they gate everything behind increasingly long odds. Whereas with other loot systems, you could award gear for skill, Diablo can’t. It awards the best gear for “lucky” rolls against a random number generator. It’s a problem that can be solved… in a totally new game, but not in D3.

So for D3, I try and suggest the option of narrowing the search space given to the RNG and increasing the odds, but ideally (in another game), I’d redo the whole loot system to be much less dependent on randomness.