This is the part I don’t like about Tempering. I won’t mind getting a low value as long as it hits the one I want. Kinda annoying to see all rolls pick the wrong roll.
If the PRNG system works like this, with 4 different outcomes:
1-25 = A
26-50 = B
51-75 = C
76-100 = D
I don’t know if this is how it rolls, just a thought on why it could roll the same outcome repeatedly.
Honestly it cant be rng, this season ive had several 5x of the same thing on my sorc, hydra, hydra, hydra, etc. brick. this has happened several times. that is NOT rng. the chances of this happening from actual rng is in the billions, chance wise.
I’m thinking it rolled different numbers but still falls into the same outcome.
Blizzard uses Casino odds not natural odds. Casino odds are infinitely adjustable where as natural odds are not, so if you have the chance at three items the odds should be 33%, you would almost never get six of the same item in a row naturally. So when it becomes 6 times in a row they are intentionally bricking gear to keep you farming. Casinos do the same thing, they will adjust the odds on a electronic machine whenever they desire for the obvious reason to keep the odds always in their favor, and the customer losing money. Time is money, Blizzard makes money off of your time.
Or the outcome of the PRNG is 12,7,14,24,3 and all equal “A”
It’s not rng, it’s weighted. Roll a dice every time you temper and see how many times you can roll the same number in a row. I guarantee you, you won’t be able to do 5-7 streaks in a row as often as it happens with tempering. master working is rng because there u can see how difficult it actually is to roll the same result more then 3 times in a row. Anyone who thinks it’s just rng you’re pretty delusional since almost everything in the game is weighted, stat rolls and enchanting are weighted, do you really think the devs wouldn’t weight tempers? They’ve e also admitted they want you to brick items.
A simple solution that would greatly improve tempering would be to make it that the stat has to change every temper to prevent the same one rolling all the time. This would alleviate a lot of frustration if u knew that every time you temper it has to switch to a different temper
Please take a look at:
If you need “smoke grenade size” on an item, I’m your huckleberry.
For me I think the problem is just that I feel nothing. When I get the temper I want it’s not like “Oh wow I’m so lucky” it’s more of a “****ing finally, the thing I need rolled”. Further it’s not exciting when any 2GA+ drops because I know there’s a high chance it will be useless.
That’s not the problem.
The problem is feeling like total crap after you get a great drop, get excited, then 5 minutes later it’s garbage, dissuading many players from continuing to interact, at least for awhile. Games like this run off of dopamine hits and tempering ruins that. Honestly this stuff has been so thoroughly tested and figured out by game companies it amazes me that Blizzard designed it the way it is based on that alone.
Tempering becomes deterministic, the player picks the affix, but the RNG is about how much your max range deteriorates as you attempt to reroll it. Deterioration starts after roll #3.
Roll #1: 61% Critical Strike Damage (Max 85.0%)
Roll #2: 49% Critical Strike Damage (Max 85.0%)
Roll #3: 63% Critical Strike Damage (Max 85.0%)
Roll #4: 44% Critical Strike Damage (Max 77.5%)
Roll #5: 47% Critical Strike Damage (Max 70.0%)
Roll #6: 67% Critical Strike Damage (Max 63.5%)
I prefer this approach. I would encourage more spread and steps in the outcome ranges, for tight affixes like Crit Chance %, Cooldown Reduction %.
Rolling a die is going to have a preference, as not all sides are equally weighted (unless you try REALLY HARD to make one).
But, weighted RNG is still RNG (see: pokemon rarity or item drop rarity).
Exactly, I got a 3GA rogue amulet with Alchemical Advantage last night. Took 1 look at the Bricksmith and said “screw that garbage”. Sold it for 40 billion and used part of the money to roll non-GA Alchemical Advantage on my necklace that already had the right tempers.
Thats not how getting an awesome drop should work.
Simple fix for most of these issues would be to give 3 choices: Choice 1 would be previous roll, 2 would be forced to give a new option i.e it cannot be the same temper choice, and choice 3 would be random.
I agree, however they haven’t been useless just to similar.
As above stated, the stats are not realy more meaningful. They just reduced the number of given affixes on an item and seperated many affixes in a second system, the Tempering.
I agree that the new system is better then the old, but that is all. It is still a bad system, and having 3 Affixes on Loot in the Endgame in an ARPG is laughable.
Diablo 2 had 8+ affixes on items. It was still much easier to compare as you had simple stats like 50-80 Fire or +100 life.
Yes definatly. I however think D4 loot is pretty bad. Masterworking is a useless timesink bloating the game. Tempering the same.
Let items have 5-6 Affixes, meaningful affixes, make a loot filter and stop target farming. Then people could just play the game and enjoy everything.
So far D4 feels bland and meaningless. The loot system is the reason for that, as the “MESS” of a balance we got is obviously bound to the loot system.
Your eyes are lying to you, bro. You should trust in your forum grandpa who wrote a novel to show you how rolls are not weighted. And also Blizzard, they are an honest and transparent company and will never manipulate you through omission or careful wording.
So…will you trust in them or will you trust your own eyes and brain?
It was a sample size of 3000 attempt that is more then enough to be considered accurate
Thats no real RNG.
When i Temper Items or reroll Item Enchants, it happens really often that specific rolls repeat often enough with the same numbers.
I don’t know if the affixes are weighted one way or the other with any certainty and I don’t care to spread misinformation if I can help it. I have seen arguments for both sides. I had it happen to me yesterday on a GA item, I was like wth. But I do know that RNG can sometimes really work against you.
I personally wish there would be maybe some bad luck protection in the form that if an affix rolls more that two times in a roll, it is removed from the list of possible affixes for the next roll to protect against that.
But I am sure as time goes by these issues will be improved upon if people keep complaining about it.