Huge Legendary Drop Rate Buffs Coming to Rifts and Gambling


Big news from Blizzard on changes to legendary item hunting. Fewer chests, less loot from Uniques (Purples), but huge Legendary drop rate buffs coming to Rifts and Gambling. Travis Day offers his dev-otions:

A series of hotfixes will be deployed today making more adjustments to overall reward structures within the game.

I wanted to take a minute to explain the reasons for the changes that we are making. A driving goal of our design has been to make killing monsters feel rewarding, we want you all to find tons of cool items that you are excited about but more importantly we want you to have fun while doing it.

DiabloWikiRifts have always been intended to be the most efficient play method in the game, currently they aren’t for a number of reasons. Part of this has to do with the high level of efficiency in farming that players find doing things like farming Manglemaw, Razorclaw and any other number of unique monsters. Another contributing element is that farming chests without having to actually fight monsters is far more effective than actually fighting the monsters. It is very important to us that chests are exciting to find and feel rewarding but presently they are far too common and reliable to farm in certain areas of the game.

Finally Kadala, she has always been intended to give players some degree of control over their item upgrades. While we don’t want players to simply pick and choose from a list of items at an excessively high cost, we do want you to have an answer to the question “How do I upgrade my boots?” Kadala is meant to be that answer, she is meant to give you some direct control over the types of items you find. Since we are increasing the overall reward structure of the game she is also going to be increasing but by a larger amount than the rest of the changes since she didn’t feel rewarding enough to us.

Without further delay here is a list of the changes that will be coming in the hotfix.

The Bad!

Unique monsters now drop less items.

  • Uniques were dropping far more loot than their difficulty would warrant.
  • Chest spawns have been thinned out across all acts of the game.

  • Ideally chests become less common and something that players can’t flip games to farm. It is our goal to make them feel exciting and rewarding when you find them.
  • The Good!
    The bonus legendary drop rate for rifts is being increased from 25% to 100%!
    *This means that while in a rift your chance to find a legendary item from monsters, chests, elites, and everything else is double what it is outside of rifts. No this does not mean opening bounty bags in rifts is the new hotness. ;P

    DiabloWikiKadala’s legendary drop rate has been significantly increased.

  • Blood Shards are meant to be a compelling element of rift rewards and something players are excited to get.
  • Loot is an incredibly important aspect of Diablo games and we will continue to keep a very close eye on it. If more problems arise we will continue striving to address them. It isn’t our goal to take loot away from people, we just want to make sure they are having as much fun as possible while finding it and these changes all support that goal.

    Good hunting and link the loot!

    Travis Day

    Big news with pros and cons. I like chests dropping good stuff, but as Bliz keeps posting hotfixes to thin their numbers, obviously they must have server stats showing players skimming through areas just for the chests. As always, the great masses can not have nice things due to some exploiters. Better gambling from Kadala is good also, since like most players I talk to, in the current game I don’t really care about Blood Shards since the upgrade return rate on gambling is so low. The lack of Torment-only legendaries from gambling still limits the long term value of the feature, but it should be much more possible to achieve quality upgrades for your newly lvl 70 chars.

    As for Rifts… what does 100% more mean? Can we get some progression figures through higher difficulty levels? We just got the +15% legendary drop rate per diff level last week… so is that untouched, but there’s just a 100% more added to those numbers? Here they are, from our recently-made-giant DiabloWikiDifficulty wiki page and article.

    Current (before the buff Travis discusses) Legendary drop rates, Patch 2.0.4.

  • Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts.
  • Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts.
  • Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts.
  • Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts.
  • Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts.
  • Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.
  • So what does 100% more in Rifts mean? Just add 100% to all those figures, to at T1 in a Rift you’d have a 144% boost to item drop rate, compared to the sub-Torment drop rates outside of a Rift? Or consider that the legendary drop rate in a Rift on Normal after this hotfix will be higher than the drop rate in a Rift on Torment 2 is right now? And equivalent to the current leg drop rate in Torment 6, outside of a Rift?


    Prognosis?

    That issue aside, what do you guys think of the philosophy? More legs from gambling and Rifts, fewer from Purples and Chests. Seem fair? Good approach? Comment, and vote!

    What do you think of Travis Day's Legendary drop rate news?

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    Update: Additional explanations in the thread from Blizzard:

    Is this going to affect crafting mat drop rates?
    Lylirra: Nope. Legendary crafting mats have an independent drop table and their drop rates will not be affected by the change to Uniques.

    Lylirra pls tell us, when this hotfix will go live?
    Lylirra: No ETA to share at the moment for when these hotfixes will go live. Be sure to keep an eye on this thread for updates: http://us.battle.net/d3/en/forum/topic/12427063132

    Note: When the hotfixes do go live, they should go live for all regions at the same time.

    Do rift bosses count as “uniques?” If so it would mean you’re buffing and nerfing at the same time.
    Lylirra: Rift Bosses do not count as Uniques, so they will be not be affected by the hotfix to Unique drops. They will, however, be affected by the hotfix that will boost your chance to find Legendary items by 100% (up from 25%) while in Rifts.

    Note that the 100% bonus to Legendary drops in Nephalem Rifts is multiplicative and will actually stack with the scaling Legendary drop rate bonus in Torment 1-6 (which in turn boosts your chance to find Legendary items by 15% per slider tick, also multiplicatively) .

    does this apply to purple treasure goblins?
    Lylirra: Just checked with QA. The hotfix to Uniques should not affect purple Treasure Goblins/Pygmies/etc.

    That means Torment 2 has a 15*15=225% increased chance of leg drops?
    Lylirra: A better way to do the math for each Torment slider is: 15% for Torment 1, 32% for Torment 2 (1.15 * 1.15), 52% for Torment 3 (1.15 * 1.15 * 1.15), etc.

    You will see when hotfixes go live in this thread.

    When they buffs go from the category “[UPCOMING HOTFIXES]” to “[LIVE HOTFIXES]”.
    Lylirra: Correct, thanks!

    Lots of news and big drop buffs. Excite?

    Comments

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    1. … Huge doesn’t even begin to cover it. This

      [quote]Note that the 100% bonus to Legendary drops in Nephalem Rifts is multiplicative and will actually stack with the scaling Legendary drop rate bonus in Torment 1-6 (which in turn boosts your chance to find Legendary items by 15% per slider tick, also multiplicatively).[/quote]

    2. “So what does 100% more in Rifts mean? Just add 100% to all those figures, to at T1 in a Rift you’d have a 144% boost to item drop rate, compared to the sub-Torment drop rates outside of a Rift?”

      No, the previous 1.25 Rift multiplier changes to 2, so at T1 the bonus in Rifts is 130%, compared to the previous 44%.

    3. These are the new legendary drop rates
      (NT = not torment)

      NT: (1.001)*2 = 200%
      T1: (1.151)*2 = 230%
      T2: (1.152)*2 = 265%
      T3: (1.153)*2 = 304%
      T4: (1.154)*2 = 350%
      T5: (1.155)*2 = 402%
      T6: (1.156)*2 = 463%

    4. What they should have done though is buff mobs, leave chests alone. Then observe player behavior. Does everyone still just go for the chest, or will they do something else (like kill things and take their stuff) if given a viable alternative? It’s quite possible the chest “problem” would have been self correcting just by making a hack and slash game worth hack and slashing. But at least the buff doesn’t actually seem to be a nerf.

      • What would be a viable alternative to a gear acquisition method that’s borderline exploit, since you can enjoy all the benefits of the highest difficulty with none of the downsides?

        • Well gee, I dunno. Guard the freakin’ chests? If you actually consider opening a treasure box an exploit in a game about treasure. My point was more to work out the root cause of the behavior, is it just mobs aren’t worth it, or something more?

          • Last time I checked the chests were guarded. Even by random Elites that some people already complained about, because they can spawn with ridiculous mod combinations. Would you like to make them even more ridiculous, just because a few players apparently prefer to play a slot machine instead of Diablo?

            Also, hitboxes were recently made more accurate and together with that change the melee range of enemies was also considerably reduced. These were things many players asked for, but it also helped chests runs like this as a side effect. Again, the game shouldn’t be designed for players who don’t show much interest in actually playing it in the first place.

            The situation is kinda similar to the previous balance issue of WW Barbs. When one class can effortlessly ignore everything the game throws at it the solution isn’t to lift up the others to that level, that will kill the game completely. It’s the same with chest runs. When you have one method of gear acquisition that’s an outlier in the lack of effort required, but the rest actually works quite well, the solution isn’t to change 99% of the game. You can’t solve everything with buffs without ruining the game eventually. Nerfs are perfectly valid solutions and sometimes the only sensible solutions.

            • The runs people do contain no monsters at all. So instead of “it’s too easy, nerf it” make it not too easy.

              My primary concern though was figuring out the root cause of the chest farming so that a real solution could be developed.

              If players go for boxes even when actually killing things is worthwhile, then make the boxes harder to get at (guards) without making them less common or rewarding. If making the mobs worthwhile makes players kill mobs, then you know the real problem was that killing things and taking their stuff was unrewarding and that you had already fixed that problem.

            • Well, they did increase the drop rates a lot in Rifts together with the chest nerfs. Now they are clearly the best for loot runs in my opinion, while Bounties are useful for gaining XP, gold and crafting mats. We’ll see how player behavior will change.

              My primary issue with chest runs was that they were extremely predictable and that the risks were low, even in the case of the Core of Arreat, where enemies did spawn beside chests. During “normal” play the amount of chests felt just about right to me and it’s worth noting that their frequency doesn’t seem to be nerfed at all in Rifts, at least in my experience. If this is true I think this is the right solution, because this way chests are as rewarding as they were, but they lost their predictability.

    5. I wonder if purple mobs will drop legendary mats less frequently now too?

      • Second Blue post in Travis’ thread:

        “Nope. Legendary crafting mats have an independent drop table and their drop rates will not be affected by the change to Uniques.”

    6. Any word on when this is going live?

    7. Ho ho… I’ve been saving my rift keystones while leveling characters to 70 via bounties, because I wanted to wait until 70 to take advantage of the higher rift drop rates… SO glad I’ve been saving those up. Gonna run a whole bunch of rifts soon.

    8. I’ve found 3 legendaries since this hotfix went live.
      0 from monsters.
      3 from chests.

      thanks obama!

    9. Less chests in the world? Boooo. I liked them, but never farmed.

      Sucks =(

      Hoping Kadala becomes useful.

    10. “Unique Monsters now use the same loot table as Champions.* 🙁 So why have both monsters in the game then? Experience difference? Seems like Story Mode and anything other than Bounties and Rifts are getting more and more nerfed. Sanctuary itself will soon be empty… a few rats and one last chest left 🙁 What about playing Story Mode? So what if players want to run around opening every chest in the game? How is that an “exploit” 🙁 Unless I’m not understanding something, this patch seems a bit sucky 🙁 Anything outside of Bounties and Rifts that gives anything like a good return for rewards or experience just keeps getting nerfed 🙁 Poor new players or anyone who wants to play Story Mod 🙁

      • “So why have both monsters in the game then? Experience difference?”

        Uniques drop many types of Legendary materials, other Elites don’t, so they are still targets for crafting and since they don’t spawn in Rifts and some not even in Adventure Mode…

      • It is an exploit since players are skipping monsters and only hunt chests in order to benefit from a difficulty they cannot master. 🙁 If you think that farming effectively without doing any killing is good for a diablo game, then you might want to consider playing another game. 🙁 And sanctuary will not be empty just because they reduced the number of chests that spawn :(. There are plenty of quests, cursed events and random spawns as it is to satisfy any player 🙁 Please don’t whine 🙁 it is saddening 🙁 🙁 🙁 🙁

    11. And it’s live!

    12. These changes make me happy. I mostly farm rifts on my main, bounties on my levellers anyway. (Don’t see the point of wasting the legendary drop chance on pre-70 characters)

    13. I think this is a really good change for several reasons. The two main reasons being:

      1. Rifts requires rift keystones to play. So only doing Rifts is not an option. This makes it ok for it to be the most rewarding way to play the game. I only wish that playing story mode would reward you with rift keystones and bounty bags for each act you clear. That would make story mode an alternative to doing bounties for those who rather play through the story.
      2. Boosting gambling helps you gear up your non main chars. Smart loot makes it really hard to find gear to boost your lesser nephalems. Gambling and farming crafting materials are the only ways of farming gear for another character. I’m glad both of those ways have gotten a boost.

      • “Gambling and farming crafting materials are the only ways of farming gear for another character.”

        I’ve heard that Horadric Caches drop loot for the character that opens them, but I haven’t tried this yet.

    14. QUOTE

      It is an exploit since players are skipping monsters and only hunt chests in order to benefit from a difficulty they cannot master. :( If you think that farming effectively without doing any killing is good for a diablo game, then you might want to consider playing another game. :( And sanctuary will not be empty just because they reduced the number of chests that spawn :(. There are plenty of quests, cursed events and random spawns as it is to satisfy any player :( Please don't whine :( it is saddening :(  :( :( :(

      and please don’t whine. He was asking a question, not whining. and don’t suggest that people play another game. It’s a crappy argument and makes people skip your post.

      Your very first sentence answered his question. There was no need to add the rest of it.

    15. How about instead of labeling players “exploiters” fix the combat system so that it isn’t possible to simply run around at regular movement speed and not get swarmed, killed, or trapped by mobs. It’s idiotic gameplay that I can run around half naked through sanctuary at the highest difficulty, and so long as I take smart pathing I can just blow past ALL mobs with very little hassle.

    16. 1. As a player who enjoys just going out into the game and killing monsters by clearing my favorite areas I really dislike these changes. I already felt ineffective doing this as opposed to running rifts with a specific group to maximize profit over time, now its even WORSE. I have friends who do this and even before the patch they were constantly out finding me even though I can kill pretty quickly on t1.

      With less chests in the game its another hit to the clearing area style of player.

      2. My Harrinton Waistgaurd belt will now be less effective in my favorite area to run, the keeps of act 3. All because a few players abused the chests now my character had to take a hit in effectiveness, just another hit to my choice in play.

      Blizzard wants me playing their way, it will be pointless to do anything but rifts which I really do not enjoy as much as clearing my favorite areas.

      Lack of choice is really starting to become even more pronounced as I feared would happen.

    17. QUOTE

      1. As a player who enjoys just going out into the game and killing monsters by clearing my favorite areas I really dislike these changes. I already felt ineffective doing this as opposed to running rifts with a specific group to maximize profit over time, now its even WORSE. I have friends who do this and even before the patch they were constantly out finding me even though I can kill pretty quickly on t1. 
      
      With less chests in the game its another hit to the clearing area style of player.
      
      2. My Harrinton Waistgaurd belt will now be less effective in my favorite area to run, the keeps of act 3. All because a few players abused the chests now my character had to take a hit in effectiveness, just another hit to my choice in play. 
      
      Blizzard wants me playing their way, it will be pointless to do anything but rifts which I really do not enjoy as much as clearing my favorite areas.
      
      Lack of choice is really starting to become even more pronounced as I feared would happen.


      Yeah, I agree. I think you expressed it better than I did 🙂 Bounties and Rifts are great, but so is just clearing out areas, even in Story Mode. Reducing the effectiveness of this style of play, this encouraging Bounties and Rifts, is too prescriptive. This is what I meant about “empty Sanctuary”.

      The easiest way to avoid exploits is just to remove all monsters and chests from the game. Then just buff the legendary items and legendary materials drop rate and Kadala so that you can have uber single-click-death T6 gear in at most 5 minutes of Bounty/Rift of play, or 2 gambles.

      Maybe that’s all coming in the next patch?

      Or am I missing something? 😉

      What happened to just letting us play the game, kill monsters, open chests, explore the work, get experience, get loot?

      It’s all becoming so *complicated* now.

    18. In reply to own post above, to quote Flux, re chests and exploits…

      “And that’s why we can’t have nice things.”

      🙂

    19. Hugh buff my [email protected]#, over 800 sharTs spent and not 1 (one) legendary. Over 100 helmets alone and not one. I have seen an increase in rift leg drop rates tho.

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