RNG needs a bit of control. Atm, D4 is a pure slot machine

I think pure RNG is bad because it promotes burnout and frustration.

I would recommend:

General RNG:

  • set the number of afixes for an item to a max of 5-7. Right now, for an amulet to get the correct roll it is extremely hard ( I think the chance is 1/12, 1/15 )
  • remove min-max intervals and replace it by a standard max value. Now, if you get a ancestral legendary item but the legendary power rolled min, then bad luck, keep grinding
  • allow for tempers to be reset with a scroll more than once
  • for tempers, if we get the same value, allow to keep the old value
  • for tempers, if we get the same value for more than once, force to generate something else
  • set standard for items to have 2 GA affixes
  • allow item enchantments to still keep the GA after re roll

The problem that I see atm is that it’s extremely hard to get the BIS items that you need. And it all depends on luck and not at all on the work you have put in.

Because the improvements of our characters is logarithmic, being based solely on RNG it causes frustration and burnout at some point.

What are your opinions to make the game a bit more deterministic?

allow item enchantments to still keep the GA after re roll

No.

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I dont see them revamping the entire core gearing systems at this point in the game’s life. Players have been harping on the frustratingly implemented ( and sometimes it seems downright cheating) rng systems in the game since launch.

They need mechanics like this to artificially extend players time and engagement with the game. The game doesnt have enough naturally to keep you hooked.

You don’t need BIS items. You want them.

I do agree that giving players some agency is a great thing. Mythic crafting is a step in that direction. I’d like to see that philosophy expanded upon. Perhaps there could be items like scrolls or jewels that allow players to add a specific affix to an item at the enchanter. There are ways to give players agency in their gearing while maintaining the hunt and the resulting dopamine hits.