Big Changes to Diablo 3 Legendary Item Gambling

The new patch just hit today and it includes Big Changes to Diablo 3 Legendary Item Gambling. Quote from the patch notes.



While DiabloWikiKadala 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

  • The cost to purchase items from Kadala has been greatly increased
  • The chance for Kadala to drop a Legendary item has also been greatly increased
  • news-gamble-patch211-buff
    That wasn’t totally clear and spawned some player queries, which developer Travis Day swooped down upon.

    Hey there. I see a lot of threads popping up on this topic so I wanted to stop in for a visit and explain the changes. The Kadala change is primarily meant to be a quality of life change for players. Having to fill up your inventory and run back and forth to the blacksmith could be a mildly cumbersome experience and we wanted to improve that. All items on Kadala had their cost increased, when this was done the chance for her to give you items was also increased but by more than the cost justified. For the same number of shards as before players will now walk away with 1/3 more legendary 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.

    Tagged As: | Categories: Blizzard People, gambling, Legendary Items, News


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    1. "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."

      Too bad enchanting uses crystals more than anything else, especially for the things you NEED to reroll, like jewelry and weapons. So can we turn in our Reusable Parts for crystals?

    2. I did some quick gambling over my lunch break. 275 shards spent on gloves, 0 legs. Should have some play time tonight to gather some more data points.

    3. 1.5% is exactly right according to Travis' post.

      1.5*1.3333…*5 = 10

      33% increase brings 1.5% to 2%. 5x increase = 10%

    4. 31 pairs of pants, 2 blackthorn's and that's it. Feels like a waste of time.

    5. 750 shards gambled on only quivers. 30 quivers total, 1 legendary, the last one was a Holy Point Shot. It doesn't feel more rewarding to me yet (but then again I also had a streak where I failed 6 consecutive tries at a 90% shot to upgrade my legendary gem. I have that kind of luck).

      Conversely, I was finally able to get a socket in my amulet after 22 rolls. 16 of those were prior to the change and cost me 900k for gem upgrades each roll, the last six felt much less frustrating.

      But the blood shard thing doesn't seem like that good of an idea. It would be analogous to raising the rent on all houses to $10,000 a month and when someone making minimum wage says, 'but I can't afford that' you respond, 'it's okay, they're all 8000 square feet'.

    6. It just seems like such an odd change. Of all the problems the game has, did you ever see anyone ever anywhere complain about "the trip back to the blacksmith" ??

      • Even money it's a nerf to crystal farming so they can put in another system that lets you convert stuff to crystals once everyone's run out. It's easier to look thoughtful and fix a problem if you're the ones who created that problem.

    7. Kadala is right next to the blacksmith in Act 1, and we now have "salvage all". It wasn't cumbersome at all. This scenario actually makes it more difficult if you are trying for a specific item from a set, because while the chances to get a leg may be greater, you're getting much fewer chances for your leg to be the particular leg you want. This is a bad change.

    8. This is going to make it much more difficult to get gear for your first character next season. Considering most rares that pop out are utter garbage. Guess those level 70 rare crafts actually become useful now.

    9. I just spent 400 shards on chest pieces, hoping for a Marauder’s with +sentry – picked up 2 legendaries (Aquila and Tyrael’s, dammit). Which is pretty reasonable for such a small sample, really. Funnily, though, the first 200 shards I only got blues and rares, and it just felt worse than when I spent 500 a couple of days ago for the same result (but at least with a full inventory). I’m guessing that’s because my brain just wants more BECAUSE MOAR, and we’re going to see a lot more complaints about the inevitable dry spells despite getting more legendaries overall.

    10. As others have said, crystals farming is hurting. I personally am always out. And I always made sure to salvage everything and not sell it prior to the patch. I spend over 1000 on my chest and it still has yet to see 3 sockets. I about just gave up and decided it wasn't worth it anymore.

      Crystals need to be lowered drastically, or some way to convert needs to be added.

    11. I actually have spent about 1k on bloodshards since the patch and I must admit at first I was hating the cost increase. The first 200 didn't give me anything, but then the remaining 800 gave me roughly 7 legendaries. My friends i was playing with had the same luck, we were all getting way more legendaries then before. I actually don't mind the price increase anymore, it feels more like you have to work for the legendaries so now instead of just getting tons of yellows you only get 4 armor pieces but it feels like you worked harder to get those 100 shards and they may only be worth a few pieces but those pieces(in my experience so far) are worth much more.

    12. The first time I gambled ~500 shards last night I received 0 legs. I was gambling helms trying for the marauders visage helm. The next time I gambled I bought 9 helms, literally clicking without looking at what I was getting. I ended up with marauder’s visage, a leoric’s crown, and another leg helm. The rest were rares. I’m not expecting that to be the norm, but was interesting nonetheless.

    13. I spent 350 shards on bracers today,and i got 5 legen.yesterday i spent 1000 for rings=0 legen. Today I had lucky strake.

    14. The new gambling system is insane I gambled 47 panties and 34 gloves and no legs at all but only worthless blue and yellow shit and cant se more carfting materials are dropped in any runs.
      I feel I spent more than 2000 bloods for nothing:( Vollecting bloods now is Waste of time more or less

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