Improvements to Item Drops

archem must be turned on by node on tree, extremely rewarding, extremely strong.
regular rares must be regular rares
thanks for listening to community's feedback, not sure how much it recovers, will give it a try after patches

I won't blindly judge your loot fixes not enough before testing, but please don't give a false hope tomorrow..

This is a great step in the right direction. Thanks for listening to the community. Just bring back keep rerolls or buff the drops from Eater and Exarchs and I will be back to chilling. Don't overwork yourselves guys.
if this buff is as "massive" as the league mechanic buff then we probably won't notice it

/shrug

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j33bus wrote:
How do these changes compare to the nerfs? Is it still less than it was, because that was already bad for finding items.

They nerfed drops by 90%, and now a buff of 25%. 25% from THIS state. So drops are still nerfed in the ball park of 80%. This is a slap in the face.
To quote a Redditor, "When you nerf by 90% and buff by 25%, the net result is 87.5% nerf"

The end result is still the same horrible drops no where even vaguely close to drops before all this.

Look at all the people saying thank you LOL

Good job GGG, it's working, at least on some people.
Last edited by DamageIncorporated#7815 on Aug 24, 2022, 12:28:25 AM
+rep
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LMaxell wrote:
The problem is still Archnemesis. When a mob rolls to see if it invalidates your build it makes the player feel weak. It sucks to feel weak.

It doesn't matter how much loot you stuff in the rare monster if it's not fun to kill it.

If I have to choose to avoid the mob or spend time dancing around them whittling them down just because they rolled well sucks. It sucks to feel weak, even more so when it's fate randomly choosing so and there isn't any counterplay.

It sucks to have a mob with boosted lightning resistances come down your Casia lane when the lane doesn't signal that this will be a lane that fucks over your lightning damage, it's just a surprise and hopefully you noticed soon enough.


+1 to this

people seem to not understand one thing...

GGG:nerf loot by 90%=community mad
GGG:buff back loot by 20%=community happy
end reesult:loot still nerfed by 70%

The most important things related to harvest is not the cost, but most of indispensable crafts are gone!

No keep prefixes/suffixes, how to deal with failed 3 mods? Use your silly annul?
No luckily reroll, how to roll mods with such fxxking large range? Use your silly divine?

Besides, tainted jew and fus are also jokes! 10% chance to add 1 socket or link? Why not design them as simply reduce 1? Plz reduce the workload of programming!
Not falling for this one, Chris. Nerfing it by a HUGE amount and then buffing it back up just a little is still an overall nerf, and trying to sell that as you listening to the community is shady as fuck. The harvest craft costs are still a joke, also still missing the casually removed harvest crafts.

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