For Those Who Are Excited For S2, Good. It's All A Bandaid Until Loot 2.0

Gems are easy, just make them the same as the ones in D2 and drastically lower the level requirements and make sockets available much earlier.

That way i can take a white socketed weapon and throw some rubies in for some beefy fire damage while leveling.

Or put some sapphires in a helm for more max resource, etc. All the current tiny % bonuses to various crowd controlled mobs kinda sucks

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It’s amazing how many things DII did right that DIV just ignored, except for atmosphere and tone, of course.

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  • Let’s at least wait until they describe the changes to uniques before dismissing them
  • Stop thinking that “copy D2” is a viable or even fun option for this game.
  • Agreed - they should really remove level requirements for gems and add a couple tiers of them
  • Stop thinking that “copy D2” is a viable or even fun option for this game.

The game doesn’t need runewords and sets, what it needs is an incremental crafting system that allows you to find pieces you need and use them to create cooler gear. Runewords and sets were one version of that, but they are flawed in many ways because they are so static and because a lot of their appeal came from how much more powerful they were than other items. We don’t need fixed-stat items to have more raw power than other items, we need them to be more synergistic with a build.

The problem with a loot game around uniques, legendary aspects, and random-drop rares is that you either win the lottery or you don’t. There is no incremental progress. You might be able to get some mats and gold that give you a second chance on some items, but that isn’t the same as the feeling you get from building up runes or gems or compiling a set. However, PoE turns targeted gambling into a collectible game. Since you can get different mats that give different ways of improving an item, you can have a project to craft up something godly piece by piece. Last Epoch shows how you can make this gambling up a god drop process into its own mini-game and therefore add incremental progress to loot drops.

So what D4 needs is more forms of crafting - not D3 style crafting, but Last Epoch or PoE style. Even just variants on the Occultist that let you do things like graft on an affix from one rare to another, up the roll of an affix, up the roll of an aspect, change an affix to a predictable but low-rolled one, etc. Controlling these things with drop rates on specialized materials, incorporating gems into the recipes, giving some chance of failure, etc., would make the loot game more like a modern slot machine than an old school 3-reel bandit.

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ehhh, runewords, and sets and uniques… i dunno.

im a huge fan of having rares be the centerpieces.

currently the best items in most slots are rares, and i think it should stay that way.

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Loot and class builds are both as deep, and satisfying as a one dollar scratch off ticket. The game puts me to sleep in its current state. Paragon boards are half hearted upgrades, at best. On most boards you go straight for the glyph slot and a few key specific stats, depending on class.

Skill points ending halfway through leveling is still what confounds me the most. Are there other RPGs, with point based skill systems, that stop giving points before you reach the last level? Of course if they did it now they’d take they easy route and just require twice as many points for the same skill increases.

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I love how people make knee-jerk posts like this a few days before they’re literally talking about changes to exactly this. It’s like they have no idea.

They are talking about farming Uniques. This doesn’t even come close to fixing the core root of the issue: The loot system in this game is flawed at best, broken in a lot of ways.

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Yeah. I glance at this post once in a while and consider weighing in and then I think “what’s the point in speculating about it until the next stream?”

I just don’t want to say something that might be completely stupid in a few days.

They aren’t only talking about looking at the uniques. You better do a recap.

Yep, you are right. Levels 1-50 of this game feel great. Everything after that/WT4 feels like filler.

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I’m looking forward to the future of this game, but I don’t think S2 is going to do the trick for me. What I’d like to see on top of the QoL improvements, is a massive amount of new gear.

After not having played for a month, I hopped on to assist a couple of friends with my optimized level 77 rogue. After 3 days of mindlessly grinding, I realized, I hadn’t found 1 piece of gear that would act as an upgrade. After looking over the levels of my currently equipped gear, the level range was 56 to 66. So here I am at level 77 and I haven’t found 1 upgrade.

What’s the point? I love grinding, so long as it pays off. But in it’s current state, I really shouldn’t be finding worse versions of what I already have equipped. And too boot, I’ve already found all of the available aspects. So there’s no incentive there.

As a life long fan of Diablo, I really want to call this a favorite game, but in it’s current state…it’s not providing entertainment.

Can you be more specific?

Do not ever use D3 and Sets in the same sentence again… Please tell me what did most people wear in D3? OH RIGHT sets… Why did they wear sets OH RIGHT because it gave upwards of thousands % to a specific skills damage…

Uniques were fine in both games. Runewords could use some tweaking, but D2 had a decent idea on it based on the cost to craft said runeword.

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If there’s 30 class specific aspects, I’d like to see 60. If there’s one unique per slot, per class, I’d like to see 3. More loot in general. I don’t want to hit level 70 and feel like I’ve already found everything there is to find (with the exception of Uber uniques).

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im not too excited mainly because of the steam thing.

steam is where blizzard games go to die. if it goes there you know they have zero pride for the product left.

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Oh, I see the problem. Yea, this has been addressed so I’ll give you the numbers.

So, you’re Lv 77. Let’s back track a bit. At Monster Lv 100 the range is 845 - 920. Subtract 23 levels, the range is 799 - 874.

The range on Lv 55 gear is (subtract another 22 levels), 755 - 830.

So, while it is possible that you won’t find an upgrade for a bit if you found a really high rolled item, it is a lot more likely that you will until the point where it’s inevitable.

If you’re using a max roll Lv 55 item (830 IP) there is absolutely nothing wrong with that. If anything, it’s a god tier leveling item. To guarantee an upgrade from this, you would have to fight Lv 93 monsters (832 - 907 IP).

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Well, that’s the thing, aside from last night, the two previous nights, we had a level 99 rushing us through higher tier NM dungeons. During those two nights, I didn’t find one unique, nor ancestral that was even close to being a build defining upgrade.

Anyway, I’m sure this game is going to eventually “hit the spot”, in regards to generating excitement, which in return will motivate me to play…but as it stands now, I’ll pass.

Again, I WANT this game to succeed.

You’re aware this change doesn’t take affect until S2, right… It’s been changed. It’s in the game. They’ll update it on the 17th.

I’m sorry, what change? If you don’t mind, could you post the exact patch note?

I literally just gave you the numbers, you can scroll up and review it but i’ll give you the TLDR version:

There’s now a 75 IP range after Lv 50. IP is based on the monters you fight, not your character level. Monsters at Lv 100 can drop the highest rolled items and fighting monsters over Lv 100 increases that chance.

Uniques that drop from Duriel always roll at max and rares he drops have a tighter range (instead of 845 - 920 it’s probably closer to 870 - 920 for example).