Today’s promised hotfixes include a variety of areas, though it’s clear that the drop rate change was the most anticipated. Based on the figures below, the ilvl 63 drops have nearly doubled for Acts II, III, and IV. In addition to this, they have tweaked Nephalem Valor yet again to provide 2 guaranteed rares with 5 stacks, while guaranteeing 1 rare with 4.
- The drop rates for high-end items (items level 61-63) have been increased for Acts III and IV of Hell difficulty and Acts I – IV of Inferno difficulty:
The new approximate drop rates are as follows:
Hell – Act III and Act IV
- iLvl 61: 9% to 13.9%
- iLvl 62: 1.9% to 3.45%
- iLvl 63: 0% (no change)
Inferno – Act I
- iLvl 61: 17.7% to 23.9%
- iLvl 62: 7.9% to 12.6%
- iLvl 63: 2.0% to 4.8%
Inferno – Act II
- iLvl 61: 18.6% to 23.3%
- iLvl 62: 12.4% to 18.6%
- iLvl 63: 4.1% to 9.3%
Inferno – Act III and Act IV
- iLvl 61: 24.1% to 27.1%
- iLvl 62: 16.1% to 21.7%
- iLvl 63: 8.0% to 16.3%
- Fixed a bug with several items that would allow those items to block pathing when dropped on the ground
- Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor
- Fixed a crash that could sometimes occur when a player was interacting with environment objects (e.g. opening chests or clicking on a lectern)
- Fixed several additional game and service crashes
These changes may not fix the problems they perceived previously. Players will still farm up to 5 stacks (and probably an area or two after) and then kill a boss, and the boss itself is the pinnacle of a run. Currently, there is still little incentive to continue after a boss has been downed. Players have given a wide array of suggestions, including varied forms of the buff or unique buffs that a boss could provide after being downed.
On a similar note, many have voiced that item drop problems extend beyond the chance to drop. The general postulate is that items simply don’t roll affixes worth keeping. Personally, I don’t believe that is the case, and if it was, it’s probably working as intended. The best items should be rare, and once you have started collecting ilvl63 gear as a normal part of your set, the chance to get upgrades dwindles drastically. The random item hunt is the focal point of the current end-game, making it a requisite for good items to be extremely rare.
It’s a conundrum for progression, as the game is telling the player that they need better loot to progress, but better loot is simply not dropping at a predictable rate (as intended). In the end, the player is forced to either A) find upgrades through trading or B) farm less-lucrative areas until they find an upgrade. To combat this Blizzard can either increase the chance of rolling good items, OR decrease the difficulty to reduce the barrier for people to farm. Either option has its pros and cons, and it will be interesting to see how Blizzard strikes the balance in coming months.
*As a note, some comments are pointing out that they “do X, Y or Z, and then kill a boss.” This is very true, but it doesn’t fix the problem Blizzard stated: that people don’t feel compelled to continue after killing a boss. Perhaps that isn’t a problem for most people, and it seems to be a good capstone, but it diverges from what was noted as a problem.
Update: A fan sought clarification on the terminology in the post, and it was bestowed upon him.
Lylirra: I can see how it could be read either way. So, to clarify using your example: the drop rate was previously 17.7%, it has been increased to 23.9%. It’s not a range. 🙂