Tons of unique items is so bad.. Keep reading

When we get mats for tormented bosses we get a ton of the same unique item.

That is extremely boring and just feels extremely bad.

How about just letting us have 1 of each unique item and we can only find uniques that have higher stats than that?

I dont want to see 300 X’fals corroded signets in my inv or stash.

Neither do I want to see 400 Mad Wolf’s Glee.

Yes I can sell these items… Thats what most of us end up doing but thats not exciting when it comes to uniques.

Rather just give us gold + mats IF another unique would’ve dropped instead.

I dont have the exact solution to this I just dont want multiple uniques items to compare each season.

Also there isnt a great way to compare mastercrafted items to non mastercrafted items.

And please add a loot filter that autosalvages/sells items on pickups that dont fit the stats we’re going for.

We get what hundreds and hundreds of legendaries per hour in most content right now? In Helltide we get a billion of them. Completely unexciting stuff.

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Then u get the best gears quickly. A part of diablo have been about grinding gears. I dont think they should make it faster to reach BiS. But rather the opposite.

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As Coreander said. But also, it would break the randomization “feel”.

I don’t feel like preserving any particular unique, I don’t like itemization in this game, consider it its main weak point. But yeah, beyond that, certain crappy uniques dropping like dirt just makes the game feel more tedious. Makes the loop feel like a trip to the landfill.

It’s going to feel less bad once we can re-summon without resetting - one of the many things they would’ve understood viscerally, if they played the game enough or had decent testers.

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I liked your post because I personally feel it has some worthwhile gripes. I also have disagreements.

First: It’s an odd post RIGHT before a season comes up when all the uniques are totally overhauled. You still have points though.

Yes, we do. On the other hand, it’s fun for me to try and get a BETTER version (better affix rolls) on these uniques.

I don’t quite understand. It sounds like you’re requesting we are all just handed one of every unique in the game to begin with and then uniques only show up on your screen if they are an improvement? Kind of like aspect codex is now? HARD pass on this, personally.

This can all be said of rares and such also… I happen to always desperately need to sell uniques and such due to the cost of re-rolling masterworks etc… mmm. No.

Fair enough. I appreciate you having an issue with something but also acknowledging you don’t know exactly what you want to replace these issue-systems. Most people around here do not have this level of self-awareness.

Yes, please. Loot filter. They keep kind of saying “Oh, we’re doing so much of this and that that you don’t NEED a filter” uhhh… yes, we do. On the other hand, I can understand them not implementing a loot filter when they keep changing loot dramatically each season to try to find some semblance of balance, etc. If they ever add a loot filter, I think it will be AFTER they keep wildly changing the loot. Otherwise, it’s just a complete cluster for them.

Anyway, may disagree with some of your thoughts but overall enjoy you giving real feedback, thanks.

I think the loot filter (which is coming IMO) will improve the game loop in ways the devs don’t even realize - neither do the detractors. I think if devs are worried it’ll cut average playtime, yet by their admission the “average” player stops around level 53… then they don’t really know their player base. (Also, idk how those stats are measured, it could be a meaningless number.) Most “lost opportunity” for player retention HAS TO BE the tedium. The tedium of sorting through trash HAS TO BE the biggest chunk of that.

I have a sneaking suspicion they’re hush-hush sneaking the loot filter into S5.
:crossed_fingers: :crossed_fingers:

As I said I dont know a great way to implement this.

  1. I dont want it to be easy or fast to get worthwhile items.

  2. I feel we are showered in many items that we end up selling/salvaging (99%) .

  3. I want to be excited when a mythic unique/unique/GA legendary item with my desired affixes drop. Not now where its extremely anticlimactic.

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I stopped playing because the pits grind felt unrewarded and boring as I leveled it up. The grind is pretty bad and boring from masterwork 8 onwards.

Plus I felt there was nothing to do once I hit level 12 master work. So what’s the point for getting the best gear if I have no where to use it other than the pit or tormented bosses.

I’m starting to think an infinite impossible scaling encounter is needed somewhere to work against or grind up.

I don’t know why but the pit feels less fun than greater rift system of D3. No multiplayer system to group with randoms or scoreboard might be it. I don’t know.

I do miss teaming with friends and adding randoms to grind out gear via group finder if need be. For me at least playing solo gets boring after a while.

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Yep, loot filter it is.

Loot = 99% trash, as you said. They could keep tweaking it to make it seem less trashy, but they’ll fail IMO, because of a fundamental design choice under Jay Wilson 12 years ago. So the only way to elevate this interaction is going to be a loot filter.

And yes, as someone online once suggested, anything that gets rejected by the filter gets salvaged + turned to gold. So we are always getting something useful, our time is always getting optimized (= we get rewarded for playing), and the game becomes much more engaging. Win-win-win.

The world & game systems aren’t fleshed-out I think. It’s not lack of challenge IMO, it’s lack of fun & replayability in encounters. Boring loot is a big part of it, but I feel you on the group thing… they somehow made Diablo more multiplayer-oriented but lacking in reasons to care what anyone else is doing.

Once they add group finder it’ll improve that I guess.

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They should add different pit lvls.

One with RNG events like Butcher + other fun/challenging/experimental events.

Maybe 2 bosses at the end…

Diff mob mechanics etc to make it more engaging.

Wanted to add: I barely ever noticed leaderboard, and I only “discovered” auto-join PUGs in D3 after a decade. :sweat_smile: So it must have more to do with level design (including pylons) & monster design. On the whole, I think D4 dungeons might just be fugly.

Summary: D3 GR layouts are better & dungeons are less fugly, and D3 monsters are more fun.

Simple, remove target farming.

The target farming in this game is atrocious.

You want this item? HERE TAKE 4000 of this item. Most of them without GA.

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It looks like D3 all over again. During end-game, legends are dropping all the time, and you get the same stuff over and over and over again. You never find something truly epic. It’s always the same, boring, “legendary” crap. That’s their idea of a “loot hunt”: drown you in a sea of useless crap.

Yeah…

I love D2 where useless crap drops the diff is that I can change the filter file to show/hide items… So that I’m actually excited when I see an item cause I know its a potential upgrade…

The itemization in this game is screwed. They need to rethink the itemization (again) cause I dont know who finds it fun, meaningful or joyful to see 10 legendaries drop per pack of mobs.

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It’s not just D4, it’s D3, LE, PoE, you name it

Every single modern game out there has this issue and the reason is quite simple actually

There is no system for “borrowed powers”, or if there is (at times) it’s super rudimentary

D2 had Jewels and Runes/Runewords, all the modern games simply lack that kind of loot… GD has Components but those don’t quite “stand out” as a loot piece, it’s more of a “here, use this skill for now until yours gets better”

That’s a key feature that’s missing in D4 (the “borrowed powers” system), BUT - in order for that to work (and be viable, needed, whatever you like), then the game has to be less blasting (baseline)

Whether or not they’re open/up-to doing that, THAT’s questionable really, but don’t think they’ll “introduce” a new system of completely “temporary/borrowed powers” if the main system (aspects and temepered affixes) or the secondary one (uniques) “overperform” already

But u do request it to be easier.

If thats a issue then lowering droprates would be a solution. That wouldnt increase the odds of u finding the item u need though. Just less mats

Items being easier to find makes u more excited? I rly cant follow your logic.

Something I always wanted to see implemented in a loot find game is a small random chance to find an upgrade in the loot tables. This would give you an item that matches an equipped item affixes with at least the current value.

Honestly agree. I had the most fun with diablo 3 before legendaries rained from the sky. When most people could barely do torment 1 and t6 was cap. Every legendary or set item was exciting because it could be that thing to push you up another torment level.

Finding a couple legendaries per hour actually felt better than them dropping 4 times per second and having to sift through them all and feeling very generic and not “legendary.”

I mean come on, how legendary is something if you find it every 3 seconds.

It doesn’t matter in Seasonal play. The point is that you already have an expiration date from the get-go. If you get all BiS in a couple months…so? The borrowed power from Seasons SHOULD result in extremely OP characters AT THE END of the Season.

Eternal needs to be designed entirely differently with the leveling speed reduced significantly and drops being more rare. Additionally, the LVL 100 cap should be removed. Every 10 levels past LVL 100 you should gain a Skill Point to invest into the Skill Tree. Paragon advancement shouls continue at the rate of 1 Paragon Point every other level. Gold and Mats would be rewarded every level post 100. Grand Item Caches awarded on levels you do not gain Paragon points. XP required per level should start to exponentially increase per level past 100. It shouldn’t be inconceivable that after 6 months of play, you could have a LVL 200 character on ER. Gives you 50 more Paragon Points and 10 more Skill Points. Reaching LVL 300 would almost certainly be impossible given the exponential XP requirements approxinating a Soft Level Cap of 250 or so.

Enemy scaling should persist everywhere up to 250 to match Tormented Bosses. ER needs to be a persistent challenge and not just somewhere to send off your Seasonal Characters. Blizzard could even sell XP Boosters in the Store for ER to new players…

Would take like a week if u went with his idea. So yes it does matter. I rather have it like there is always something to improve and there be a challenge which havnt been beaten. But yeah if there is infinitive paragon then i would be fine with being decked out in a week. However i rather have a item chase and a paragon chase. But a game fully designed around casuals? No thx.

I want something challenging. Not fully stacked in a week like in d2.