Idea: Loot Filter That Adjusts Drop Rates for Better Clarity and Value

Imagine a loot filter that doesn’t just hide items but adjusts drop rates to reduce clutter while keeping overall rewards consistent. Here's how it could work:

Example: Stackable Drops
An item, like an orb, has a 10% chance to drop 1 orb under normal conditions.
With this filter, you could change it so that the orb now has a 1% chance to drop a stack of 10 orbs.

The overall result is the same, but the drops are cleaner, with far less clutter.

Example: Item Rarity Adjustment
You could configure the filter to remove normal and magic items entirely, reallocating their drop chances to increase the chance of rares by 10%.

This adjustment could be applied by item base, allowing you to retain certain normal items you find useful while cutting out the rest.

Example: Mod Tier Filtering
The filter could let you eliminate items with Tier 1 mods, replacing them with a slightly higher chance to drop items with Tier 2 mods.

You could scale this all the way up, removing lower-tier mods entirely and increasing the chances for top-tier mod items.

This would make loot drops much rarer, but when they do drop, they would always be high-value, giving you that dopamine rush every time.

Key Benefits
Reduced Clutter: Fewer items on the ground, making it easier to see and prioritize valuable drops.

Increased Satisfaction: Every drop feels more impactful and rewarding, minimizing "junk loot fatigue."

Customizable Experience: Players can tailor the loot system to their preferences, prioritizing certain items, rarities, or mod tiers.

This system would let players strike a balance between meaningful drops and the frequency of loot, ensuring that every item on the ground feels worth picking up. It’s a streamlined approach to loot systems that could revolutionize how we interact with drops in games.
Last bumped on Jan 26, 2025, 10:42:45 AM
this is not how filters work they are not suppose to give bonus odds to whatever you want to drop just because you filter off some trash ;D . So idk what you're talking about as nothing to do with filters
thats more of a job of a loot table than a loot filter, and there is something fucky going on right now because im getting more uniques than same or higher tier WS. shits fucked yo
I remember last time i put some water in my Brita filter and got premium spiced rum out the other end. XD
You are right it's not a loot filter as they are now; instead, it's an alternative method to achieve a similar outcome: reducing clutter while ensuring that the loot you see has value.

I think of it as a "quantity vs. quality" filter. You can decrease the quantity of loot in exchange for higher-quality drops. Naturally, the rates would be adjustable to balance the system.
"
You are right it's not a loot filter as they are now; instead, it's an alternative method to achieve a similar outcome: reducing clutter while ensuring that the loot you see has value.

I think of it as a "quantity vs. quality" filter. You can decrease the quantity of loot in exchange for higher-quality drops. Naturally, the rates would be adjustable to balance the system.


You basically want to be rewarded for something you were going to do anyway (use a filter). This isn't "Mom I cleaned my room, where's my allowance?"
"
You are right it's not a loot filter as they are now; instead, it's an alternative method to achieve a similar outcome: reducing clutter while ensuring that the loot you see has value.

I think of it as a "quantity vs. quality" filter. You can decrease the quantity of loot in exchange for higher-quality drops. Naturally, the rates would be adjustable to balance the system.


agree, this can be done with both table adjustments and filtering. if they would make higher tier or ilvl bases rare and change mod weights for those only, one could filter out the items they don't need and keep only the most valuables. but in both games the loot table is everything piled together. i made a thread about it but even i wouldn't get my hopes up

Report Forum Post

Report Account:

Report Type

Additional Info