What Happened with Items

I think players will not believe you until a post is made laying out how arch mods increase loot multipliers. With details. The community has learned to trust streamers over GGG when it comes to numbers and hands mechanics.

In general arch mods are very spiky in loot. Some mods are huge, most are very tiny. Some mods are entirely worthless.

I don't think you are lying per se, but maybe obscuring some game mechanics, which also makes sense. The issue I have is that we have no control over what arch mods appear. Essentially mapping is pulling a lever 30+ times to get drops from random arch mods. Like penny slots, it just eats currency with little return.

Good luck.
I am pretty sure they didn't change anything and just stating they did so.They gave us the placebo, saying the drop is tuned up now, when actually it's the same but now your mentally is different because of the faulty statement.

Edit: Actually disappointed, this is my place to go away from reality. I LOVE this game and it is actually the only game I played as or almost as I played D2 15-20 years ago. The game helped me to get through so much in my real life. Please Chris and team, don't gut it and don't kill it. Remember why you created it!! <3
Last edited by thevap0rizer#1200 on Aug 26, 2022, 12:49:42 AM
GGG why ruined this game?
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warpg8 wrote:
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For players who are juicing their content to extreme levels with six-person parties, dedicated MF cullers and stacked league mechanics, they no longer have Beyond to push things over the edge. But they still find ridiculous amounts of stuff. I have seen parties in this league get multiple mirrors per day, or find over 50 Divine Orbs from a single monster.


There are two big issues here that went completely unaddressed:

1) You admitted that you fucked up because you let a change get implemented that wasn't properly tested and was mentioned "in passing". So why did it take you 6 days to properly explain yourself, and still not eat crow and revert the change? What this appears to be is you quadrupling down on this change. You're not making amends, you're doing the equivalent of, well... this: https://imgur.com/gallery/Z7KNtqk

So either kick the can and implement a properly-tested version of this bullshit change during the next league, or admit that you did this purely to protect your sales and not have another down quarter.

2) I cannot believe I have to explain this to you, but the groups finding 50 divine orbs from a single monster are literally using 3rd party tools to datamine their maps. There is a 3rd party HUD that can tell you whether a Solaris-touched monster (or whatever other kind of X-touched monster) exists within your map before you enter it so that you can sit in hideout with a magic find party spamming maps until one procs, go in, kill it, and then come back out. That's the behavior you want to push players toward? You're legitimately telling players "Hey, if you want to push the game to the extreme, engage in behavior that at the very least pushes the envelope of the TOS and risk getting banned.

I honestly cannot believe how much ignorance about your own game you were able to demonstrate in a single paragraph. I've never been more certain that no one at GGG actually plays this game. What an absolute joke.


Down quarter? At this Economy? IMPOSIBRUUUU!

Also good luck fishing for such monsters, this expensive gamble will net 0 profits.

Also this new system would be far easier to manage/balance in general.

Idk where are you getting your logic ...
So the justification is what most people feared. Look guys I saw someone drop 60 divines from a RARE so it seems like we tuned it just fine. Insane.

No explanation on harvest, or the state of end game crafting.

Honestly never seen a game an hero so quickly with such unanimous disdain for a group of devs.
I understand what has happened, the thoughts behind the changes, and the intentions. That said, I still think we're not in a good place. This is mainly because of crafting. We're just not receiving enough currency to craft with, combined with the harvest changes that make high-end gear require up to 25 times more currency than before due to the lack of reroll prefixes/suffixes.

None of these philosophies explain why the baseline rewards aren't higher. League content can reward twice as much, that's fine. However, it should total to the same numbers as before. Currently it simply doesn't.

As an example and don't think too much about the numbers, if an average alched and chiseled red map gives us 5c, 2c from regular mobs, 3c from league content, then what we need isn't for league content to suddenly give us 10c for a total of 12c. It's fine if you want to make regular mobs reward 5c and league content 7c, as long as we end up with 12c instead of 5c. This total amount of currency drops has dropped and we need it to be higher in order to craft and get in-depth with the game, because that's where the fun lies and we want fun.

TLDR; We need more baselines currency, it doesn't matter where it comes from, otherwise we can't craft and have fun.
Same thing all over again, stop introducing problem that now one asks about and they trying to fix them, it does not work. You said even yourself, which was obvious anyway, that you are not playing the game just throwing stuff in it and see what sticks, which is extremely wrong.

The game is full with 20 years old mechanics that are not needed, if you want to remove something start removing them:

-exp penalty when you die is pointless, you die off-screen attack none stop, you dine from one shots none stop, you die from servers crashes etc.
You want people to play enjoy more, right? Maybe, if they dont lose the exp(time that they are spending for nothing) and who knows maybe they will push for level 100, just to see what it feels like. No one will go for it when he loses 2 hours game time due to off screen/one shot/disconnect.

-you are still trying to make the game ''harder'' for whatever reason, there is not such thing as hard, you can only make it annoying for everyone and not fun to play. Your goal should not be increasing the time for the players, they hours and hours per day to spent more in the game. Even if they let them choose for them self, do not force extra play time in general. If the league/game is good playing will play more on their own.

If you really understand the problem and what you are doing, you would know that the way to fix it is to remove The Problem, not going around it. How hard can that be? Or maybe you just want to lose 90% of you player base before that...
Last edited by Mutaro123#0841 on Aug 26, 2022, 1:05:14 AM
Questions: Why couldn't you trust the entire team below you to have handle item drop changes correctly? Why didn't a realisation about the impact occur from the balance team itself or from those making the changes? Or that they need to communicate them properly? Was it lack of foresight or fetters from a future state plan that may actually be flawed?

While it is correct for you to take responsibility as lead, these statements worry me more than anything that happened this week. It seems to me that if something happens to Chris Wilson tomorrow, things can't be trusted to be handled in an appropriate manner by those left behind.

On a separate note, has it occurred to anyone that the philosophies that you are building against may not be the best approach? For instance I feel like philosophy three is an oversimplification of a complex problem as some rewards can only be gotten from the league mechanics themselves and therefore the multipliers on those rewards would need to be balanced separately from regular item drops and currency. We can see this quite clearly when it comes to things like "Lifeforce" and "Catalysts".

Another thing to note is that regular monsters will never become obsolete as long as they drop enough currency and items to allow players to continue playing the game / running maps /crafting. Them being obsolete hasn't been the case in ten years, so why do you think that it is problem to solve at this point?

Additionally, if this is the approach GGG is taking, why was the Atlas Tree implemented in a manner that forces focus on multiplying rewards of League mechanics? Doesn't this fundementally go against the design goal of reducing disparity between League content rewards and regular monster rewards? Is it the intent of the tree to more league specific rewards?

All in all, I am quite unclear after this post but perhaps you will elucidate more in future.
Dear Mr. Wilson, we need to talk: I usually just leave alone the league that simply I do not enjoy, I never post anything and just come for the next league, hoping that will be fun and nice, yes with some changes, but not like this.

Since the introduction of the archnemesis mobs into the game, they never were rewarding to start with, I thought they were going to carry some of the loot pool that certain AN mods had at the original AN league, which, unless I am reading something wrong, it do not happens, each time we all have an encounter with this type of mobs, we take our time killing it (dying most of the times too) to just get a random drop or nothing at all, if they already had a low percentage of dropping something nice and just rng smiled at us, maybe someone got a juicy nice drop, but now with the huge nerf to the loot, it won´t be happening any time soon. We all have seen it, how this league, high quality-quantity at high tier content is not dropping what they should drop, unless is heavy rng going on, what I doubt. We simply do not see what you see here.

You show us examples of the loot nerf, but again, it has a very important impact in the overall experience, what forced us to look forward a different mechanic to try to sustain the lack of basic currency to even roll a map, you gave us a wonderful Atlas Passive tree so we can farm the content we enjoy the most, have fun while farming for currency we need, now the state of the maps is worse than ever: not even roll it, alch-scour it, how that is not meaningful to you? the struggle of the community to even keep up with mapping but dying at any random AN mob that looked at us funny.

The quality you are talking about is reflected getting whetstones and scraps, that is not the quality we want, or get +10 of the same item with random stats that we can't even use to level up. Feels awful.

I do not believe that something like this, something that affects the game this much went out of your sight, is good that you take the time to talk to us about changes that were made under the surface, but is not working, people loves your game, they support you, even if some changes in the past did not feel that good to swallow, they were still here, I am pretty sure that nobody in this forum will refuse if anybody of GGG ever asked for changes to be tested before make em real, but is sad that it never happens, we just realize once the game feels not as good as it was.

I know many people is angry, is not something that happens over the whole community, but nobody listen to us, walking around the issues that were tested and there are many videos showing the obvious lack of rewards and the smacks from AN just to get nothing worth to remember, is not fair being ignored like that.

How is fair for people who actually enjoys crafting get any selfmade upgrade if they have to choose between try to get a really nice map (which do not gives back any profit) and keep saving up the little they get to craft a decent piece of gear later (what is hard, because some content really hurts and sometimes we do struggle, in the real world out of streamers, killing mobs can be hard to achieve)? Go do essences? What if they do not like the mech? This league forced me to go do heist, I skipt the heist league because did not like it. I am pretty sure many feel like that too: doing content they do not even enjoy just trying to get basic currency and/or some type of reward to move forward.

Please Mr. Wilson, fix the game we love.
Last edited by AshesTheDodo#4284 on Aug 26, 2022, 12:50:58 AM
I'm going to take this post at face value. Yes, we have heard the 'we will do better in future' lots of times, but there is continual effort to improve.

I am glad you agree that the amount of communication of these changes (0) was unacceptable.

I still have gripes about the keep prefix/suffix crafts being removed. Their removal is completely soul-crushing for anything that requires working on one set of affixes at a time.

You have spent much of my trust that has been built over the years. I hope that you will give me opportunities to rebuild it.

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