Blizzard swooped in with a few quick Anti-exploit hotfixes today, aimed to close some loopholes in Blood Shard and legendary acquisition that were enabled, or at least greatly incentivized, by Patch 2.0.5.
This has been an issue since launch, that high level characters could join games created by low level players, blast through the content even on Torment 6, and rack up Blood Shard rewards for completing Rifts. This was an exploit a week or a month ago, and it got much worse (or better, depending on your perspective) with the new patch, since Blood Shards from Rift Guardians were finally buffed to drop bigger stacks on higher Torment levels.
Naturally, in the long tradition of “this is why we can’t have nice things,” players began to exploit it mercilessly, taking advantage of the buffed legendary return rate from gambling in this patch. It became too blatant for Blizzard to overlook it, hence these hotfixes.
- Level 70 heroes will now receive a greatly reduced amount of Blood Shards from Nephalem Rifts when playing in sub-level 70 games.*
- Heroes below level 70 will now receive fewer Blood Shards from Nephalem Rifts than level 70 characters.*
- Fixed an issue that allowed crafted set items to roll for class specific properties that were not available to your class when Enchanting.*
That this fixed an exploit is inarguable, but some players are arguing that it shouldn’t have been fixed. After all, D3 doesn’t have competitive PvP or ladders, and all legendaries are BoA so it’s not like anyone can get rich exploiting loopholes for extra shards. In that case, why fix this sort of thing? If players find ways to cheat game the system, that’s their fun and it’s not directly hurting anyone else. So why make hotfixes to stop it?
Are players who complain about exploits just jelly? Is there a compelling reason for the devs to stop this sort of thing, even absent a trading economy or PvP/ladder competition scenario?