Does anyone like random stat ranges?

After thinking about what the real problems with this game are and what could be done about them, I realized that the randomized stat ranges are a huge issue.

Doing Nightmares, I used to fill up my inventory every 3 dungeons with Ancestrals. Now it’s almost every 2.

I come back to town every time, and look through them at a vendor, selling the trash, most of it, keeping 1-4 pieces to compare to the rest of items in my inventory once it fills.

I save a small variety of things that could be good for my current build or one I may want to try in the future.

Stash is pretty full. I only have 1.5 pages to fill this way. Once it fills completely, I try to throw away as much as I can.

Doing this over and over again, I have realized that the stat ranges are super dumb and a huge waste of time. In previous Diablo games, it wasn’t as big of a deal because rares were common and useless, except in some extremes, and uniques were actually rare and useful. But now that every rare can become a Legendary, progression insists on looking at each and every piece.

And it’s super dumb… First off, having to have the advanced tooltip on all the time is a massive clutter of spacial information on every item. The items feel BORING because I’m meticulously inspecting so many of them. And every time I have to do this, it takes me out of the monster smashing mindset into accountant mindset. I hate that the most. It really ruins the flow of the game.

It’s a huge waste of attention on things you are simply throwing away 95% of. And it’s not interesting. Randomness is nonsense. True randomness doesn’t happen anywhere in reality. Everything has its strengths and weaknesses. There are some variations from time to time, but those variations have reasons. They aren’t random.

At first I thought they should just have a static roll on every stat. Then I thought that could get boring too. Now I think the itemization should just be done like classic WoW’s. Every item has an iLevel, and that affords it a determined amount of stat allocation points. Each percentage of every type of stat costs a certain amount of stat allocation points, and every item of the same iLevel will have the same amount of allocation points, increasing as iLevels increase.

The type of stat on each piece and their point distribution will still be determined randomly. But the “power level” of the item will not vary.

This will not only simplify the items so you don’t have to waste as much attention on them, it will actually create more variety. Right now, most items are just automatic throw aways. If I see gloves with 1-2% crit on them they are vendored. But with this system, gloves with 1% crit on them won’t automatically be garbage because the Lucky Hit chance and attack speed could then be guaranteed 10-13% if those stats rolled.

This would probably necessitate fewer item drops, which, YES PLEASE! We don’t need so much crap to be picked up and assessed all the time.

The only argument against this that I can think of is, “But I want the chance to find that perfect uber-leet item with max rolls on all the right stats.” My response to that is, 1. Why? You just want to trivialize the content? And 2. No you don’t. With how this game is right now and in the forseeable future, finding those perfect items is not going to be worth having to sift through hundreds, thousands of garbage items. And in the meantime, you’re not going to like agonizing on whether or not you want to use the good legendary aspects you have filling up your stash on those sub-par items.

Personally, getting to the point in an ARPG where you are just farming items for perfect rolls was never interesting to me, and I always quit then.

So, I think they should take a big jump and get rid of this annoying randomness. Blizzard basically invented the ARPG. They can reinvent it. Come up with other compelling endgame activities like actually good PvP or raids or something.

But if people disagree or agree, I would like to hear/know why.

3 Likes

For the exact same reason I don’t want every item to be legendary or unique, I don’t want every item to be good. Good items should be exciting, not expected.

8 Likes

Agreed that it ruins game flow to have to look at them all.

This issue was largely avoided in D3 because each legendary or set item was a very specific item, so most of the time you don’t have to look at the drops at all before destroying them or just avoid picking them up entirely.

When sets get introduced this may alleviate the issue.

2 Likes

95% of the items will still not be good. Either because they are low iLevel or just don’t have the stats you are looking for. It just won’t be 99% of the items.

Also, right now, EVERY item is either legendary or unique, because they all have the potential to become legendary. So, it sounds like you’re saying you don’t like how things are right now.

We are at least 7 months away from sets.

Also, Blizzard has stated that sets in D4 will not change builds or want you to change your build. So, Blizzard will figure out nerf everything until every build is End Game viable. Then, they will make sets to make sure that every game build is End Game viable.

Yeah. And that’s the point of the game. I don’t know who wants a game where every 5 items I pick up one of them is great, every 10 enemies you level up, and every other weapon is a unique drop. That’s just dumb. Value is linked to difficulty and rarity.

Would be really nice if D4 could reach at least the D3 level in terms of estimating the relative value of each drop. Leveling in D3, especially on console with the easy review of recent drops, you can just equip anything that shows green across all three stat categories and do just fine.

In D4 the game tells you zero really about any relative value and leaves everything up to you. even if you’re not one of the 80% customers who is “casual” and doesn’t know or want to learn all the minutia involved, it’s still a big time investment and detracts from the flow and fun of the game.

Besides at least a halfway decent auto-compare, it would be nice to highlight any item with a “perfect” stat, and I’d really love to tell the game which stat affexes I actually am currently looking for (give me a screen with a checkbox for every possible thing that might be on an item) so it can again highlight them in inventory (and ideally on the ground as well).

Stop trying to make Diablo into a hard core serious business game lol. You don’t have enough hard core customers to get rich that way…

yes, random stat ranges are awesome, increases rarity of items, but we need some more affixes, some more good ones, and some more useless ones, and we need all +skills unlocked on any class to encourage more trading.

but overall yes, i think random stat ranges are great, and random affixes too.

2 Likes

i think an easy way to tell perfect affixes would be nice. and a way to filter items you are not looking for would also be nice. i think we should be finding a lot more items that aree not for our class and trading a lot more to get our items, but a customizable filter would work for everything, poe has one.

1 Like

Every ARPG utilizes gear ranges. You’re asking for there to be no incentive to grind loot in a game genre whose entire premise is grinding loot.

Whilst giving zero ideas outside of crap people don’t like from other games being shoved into this one.

2 Likes

Think of it this way, how much time per day do you actually work? What would happen if you were paid only for the time you worked? How does this translate? You are a hero. Saving people, killing monsters is your job. However, you have to eat, drink, pee, poop, sleep, etc. but none of this is shown in game. Instead, the only downtime you get is when you check your inventory. So, if you eliminate that downtime, you will - eventually - burn out.

We don’t need to eliminate the downtime here, just reduce it. Needing to sift through inventory is a bit too frequent at present. Also the sifting process feels like a chore, far moreso than the combat.

I would like Red Border and Dark Red Border rare items.

Red items would automatically have some number of perfect rolls. Dark red items would automatically have 4 perfect rolls and max DPS/Armor/Resists. These would draw your attention and you’d know to pick them up and look at them. At a certain point you could just stop looking at yellow ancestral rares and just look at red ancestral or dark red ancestral gear.

Sifting through the garbage is not really that fun. Draw our attention to the good stuff.

Just my take though.

Stat randomizations are not what makes items rare or the game difficult. Item rarity makes items rare. Game difficulty makes games difficult.

HALF of the stats are already useless. Resists, individual base stats, most Lucky hits, overpower damage if you don’t have overpower procs, and half the rest depending on what your build is. You really want more? You like wasting your time?

[quote]Every ARPG utilizes gear ranges. You’re asking for there to be no incentive to grind loot in a game genre whose entire premise is grinding loot.

Whilst giving zero ideas outside of crap people don’t like from other games being shoved into this one.[/quote]

Are you saying people didn’t like WoW classic’s itemization? That was one of peoples’ favorite parts about the game. The Pre-BiS list was all the rage in the preparation for classic’s re-release. The only problem with classic’s end-game itemization was the rares and blues were pre-created and static. There were plenty of items that had COULD have existed that people would have wanted, but they didn’t exist.

I’m saying having to look through and keep track of gear is more work than slaying monsters. If I wanted to relax I’d completely do something else.

When there’s just only 1 numeric stat range variation, you can easily establish an order relationship “A > B”, according to which of the two items has a bigger numeric value, and easily decide which item to keep and which item to trash.

But when not just every single roll is random in its nature, but also in its numeric value, it is usually “A > B” according to certain stat, but also usually “B > A” according to other different stat, creating a sense of confusion in the player, who doesn’t know what to do, and ends hoarding both items.

Lol… Of all the actual issues… Youre complaining about a base feature of all arogs lol…

The thing is i don’t rly understand why do you even need normal and sacred items.
Because as soon as you reach WT4 you immediately understand that items which are not ancestral is no reason to pick.
Why do they even drop on WT4?
There are tons of crap ancestral here already.

Random stats range is fine. The vairation isn’t that huge. It’s not going to make or break a build. The “smart loot” affix is the real problem. I’m getting one acceptable upgrade every 40 run.

If I am getting ancestral weapons but I already have a perfectly rolled weapon, I need incremental change in my other gear until RNG is kind to me. I have a Level 15 character with NO Blue or Yellow items. I am transferring items from other characters in order to gear the one character.

It’s supposed to make it easier to determine what is trash I think. Imagine if we had to pick up and look at all the rares instead of just the ancestral ones.