The new patch just hit today and it includes Big Changes to Diablo 3 Legendary Item Gambling. Quote from the patch notes.
While Kadala is doing a great job of giving players more control over finding specific items, we felt the current experience was a bit cumbersome and inconvenient. As a result, we’re working to reduce the frequency at which players need to run between Kadala and the Blacksmith to salvage unwanted items
Since we wanted this change to be purely better for players and we know that many people get their crafting materials from Kadala we also decided to add a lot of extra crafting reagent drops to Greater and normal Rift Guardians. The overall impact should be that you are getting roughly the same amount of crafting materials, except instead of getting primarily yellow mats like Kadala gives you, the mats on the Guardians could be white, blue, or yellow. This should help even out the quantities of assorted material types instead of flooding players with just one type like Kadala was inclined to do.
We will continue keeping on eye on all the effects of the changes. If we find that these changes had any meaningful negative impact on the ability for players to generate crafting materials we will make further tuning adjustments to the amount of material dropped by Rift Guardians.
TLDR – You get more items than you used to!
For clarity since my phrasing is losing people. Blood shard costs are 5x higher, to keep the same reward per shard I raised drop rates by 5x as well. Then after that I further raised the legendary chance by another 33%. The chance to get a legendary from Kadala is now 10%. Since the system is random players will inevitably go on streaks but over the course of time all players move towards the average and that average is now 33% more items than before.
On the crafting mat side, the material drops are random so its possible for players to find white, blue, or yellow mats in varying quantities. If you see 1 Veiled Crystal on a kill that doesn’t mean every kill drops 1.
One thing I’m worried about from the gambling prices (which are all 5x their former value: 25 for armor, 50 for rings, 75 for weapons, 100 for amulets) is the barrier to entry. And the stupid 500 cap, of course. Imagine you’re someone who doesn’t play hours every day and can’t faceroll T6. You’re building up shards gradually, doing bounties and an occasionally lower difficulty Rift, and you play a couple of hours and have say… 104 shards. And that gets you one (1) chance at a single amulet? Or just 4 armor rolls? This change is surely convenient for hardcore players, but it seems like it’ll almost remove gambling from the regular activities of casuals.
The patch timing is ironic as just this morning we had a post with great data about Diablo 3 legendary gambling returns. By those numbers collected over 36,000 shards spent (7200 gloves gambled) a legendary item was hitting about every 64 items, or 1.5% of the time. And now Travis says it’s been buffed to 10%? That’s a huge change which should be quite obvious to players, even without spending 10k shards to add up the total data.
Let’s confirm, because science! If you do some gambling today, count your shards spent and legendaries rolled and report them in the comments here. Early testing after the patch had players hitting a LOT more legendary items than before. Though of course you can only gamble 1/5 as many, so the fun ends quickly. I saw multiple people in clan chat hitting 3 or 4 legs of the same item type right in a row, though.