I did for 8-9 years. You guy don't understand how WoW loot system works. Yes you get an item with a set stats but odds are the same item will drop every time you do because all their loot is % to drop. Odds are you will see the same thing drop most of the time. Then you get in to the group part of WoW, you have 5 people in a group and one piece drops and people get to roll on it. So you are combining RNG on top of RNG. So one person its a item off a loot table. So yes WoW does give you an item with set stats but it is RNG if that drops and then you have to add another RNG on top of that to see if you even get it...Originally Posted by wolfsraine Go to original post
I think ultimately, there will be a change to the current gear/RNG system and how you can obtain useable pieces. As it stands right now, pretty much everything that drops is used as crafting material....that simply cannot be the case moving forward.
Crafting gear should be an option for the players to use as an alternative to the top gear. Example: allow all 204 gear to be craftable, 214 gear per cycle, and leave 240 gear as drops from incursion or whatever the newest content is.
Throughout all this, the loot table has to be revamped. People will stop playing if they spend hours running content, only to come up with nothing to show for it. With my crafting model, it at least gives you the option to create the gear that otherwise has not dropped for you. You can still gear up without being forced to run incursions or content you do not enjoy.
You are clearly missing the point. The division is trying to combine wow's loot system wiith diablo's loot system for some awful hybrid. Loot can only work one of two different ways.Originally Posted by Evillpig Go to original post
World of Warcraft's Method:
Drops are HARD to get, you can spend weeks trying to get the item you want. However when you get that item that you want, you KNOW what it's stats will be and can be 100% sure it will be useful to you because the actual item has static stats.
Diablo's Method:
Loot drops like candy and you can expect to be decked out in full unique gear within a week of playing (or less). HOWEVER loot has a HUGE RNG to it, so you can get 5 Immortal King's Triumph and each one could be superior to the last.
Division's Awful Mashup:
Good loot is extremely rare to drop, you can spend weeks trying to get a particular item. When you DO finally get a drop for an item you are looking for, the stats have HUGE RNG so it very well might suck and then you need to spend many more weeks trying again. This is the CORE problem with the loot system, the crafting system only makes it worse and makes trying to get gear from killing a waste of time.
TLDR: You cannot combine ULTRA RARE LOOT (like wow) with HUGE RNG (like DIABLO) you need to pick one method and stick with it. Massive appears to be trying to reinvent the wheel and is completely ignoring the tried and true "circular wheel."
+1Originally Posted by Dustin1280 Go to original post
Right on the money!
Actually, Diablo (3)'s loot system is tiered, exactly like ilvl or gs. Legendary, Ancient Legendary, and so on. Check it out.Originally Posted by wolfsraine Go to original post
It isn't tiered in the sense that there's a new iLvl coming out every few months. The issue has been described in detail by several posters. I apologize that after all of the explanations we still have people that aren't able to comprehend the issue.Originally Posted by Feanauro Go to original post
Diablo loot system = Grind for a drop(no specific place, you just play the game), get said drop, yay. Item is good until it's nerfed or whatever the case may be. This works because the item in question is good until, like I said, a nerf or whatever.
WoW loot system = Run specific raid/boss/dungeon whatever, for a certain item, when that item drops you know what stats it will have, there is no variance, it is what it is. Good until the next tier increase. This works because you can target what you are going for and know exactly what it will be when it drops.
Division loot system = Grind certain bosses, due to them having certain types of weapons that drop. Highly unlikely that 1. you will get the weapon you are looking for 2. Extremely unlikely it will have the stats you are looking for. Fine. That's great. I don't want anything handed to me. Now introduce iLvL tiered system. Oh look, I got the drop, however iLvL 214 weapons are coming out next week. Back to the grind for a 214. OR, you farm and farm and farm and never get what you are looking for and the next tier comes out, congrats all that time you put into getting that M1A off Hornet is basically wasted.
If items are going to be as difficult to get as they are now, when you finally get them they need to be usable for the long term. The real issue here is, at least for me, that I do not feel rewarded for putting time into something. As stated before, I don't need anything handed to me, but I also do not want to log out for the night feeling that I've accomplished nothing after several hours of playing.
The i level it self doesn't work anyway.
If you have a 183 gun completely unmodified it has the exact same score as a 183 gun fully modified with high end parts.
Also rolls don't affect score. Have a high end holster from boo which I recently resolved the stamina on. So now it has like 120 more stamina than my mates who got the exact same holster from the book. But both have the exact same gear score.
And it's the same with other slots. My back pack has 106 more firearms than his but both have same score.
The end result is that his gear score is 21 levels higher than mine. But I do almost 50% more damage than him. Have 6k more stamina/health and have 10k more skill power.
I do more damage to elites and enemy Armor I mitigate more damage. My stats are better a cross the board just he has
Gear score is beyond broken and just doesn't work
Except that, at least in Destiny, that "perfect weapon" can be infused to the next highest level each time they change the max light cap (excluding year 1 and up until year 3 anyway) so you don't have to find an exact dupe of your 320 colovances duty to have one at 335Originally Posted by Evillpig Go to original post
In division, once the ilvl jumps up a bit more, all those gs204 augs and m1as will be obsolete and the only way to get a replacement is to find a new blueprint or loot drop (and we all know a loot drop won't actually happen)
It's crazy to me how many people aren't actually understanding what's being said about iLvL and Diablo type loot systems.Originally Posted by CalvyB Go to original post
No offense, but do you understand how iLvL typically works? I understand that Ubi has it all messed up right now, but I'll explain it to you anyway.
Lets assume identical items, different iLvls (all numbers are going to be made up) ideally, in an iLvl system a higher iLvl piece should not be able to roll lower stats than an item of a lower iLvl, which right now is the case.
183 Chest Piece
Stat bonus range- 350-500
214 Chest Piece
Stat bonus range- 501-650
The same can be said for other variables such as higher values for damage to elites, health on kill, etc. This, if they actually did iLvl correctly, becomes even worse when it comes to weapons. Again all numbers made up, typically going from one iLvl to the next in terms of weapons should look something like this:
183 m1a
Damage range- 40-50k
214 m1a
Damage range- 51-60k
I get that the iLvl is broken and lower items can still be better, but they're still mashing two systems together and it's not in a good way.
The point is, beyond iLvl not making any sense right now, is that they're on a path that's combining the two systems and creating a cluster**** of a system that does not promote high replayability that games like Diablo promote.