changes have been made to seemingly improve the flow of bossing and reduce the issue of too much loot dropping such as instant respawns, no more rare items and no legendaries, etc. but then they increased the number of boss mats you get significantly and reduced the frequency of seeing mythic uniques so that you still spend the same overall amount of time doing bosses and selling items.
the main issue has always been the fact that you have to TP out every minute (you can do 5 kills max on t4 before your inventory is full) and sell a full inventory of loot and with the number of runs you have to effectively spend time on now in contrast to before it actually feels no different than before.
there is no reason to spend 80% or more of my total gametime just standing in one place killing bosses that die in 2 sec and spending more time vendoring garbage than anything else in order to farm what are really for the most part the only valuable items in the game (GA uniques and mythic uniques).
ive barely touched helltides this season because bossing takes up so much time and gives the best rewards. in reality, bossing should be an activity that you spend a short amount of time on and expect to be almost guaranteed to get a good reward after you spent a lot of time accumulating the necessary materials by doing other activities.
instead of doing 15 rotas id love to just do 5 rotas and just have the rarity of GA uniques and mythic uniques be scaled in proportion, with a significantly lower number of non GA uniques dropping overall so you arenāt spending most of the time vendoring junk.
or if this is too complicated then at least put a vendor in the dungeon outside the boss room.
the only real genuine improvement thats been made to the entire bossing experience is party finder because at least now you no longer have to watch the d4 discord like a hawk the moment a group gets posted that youāre interested in and then go through all the bnet shenanigans.
you missed the point of the thread not sure if you read the whole post⦠the runs are faster but the chance you have of getting useful loot went down significantly.
and constant vendoring is virtually unchanged, youāre just vendoring uniques now instead of rares which means you get a bit more gold out of it.
Its about 15-20 seconds per so we will say 20 seconds. It take 2 seconds per loading screen and another 10-15 seconds to run back and forth from the blacksmith.
So that
5 min of boss killing
45 seconds of salvaging
10 seconds for loading screens
5 min and 55 seconds for 15 boss summons. Maybe even faster.
I really think vendor and blacksmith should be added to the boss rooms. It would be a huge QoL fix and reduce stress on servers since it would save millions of players warping into cities and out of cities.
lower the overall number of uniques that drop to combat vendoring and uniques being too common at the start
give us the same current number and rarity level of ga uniques and mythic uniques but while only requiring 1/3rd of the time spent bossing (meaning also 1/3rd total mats dropping).
you pick loot up?
Legendary & unique you dont pick up generally get sent to your stash if you dont pick em up. (i use this when I do helltide to not care about filling up my inv and havign waste time going to sell)
that feature has a 10 item limit which is reliably only 1 extra boss kill (sometimes they drop 6 items so if you did 2 runs youd technically risk losing loot or youd have to make sure to come back and pick it up after you vendor).
I get what youāre saying, but asking them to reduce the drop rates to solve the inconvenience feels like weāre shooting ourselves in the foot.
Boss runs are the best ROI in the game. Iād rather they not cut the drops because uniques average around $200k at the vendor, and boss mats are insanely valuable right now. I just checked, and a summoning set for Duriel is going for 35-45 million on Diablo Trade. Those numbers speak for themselves.
mediocre items easily sell for 1-2 billion and even runes sell for hundreds of millions which are super common if you spam bosses. like really common lol. and anything you earn from vendoring absolutely pales in comparison and even beyond all that, constant vendoring like youāre playing cookie clicker is masochistic especially compared to simply looting the gold off the boss (which, although the amount of gold was also insignificant, is of course also the case with previous games in the series).
right now thereās 0 reason to do helltides, world bosses, nightmare dungeons, legion events. gauntlet was removed temporarily and dark citadel is dead on arrival.
what i really want and is more concerning to me (since vendoring is not really an issue if they fix this) is to not be baited into the illusion of choices of activity along with gacha and mobile gameplay.
the issue is the same for hordeās and they said themselves for s5 hordes was okay as a spam activity, but for s6 they wanted it to be rare, and yet i have infinite horde keys (hordes themselves drop them + the whispers from completing hordes lmao so its literally still infinite).
thereās literally 0 reason to not spend all your time in bossing/hordes and it was the same in s5 quite frankly. 6 months of staring at 1 room doing 1 thing with 1 (bugged) class standing significantly above the rest every season is not a good game design.
there needs to be activities that you only do once in a while but give you a high chance of rewards. like a payout system. like finding the mythic undercity tribute. horde keys should be like a divine orb in poe. boss mats should be an accumulative payout. you play the actual game a lot then you get to do these high reward activities a little bit but with a near guarantee of getting something great.
Thereās a limit of about 8-10 items in your āmissed itemā stash. Iāve gotten the message that itās ānearly fullā multiple times from missed boss mats when Iām running with opals.
It is significantly better. 5 boss kills before a loading screen is much better than the loading screen after each boss kill. Also setting you favorite city to the tree reduced time to sell/salvage.
That is not saying there isnāt room for improvement. As stated the obvious solution would be a vendor/salvage in the dungeon.
anyway, this does nothing to actually make things more efficient because as they added these 2 improvements (party finder and the pillar respawning[something that shouldve been in the game at launch lol]), they then lowered drop rates and increased boss mat drops to compensate so that youāre still spending as much time on this awful d2 style content as before.
if they left drop rates alone then iād agree these changes were impactful. however as it stands, the āincreased efficiencyā is just an illusion. peoples brain chemistry simply reacts better to the constant summoning of bosses/vendor clicking rather than only summoning a few and staring at a lot of load screens. its a simple dopamine tactic.
i only proposed the vendor-in-the-lair solution as a last ditch solution (assuming they are set on continuing to design the game like a mobile game) to try and make the content tolerable/bearable. because at the end of the day, what does it matter if you can kill 10,000 bosses in 60 seconds if they lower the drop rates and increase the amount of mats you have, leading to the exact same end, which is that youāre spending virtually all your time either bossing or doing hordes.
i know most people playing this game are ok with the most agonizing possible styles of gameplay, literally doing nothing but bossing/hordes (effectively standing in 1 place staring at 1 room) for 6 months straight, especially with no real goal or challenge whatsoever such as racing or leaderboards, but its simply terrible game design especially in contrast to other arpgās (including d3) which have existed for over a decade, and im quite positive its terrible enough to legitimately rot peopleās brains.
āAdd a salvage mechanic to boss roomsā might be one of the most cooked takes i have read on those forums.
Bosses have much bigger issues. The mindless loop of oneshotting hundreds of those bosses where you constantly loot worthless uniques is part of the problem. Hope the devs have an idea on how to improve and fix those āepicā endgame bosses for a better more engaging loop.
Simple answer is have blacksmith appear in boss room. Maybe have a couple of fun quests for this for each boss and it upgrades the blacksmith that appears or something in some way. Make it cool. This would save millions of warping into zones and out of zones for the servers while having QoL for players. What is the downside to adding this? Seems like a win for everyone including servers saving much Brrrrr Brrrrr loading.
I mean you are getting materials that you need to uograde the items you want so its not like ur not getting anything out of it, alternatively you could just not pick up any of the trash they drop and just pick up ancestrals then you wont have to make the trips
The main issue with bossing imo is gating all the build enabling uniques (and mythics) behind mindless boss rotations instead of the other 99.999% of the game.