Dev Feedback 2 Weeks In

Drop Rates

I love the current ancestral drop rates on uniques, especially how viable is it to finally find a 3 or 4GA unique for your build. This feels much more enjoyable than it was last season.

The ancestral rate on legendaries is pretty bad though. I can see a end of season state where after 200+ hours you still never see a 2GA legendary with correct affixes. Whatever buff was applied to the ladder bosses should probably be applied to pit bosses to even out the ancestral drop rates between legendary and unqiques.

Mythic Drops

While a 1 out of 10 run drop chance was fun last season, it was probably too common. The current drop rate probably is more healthy long term like vegtables are more healthy than fast sugar rushes from candy. However, the items generally are pretty bad now and not worth of such a rare drop rate. The nerf to Andarial, the poor use cases of Ashvarion (not to mention that conduit shrine basically deals no noticeable damage in T4), all means if this is how low the drop rate is, then the mystics need to be massively re-buffed to match the rarity.

Crafting Materials

There are of course hot fixes and many posts about how odd the bottle necks have become this season. My feedback and comment is why is the formula for how much of each material needed and where to find them keep changing every season? The game could benefit from huge stability improvements if this part of the core game is stabilized.

Class Balance

Let’s assume the perspective that everything that makes Spiritborn fun to play is a feature and not a bug. This should translate into all other classes returning to uncapped multipliers and having multiples of them. This would solve many class balance issues.

At some point it doesn’t matter if you deal 150T or 250T if the content is dead. But all classes clearly needed to be able to deal 100+T to clear the final difficulties. So caps should be removed. Key passive nerfs on Barbs should be undone.

A game play loop where there are no better rewards for higher pits and you level paragon just to play the same Pit content at a slightly higher Pit level gets boring very quickly. Changing classes or builds for diversity of game play has much more longevity than a Pit grind paragon leveling loop.