Feedback: Sanctification RNG feels overly punishing due to lack of bad-luck protection

Hello,

I’d like to provide feedback on the current Sanctification system.

After extensive endgame play, the main issue does not appear to be individual drop rates, but rather the absence of any form of bad-luck protection. Sanctification outcomes are fully independent, which allows extremely long streaks of failure with no sense of progression.

For example, in my case, after approximately 3,000 Sanctification attempts, I was only able to obtain one Uber-tier result. While I understand that RNG is part of the system, experiences like this make the process feel disproportionately punishing relative to the time and resources invested.

This disparity is especially noticeable when compared to publicly shared results from high-visibility players (e.g., content creators), where outcomes often appear significantly more rewarding. Even if these examples are influenced by selection bias or highlight-only footage, the contrast can create a perception that consistent effort is unrewarded unless a player experiences extreme luck.

In practice, this leads to:

  • Large time investments with no incremental progress

  • Players feeling discouraged from engaging with Sanctification long-term

  • A perception that outcomes reward extreme luck rather than sustained effort

RNG-based systems are expected, but without a fallback or protection mechanism, Sanctification can feel unrewarding even at the highest levels of play.

Possible improvements that could preserve randomness while improving player experience:

  • A pity system after a defined number of failed Sanctifications

  • Escalating odds for higher-tier outcomes

  • Guaranteed progress milestones after repeated failures

  • A parallel, more deterministic progression path

The goal would not be to remove RNG, but to ensure that significant time investment always feels respected. i spent atleast 13 hours of play since days 3 of lunch i payed the 120$ cad expansion i was suporter number 1 am every season am saying give them a chance but nothing new RNG is broken skills are broken season 1 the loop was bosses and bosses season11 still same thing . blizzard want money but gives you only a smell of fun what for the big price tag then i dont get it . Rob, Rhyker . slayder …. all payed infulencer payed and funded by Blizzard to seel you a dream what for , to make money

Thank you for taking the time to read this feedback. i Quit

3 Likes

Deterministic systems are almost always superior to RNG systems.

Great post.

1 Like

Albeit I agree with you, I really think an increased Heavenly sigil cost to re-sanctify an item is the ticket. I only say this because none of them are “failures” necessarily. It just depends on what step of progression you’re in, and they’re all subjective. If you Sanctify all of your gear and get Shako on 4 pieces, they’re all a “success” by definition of being “uber tier” but man that would suck.

I think a re-roll mechanic, or even fine tuning it where you can select or eliminate potential results at an increased cost to sanctify would work.

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I’m currently sitting on 300+ heavenly sigils that I use occasionally to teleport to the forge. No other real use for them other than…sanctifying 750 gear for giggles? Drop rate for 3/4ga gear is abysmal and demoralizing. I don’t want to spend 50 hours grinding out for a piece of gear only to have its stats replaced by sanctification.