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So Diablo 4 is a live service game focused around Seasons per devs choice.
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Some dev (was it a dev or someone else who works on game in different area?) stated if u got nothing to do endgame to touch grass (meaning take a break from game after a mere 5 weeks which is around 1/3rd of a season duration?)
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You design super uniques to have an ungodly low drop rate even the dedicated no lifers can’t get them with more time into game than 90% of ppl will play in a season.
so you have a person on the team for game saying don’t play it after 5 weeks, super uniques so rare (and the can roll different values on top of it…) majority of your player base will never see one if they only season play due to the duration before reset of next season, & again the season you WANT and design game to be played…
These 3 things do not work together in any meaningful way.
POE & diablo 2 can have these type of drop rates even with seasons…because they can trade.
If either game disabled trading these items would no longer be validated for the insanely low drop rate.
you have low but tradable to keep market inflation of em under control (but not devoid of the item)
or
you have non tradable items with a more common drop rate. (as theres no other way to get them so cant be insanely rare)
Shako gate is w/e (again eternal realm less than 200 ppl effected, & no leader boards for any advantage really…and before you say pvp 95% of players aint encountering one of the bug abusers so moot point).
point is the rate needs to be higher if you are unable to trade them ESPECIALLY as they can roll random values or keep em insanely rare and allow trading.
tl;dr your games design/team statements are contradicting each other in a way that makes zero sense for those super unique items.