Stuff wasn’t dropping, they obviously can’t seen to fix it. I’m P 234’and I’ve seen 2. Fine.
It’s the brand new thing and people can’t use stuff. They introduced a crafting mechanism in S13 and then locked it. What kind of sense does that really make?
The issue is the low drop rate of Iconic Mythics, not the “crafted” tag.
Also, it is best not to assume that the forum represents every opinion. Generally, people who have no issues with the service do not post—the “silent majority.”
The forgot to add mythics to season on mythics and they finally added them. Did they add too many? Probably, and will likely add more to keep engagement numbers up and maybe bring a few people back.
It’s all temporary anyway when everything goes to eternal at seasons end. Seems odd that they put such hard limits on limited content in the first place.
One of the benefits of the seasonal model is that the game gradually evolves through the addition of new features each season; the content added via the Season 13 DLC should not be rendered meaningless.
I suspect they thought mythics would drop more than they have. Yet, each fix to address mythic drop rates had not yet resolved the issue. So, the removal of the crafted limit was the next best solution - as players craft the gear.
The part that vexes me is addressed in Season 15: Deterministic upgrades. Direct upgrade of the thing you’re wanting to upgrade. I’ve put 16 rings into the horadric cube to be upgraded and not a single one of them is even the same ring type as what I am putting in there (Writhing Moon). I get Wound Drinker 85-90% of the time (not what I want). I put other rings in there and the results go even further out (general class-agnostic uniques that aren’t used by my class). Cool.
But, I guess the point is that there’s RNG on top of RNG on top of RNG. They know that there will be a loot chase so there’s no incentive to roll back the drop rate at the moment. It should be higher than normal because the vast majority of it will be crap and recycled accordingly.
It’s pretty amusing that the most efficient way to get mythic items is to run only nightmare dungeons with seasonal and realm walkers every 25mins. I’ve updated my loot filter to ignore ancestrals compleyely now.
I guess it’s better than grinding helltides for keys and doing hundreds of lair bosses, but not by much.
Yep. They’ve gone insanely overboard with this. I just created a rogue, levelled it to 70 in 1 second with caches. Rolled a load of uniques with boss mats. Used said boss mats to turn all into mythics and rerolled them to 4 of 4 required stats (granted not all ga). Then did the same at blacksmith.
Made a full mythic rogue within 22 minutes gameplay….. that’s not healthy for the game.
All they had to do was remove the crafted tag for iconic mythics from the blacksmith and increase iconic drop rate. Allowing infinite crafted is just stupid.
As long as we have short seasons with low quality content nothing will change.
The levelling experience is bad.
People do not like levelling in DIV. They dont even like to grind for gear.
Nowadays innovation in a game would be:
get rid of seasons
provide new good looking and performing loot and content on a regular basis
I dont know how they did it. But the gaming companies brainwashed the players into thinking that seasons are the pinnacle of gaming evolution and the sheeply players will defend seasons until death.