Am i missing something but does any of the changes address the rainbow loot?
Notes: https://www.reddit.com/r/thedivision...s_patch_notes/
Loot:
Item power
- Updated item power distribution to have a better spread between minimum and maximum for all difficulties
- Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
Difficulty scaling
- Regular loot from loot containers in Missions now scale with mission difficulty
- Targeted loot from loot containers in Missions now scales with mission difficulty
Loot Pools
- Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
- KNOWN ISSUE ON PTS: For World Tier 5 players, not all targeted loot pools may be available at the same time
Crafting
- Increased minimum and maximum crafting results
- Added weighting to crafting results to have a better spread between min and max
- Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
It does not.
All it does is increase base values so you have a better chance of getting "Higher scaled Loot"
The solution is like having a House Full of holes and hanging a painting in front of one of them and calling it a day.
There are so many Loot problems and some that can be extremely easily addressed.
Easy To Fix Problems ( Has not happened for a Year )
Mod Names - For more than 1 year mods use Random Names for same attribute. Critical Hit Chance mod goes under 3 different names ( Effeciency \ Agility \ Etc ) for no reason BUT TO IRRITATE THE USER. Right now Filter is absolutetly useless because it sorts Mods by their Useless Names instead of Attribute
Is it too hard to ask to make Mods use a Single name that reflect its Attribute?
Difficult Problems
The Hybrid Delusion. - The Hybrid Delusion is the idea that Hybrid builds can exist in harder difficulties also known as "Rainbow Loot"
If you are doing 4 man Heroic or Legendary you have to Min Max - or you might as well bring a water pistol and it will be more effective.
The only way to solve the problem is
1. Reducing Maximum DPS Potential
2. Using a different Armor Mechanic for Players - so Armor is meaningful
3. Increase individual Strength Values for Status Resistances - so they are meaningful
4. Remove Skill Tier effects on Non DPS Skill Abilities. ( Or remove skill tiers all together )
Hmm.....Originally Posted by Merphee Go to original post
So this should not change:
Even Ubi-Realdude mentioned it:
"There was talk on the SOTG (and plans moving forward with TU10) to look at overall loot 'generosity.' Both in terms of quantity and the quality of the drops. If you're still experiencing a lot of issues with an over-abundance of rainbow-rolls, that's something we'll want to hear about"
https://forums.ubisoft.com/showthrea...8#post14984848
As for this does not happen all the time....rubbish, absoloute rubbish, it happens pretty much all the time, well for me anyway.
Again, it shouldn't, and probably won't, change, because it occurs by chance. Meaning, it can happen, doesn't mean it will happen on every drop. Also meaning that what you are exactly looking for has the same chance to drop as these forsaken "rainbow rolls."Originally Posted by Riflemania Go to original post
You start to make biased drops, you start affecting those who are relying on items to drop natively with a certain combination of stats, or even percentages. Let's say rainbow loot is gone. If I were to need a Ceska piece to drop with hazard protection and headshot damage so that I can reroll weapon damage to armor, I'd be effed because hazard protection can no longer roll on Ceska natively.
That's creeping into TU7 territory again and I'm not trying to have variants muddy up the loot pool again simply for a piece to be able to roll with a specific stat.
Hold on in since WoNY Rainbow loot was a rare occurrence you hardly ever saw them, after 8.5 it was ten a penny heck 70% of my drops have been Rainbow ERGO 1 red/1 Blue/1 YellowOriginally Posted by Merphee Go to original post
what am I really supposed to do with that if i'm looking for a Gila and it drops obviously Blue for Armour then crit chance,Red and Skill haste Yellow, and I want hazard protection and armour regen i'm fkd, and it's been like that since 8.5 .
Sometimes I don't mind a red centric dropping red/red/blue or Yellow but when they drop one of each colour it becomes frustrating.
About 2% to 5% of my drops are all the same colour, that was never a problem before 8.5
Are we playing the same game? Do we all have the same loot table?Originally Posted by Merphee Go to original post
I can tell you 100% that atleast 95% of the loot i get is rainbow loot, useless loot with talents on them that don't even match up to the brand.
The other 4% is poorly rolled loot, the other 1% i'm still looking for.
As for the Ceska piece, funny that you pick a brand like that to use as a example.
I can whole heartily say that the loot system since 8.5 is worse then TU7 and beyond.
EDIT: It gets even better
https://forums.ubisoft.com/showthrea...othing-Changed
https://forums.ubisoft.com/showthrea...-to-loot-boxes
Minor attributes should always match Core attribute. Simple as that.
Want to be a hybrid? Do that by equipping a brand piece which provides you your desired colored attributes.
e.g, If you need all three colors in a single build, then you should equip two pieces of each color from relevant brands.
2 pcs Wyvern (Yellow), 2 pcs Providence (Red) and 2 pcs Gila (Blue).
Also, if you have a all red piece, you can still re-roll one red to a blue/yellow as you like.
And that's how we should be making hybrid builds IMO.
We don't need a rainbow attributes already on there and then wondering what should we do with it.
And god that Ceska example was so stupid. Need a ceska piece with hazard protection? REALLY?