Identifing Rares and Too Easy in Reaper of Souls?


A couple of blue posts today bring up issues worth discussing. One change they’re experimenting with in the Reaper of Souls beta is dropping all Rares already ID’ed.

I hope it is only for the beta couse Identify items is fun
Vaneras: Right now we are testing how the item game feels if you only have to ID legendaries, because the real magic happens with the legendaries 😉 As usual, this is of course subject to change. After all, this is just the beta and not the final game.

It should be said as well that we have also seen plenty of feedback from people who do not think having to ID items is very fun.

it gives more tension and excitment to know what powerfull stats are hiding behind that ?
That is a good point for sure, but isn’t this kind of tension and excitement sort of the same thing as when you see that yellow item drop on the ground and you don’t know the stats on it until you have picked it up?

Spending time to ID items is a Diablo series tradition. That said, the process has gotten more convenient and quicker with each game, and right now in the RoS beta it’s the easiest ever since Rares drop already IDed. I’m generally a traditionalist in terms of Diablo series innovations, but I like the new system. At least I did at first… but I’m growing less fond of it by the game, for a weird side effect reason.

What type the Yellows are?

What type the Yellows are?

I don’t miss having to ID rares. What I’m starting to miss is the ability to know the item type by the name on the ground.

At first in RoS it was handy, since I was picking up everything, since anything might be an upgrade over my D3V gear. As time passes though and my level 70 Monk’s gear improves, the odds of anything being an upgrade are dropping rapidly. It’s not yet to the D3V-style where only rare rings, amulets, and 1H weapons are wroth picking up, but it’s moving in that direction, and when the items drop with only their name showing… you often can’t tell the useless (any 2H weapon) from the potentially great (jewelry).

In other news a fan with a ton of twinks wants more challenge right from the start.

My main concern – it is TOO easy on Master difficulty lvl. I was given 199 paragon lvl and equiped a hellfire ring and now any elite pack is killed in less than a second. That is a way too much. Please, give some challenge for high paragon guys like me by allowing to choose higher difficulty levels beyond Master from the start without having to reach lvl 60-70.
Grimiku: Currently, unlocking difficulties is a little confusing, but there is a way to start your Crusader on higher setting. Normal, Hard, and Expert difficulties are available right at the beginning, but Master and Torment unlock when one of your characters reaches 60 and 70 respectively. However, those difficulties are available for all of your characters once you’ve unlocked them. I know that playing a character up to 70 might be a little inconvenient for you, but you might find that playing your Crusader on a higher difficulty was worth it.

We’re definitely interested in your feedback on the difficulty settings, though, and I’ll be sure to keep an eye on this thread.

The OP’s comment is a little confused, since if he’s got 191 paragon points he’s obviously got some level 60 characters. That said, why not? Bliz, just allow all difficulty levels right from the start. What’s the big deal? The selection screen gives pretty clear warnings how hard (or not) the various settings are, and if players have such massive twinks that they can survive on Master+ right from the start, let them. Or if a player doesn’t, but still wants to turn it way up and get slaughtered, it’s the same thing. Let them. Why try to stop it or control it?

Why must Bliz forever put artificial limits and controls on how players want to play the game, especially in an issue like this where it affects no one else?

Tagged As: | Categories: Blizzard People, Blue Posts, Ex-Blizzard, Items

Comments

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  1. Hey Flux, there’s an option to show the item’s icon on the ground. You can find it in the game menu. This might help you easily identify the rares on the ground.

    • What he said is that he can no longer differentiate an amulet from an herb or another 1 slot item by the name. They no longer drop like “amulet” or “herb” or “whateverTheNameIsForTemplarToken” because they now deop like “giant eye of doom” “merciless radiant spot of shinyness”. Get it?

      • Right, but you can change it to display the icon instead. You now know right away what the item is on the ground very similar to the console version. If you’re after only amulets, only pick up the amulet icons. I’m not sure I see the problem.

  2. I’m sure it’s somewhat jarring though coming from Diablo 2’s classic normal, nightmare and hell progression to pick which one. I think we’re losing something in just flat difficulty settings once they’re unlocked. It kinda doesn’t make sense to the most efficient path mentality which is prevalent in gaming. Why would I make it harder when I can do the same thing and get the same rewards?

    • @Fortuan

      You actually do get different rewards for each difficulty:

      Normal:

      Hard:
      *75% Extra gold/xp

      Expert:
      *100% extra gold/xp
      *Bounties award double currency

      Master:
      *200% extra gold/xp
      *Bounties award double currency
      *New legendary recipes can drop in this difficulty

      Torment:
      *300% extra gold/XP
      *Bounties award double currency
      *New legendary recipes can drop in this difficulty
      *New legendary items can drop in this difficulty
      *250% bonus legendary drop rate
      *Additional gold/XP/legendary drop rate per slider tick

      Torment can also be adjusted in difficulty which increase the rewards:
      Torment I
      Torment II
      Torment III
      Torment IV
      Torment V
      Torment VI

  3. Ugh, I hope they leave the rares alone – taking away the option to ID something makes things boring. I think they they are getting a bit too high on Legendary items. Don’t shoot yourself in the foot again, Blizzard -_-.

    • I agree. They are DEFINITELY getting a bit too high on legendary items. I love legendaries as much as the next guy but I think a system where each tier of items has a use would be much more interesting system long term. For example you could make MF from magic items still count 100% towards legendary drops, make select powerful affixes only attainable on rates, etc.

      • The idea about making MF on rares count 100% towards legendaries seems like a great idea. It allows you to scale up better, since if you can’t find anything good, then using rares will help you get better stuff. Also, since rares are now apparently always weaker than legendaries, MF would have an actual downside: your gear is intentionally gimped. I’d be all in for this suggestion. You should send it in to a Blue.

        On the topic of pre-ID’d Rares, I’m fine with the way they are in the beta. When game launched, Rares took 3 seconds to identify and there was no Book of Cain; people complained (rightly!) that it took ages to ID stuff and the game was boring. Then ID took 1 second, and you had Book of Cain. As far as I can tell, a lot of people still feel it’s annoying to go to the Book of Cain all the time (at least, I do).

        I think that the overall point of pre-ID’d Rares is that they don’t really feel special any more. IDing an item feels fun because you’re excited about what you’ll get, but I’m used to getting inventories full of Rares, Iding them all and just getting junk to sell/salvage. If Blizzard decides/has decided that legendaries are going to be the main ‘exciting drops,’ then I would be excited to ID each legendary I get, especially to see the new abilities. However, Rares just feel kind of plain to me by now, like Magic items but with a few more properties. I wasn’t sad to see IDing Magic items go, and now I’m not really sad to see IDing rares go. I can see your perspective, but personally, I’m fine with the way things are in beta now.

  4. Playing Torment from the start would be a bit like playing MP10 in D3C from level 1. Sure – it’s fun to have the huge experience and GF boosts, but come mid-game, the monsters just start having crazy amounts of HP, making progress really slow and not at all satisfying. If it takes you 10 minutes to finish off an Elite pack, you don’t really feel like a badass.

    I guess this is a problem with how they scale HP/damage with difficulty in general – HP scales much faster, so you can end up in a situation where you think you should be able to play at a high difficulty as you’re not dying all the time, but you are doing such pathetic DPS that it’s REALLY boring and slow.

    By restricting the last two difficulties to 60 and 70 respectively, at least people who run into the above will have played through it on a difficulty where the monster HP isn’t too crazy and will realise the difference.

    • I tried to twink a character “au natural” (no gems, no Hellfire) on MP10 to see how much faster it was, and it really isn’t. W/o XP steroids, you’re going to top out about 4-5 levels above MP0 throughout Normal, consistently. So the reduction in speed definitely doesn’t make up for the paltry extra XP. I think the main problem, in D3C, is that MP only boosts the number of drops, but not necessarily the quality. Looks like Torment is going to finally take care of that problem, hopefully. Difficulty exclusive gear is one of the best tidbits I’ve seen. Of course, the gear could still stink out loud, but we’ll see.

  5. “Why must Bliz forever put artificial limits and controls on how players want to play the game, especially in an issue like this where it affects no one else?” Exactly. Why ?
    I’d prefer unid yellows with instant ID in inventory. Also, the item type should also be always visible (even for Legendaries).

    • I love the rares being pre ID’d. It’s so much more convenient (at least for me so far) to just hover over an item to see if it’s worth picking up for me.

  6. So 2-handers are still worthless, huh?

  7. I’m playing a level 70 WD (453K DPS, 3.1 Mio. Toughness) in Adventure Mode/Rifts on Hard, and it’s perfectly fine atm. Master is too hard for me atm (particularly elite packs), and Torment is still far, far away.

    Problem is that some stuff/skills are broken atm (like Crusader), and several mods like Crushing Blow are OP in combination with other mods. But, hey, this is beta day 3, folks!

    • Could you elaborate a little about Crushing Blow?

      • If crushing blow is working, it’s going to be OP.

      • Crushing Bows deal 25% of a monster’s CURRENT health as bonus damage, and is half as effective against elites. However, it is affected by other damage modifiers, which makes it OP atm.

        • By other damage modifiers do you mean splash damage or is there a way to increase the percentage-based damage?

          The way I see it, against bosses it will be a must have, even if it has diminishing returns or if there’s a cap on it. When you’re facing a huge guy with billions of health even a slight chance at 12.5% damage will help an awful lot.

        • So let’s say you have CB, plus crit and, say, 100% crit damage (200% total). You take a swing at a 20B boss. You roll a Crushing Blow, so 0.125x20e9 is 2.5B. You’re telling me that that 2.5B can CRIT? So it would actually go for 5B w/ a single hit? Probably more, since you’re also adding your regular weapon strike in first (before the crit multiplier)?

  8. Let us see the item type blizzard!

    • And after you id it as well. I hate loosing what the base of the item is aft the id.

      • This. Very much. Really wish we could still see the item type after ID’ing. Though if they really do remove ID’ing except for legendaries, I guess it’s sorta worthless at that point…

  9. I have an idea… They could go back and fix the story so that Cain doesn’t get killed in the most embarrassing possible way, and let him ID-all instead of the book.

    Hard for me to have an opinion on what items should need to be ID’d or not without playing and seeing how it feels. This just sounds like more Blizzard trying to show us how AWESOME and IMPROVED and GAME-CHANGING legendaries are, but I’m not holding my breath. Blues are inconsequential and I wouldn’t like for yellows to start feeling inconsequential, too.

  10. ”Why must Bliz forever put artificial limits and controls on how players want to play the game, especially in an issue like this where it affects no one else?”

    Yea give us… Offline mode!!! haha

  11. ID without scrolls = complain
    ID in inventory with the book = complain
    No longer have to ID with the book = complain
    I think the real problem here is the items. If they just removed items from Diablo, it would be a better game. Balanced PvP would just happen naturally and they could put that in the same patch, as well as remove the need for transmog and bind on account.

    Join the item-less Diablo bandwagon!

  12. Can’t you just hold ctrl and hover over the rare for an immediate comparison which can be quickly determined based on the enhanced categorization? (damage, toughness, healing)

    Seems easier than having to keep track of which item types to pick up and go through the hassle of ID’ing them to me.

    • In D3C, those never worked right for sets, especially Nat’s crit bonus. I hope their calculators for the tooltips are better this go round.

  13. In a month after RoS releases and I don’t want to pickup 90% of the bad loot anymore since I can’t use for alts/trading.

    I want to see the item type so I can only pick up the things that have a chance at rolling well. Hopefully they leave IDing in.

    Also identifying wouldn’t even be an issue if we had a sufficient system to encourage picking up loot. I thought it was supposed to be less loot and better recycling?

  14. In a month after RoS releases and I don’t want to pickup 90% of the bad loot anymore since I can’t use for alts/trading.

    I want to see the item type so I can only pick up the things that have a chance at rolling well. Hopefully they leave identying in.

    Also identifying wouldn’t even be an issue if we had a sufficient system to encourage picking up loot. I thought it was supposed to be less loot and better recycling?

  15. Blue items are still worthless to wear as well?

    I guess the time anyone wears a white item is 0.000000001%, and a blue item: 0.0001% of the total playing time.

  16. QUOTE

    Blue items are still worthless to wear as well?
    
    I guess the time anyone wears a white item is 0.000000001%, and a blue item: 0.0001% of the total playing time.

    Why would you want to wear a blue, instead of a Rare? Same affix pool, but less affix slots (2 vs. 6). By the way, this situation was the same in D2 as well. Sometimes you could find a Magic item with a really good damage roll and then you used it until you found a Rare with similar rolls for damage. During leveling this happens often in D3 as well.

    The difference between D2 and D3 in this regard is that in D3 you need more than 2 damage affixes for an item to become really viable, while in D2 a huge +x% damage and attack speed was all you need.

    • In my opinion, they should keep white, blue (magical) and legendary items.

      Rares feel redundant, and I feel sad I basically never have any use for white or blue items in this game.

      They should keep it simple, from the Diablo 1 days.

  17. I would love a game with an item system that find a good use for blues and whites. For blues the solution is easy – less mods but bigger values. Would you rather 4-6 pretty good mods or 2 really good mods? Hey look, that could actually be an interesting decision! Otherwise they should just stop dropping them and cluttering the floor with stuff that is intentionally useful.

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