Reaper of Souls Beta Patch Changes: Economy and Loot 2.1


The last Reaper of Souls beta patch made a lot of big changes to legendary drop rates, gear options, economic issues, gear progression, general difficulty, and more. Here’s a short article touching on some of the big changes, partially to inform people who aren’t in the beta yet and partially to get some feedback and/or debate from people who are.

Difficulty Changes and Legendary (Non) Drop Rates

The new version of Reaper of Souls is a lot harder… in some ways. Mostly it’s harder since characters find much lower quality gear. The drop rate of legendaries of all types is *much* lower, more like what you see in D3 today than what we were long promised from Loot 2.0. That’s a relative statement of course, since drawing sweeping conclusions about something as tricky as RNG is tough without hundreds of hours of play time. But speaking for myself, and from what friends in the beta have told me, everyone (below Torment difficulty) seems to be finding 1/3 or less Legendaries than they were pre-patch.

That makes things harder since Legendaries are the DiabloWikiBiS items, but the real difference since the patch comes from a huge change to the damage range you see on weapons. Prior to the patch, once characters reached level 70, the monsters scaled to 70, and players started finding lvl 70 items, it was quite common to find rare one-handed weapons with 3200-3400 DPS, while good quality legendary one-handed items were 3600+ DPS, and all of those weapons had 700ish mainstat and a socket.

Rare 1H weapon pre-patch.

Rare 1H weapon pre-patch.

Rare 1H weapon post-patch.

Rare 1H weapon post-patch.

Now the best one-handed Rares are much lower; 2000ish, with two-handed weapons (which are utterly useless for anyone but the Crusader) around 2400. Rare armor is not much different that it was pre-patch, so characters can tank up and not die constantly, but weapons have so much less DPS that battles are much longer and thus there are many more chances to die. Especially since Crushing Blow is now (temporarily?) removed from the game.

Not only are the easily-found lvl 70 weapons that much less damaging, the legendary drop rares are much lower, and several of the Elite Affixes have been buffed considerably. So the game is much harder now, right? Well… mostly.


Click through for more details on changes to items and the economy, plus some notable exceptions to the above rules.


Patch Difficulty Change Results

Yes, it’s much harder. Not so much going up to 70, if you stay on a reasonable difficulty level, since pre-patch there was a gradual curve of gear and monsters that matched pretty well from 64-69ish (it was markedly easier from 60-64ish, if you brought over good D3 gear on a lvl 60). The big demarcation pre-patch came at lvl 70, due to huge quality increases in player gear. The level 70 experience now is much different, but it’s actually much more consistent with the 61-69 experience. There’s no big jump in monster difficult at 70, it just doesn’t become easy anymore, since they smoothed out the huge jump in gear quality that used to occur at lvl 70.

Prior to the patch I had little trouble quickly gearing my characters up so they could faceroll through Hard and Expert, while Master wasn’t hard to clear but would kill me from time to time. Torment was the difficulty where I felt out of my gear level, and even trash mobs were slow to grind down, even with 25% or more Crushing Blow. (There were players who geared up enough to faceroll Torment, even without using a lot of Crushing Blow, but they were mostly players who put in dozens of hours on the same char, while I spread my play time between 3 softcore and 2 hardcore characters, all of whom I got to 70 and decently-geared.)

In the current patch I’ve only played one character to 70, a softcore Barbarian, and he’s now wearing Rares that basically can not be upgraded, plus 2 legendaries (due to his terrible luck with legendary drops) and he can cruise through Hard, Expert is a little slower, Master brings very challenging boss battles with very good chances for death, and Torment is not yet playable since just trash mobs are a slow grind to kill.

I’m not nearly as expert with a Barb as with some other classes, but pre-patch I was able to easily handle Master difficulty with a Monk, WD, and DH, after putting considerably fewer hours into them than I have into this Barb. The difference now is much lower DPS which is almost entirely due to the weapon, and fewer legendary items on the whole. (Legs have bigger stats, plus their special effects are usually very impactful, if not totally build-changing. The bonus legendary effects from both legs on on my Barb now make a clear performance difference, even if neither is exactly game changing.

It's easy to upgrade over D3 lvl 60 gear when you add 655 mainstat.

It’s easy to upgrade over D3 lvl 60 gear when you add 655 mainstat.


Torment and Better Drops

All the above is true… but things change considerably at Torment difficulty. Once players are up to that level, the legendary drop rates (apparently) increase quite a bit, and even the one-handed rare weapons are much higher damage than the ones dropping on Normal/Hard/Expert/Master.

This seems fair enough in theory, but in practice it feels a bit like Diablo 3 did right after launch, when you needed top quality gear to survive in Inferno, especially past Act One, but you couldn’t find that gear until you are in Inferno Act Two. RoS isn’t a gear check to that extent, since you can find top quality legendary items even on Normal difficulty, but the drop rates are *much* lower than on Torment. You get more exp and gold going up to Expert or Master, but if there’s any difference in legendary drop rare or weapon damage, I haven’t noticed it, and I’ve played a fair amount of Master.

Obviously we’re still early in the beta and the devs are tweaking the difficulty and drop rates all over the place. It was (arguably) too easy to gear up pre-patch, so it’s not a shock they (arguably) over-compensated to the current state of affairs. But it’s worth pointing out how much has changed recently, especially since a lot more testers got in on the same day as the patch.


Gambling Changes

Gambling has been overhauled. All the same items are still available (and not available; still no quivers!?) for 5 Blood Shards per gamble. Two prices have changed: rings now cost 10 and Amulets cost 15, and that’s relevant since those are just about the only slots where you might keep using Rares long term. Plus those are about the only slots where you can’t quite easily gamble or find a top quality Rare, since there are so lots of possible/desirable affixes on jewelry. (And so few on other armor, where you want mainstat, vit, and all res on everything, with your fourth primary slot spent on a socket, ChC, LoH, Regen, or maybe +%damage to a skill, depending on the item type.)

The biggest change to the gambling is the removal of Horadric Goodie Bags, which used to cost 100 and were by far the best and most interesting thing to gamble, especially once your character hit lvl 70 and had all their rares essentially as good as they were going to get. Goodie bags usually had nothing of much value, just a couple of Rares and a bunch of materials, but they could drop legendaries, and those are what you’re really hunting in RoS.

Without Goodie Bags to buy with Blood Shards, it feels *much* less valuable to run Bounties, since one of the main rewards for Bounties are Blood Shards. Now all you can do is gamble with them, and soon enough you’ll have nothing worth gambling but jewelry. Adding to the annoyance of this change, Blood Shards now max out at 500. I don’t know if there was a cap before, but Elly had about 1000 and was saving up to buy a bunch of bags live on the stream, for the fun legendary item hunt.

It’s really stupid to have a max stack on Blood Shards, since they are stored virtually, like Gold. You only see your balance when you open your Inventory, and there’s no indication that you will ever max them out until suddenly you do. I hit the max on a bounty reward, and wondered why there were suddenly 7 Blood Shards in a stack on the ground. Bounties and Goodie Bags very rarely drop a Blood Shard, (they always reward them, but they go straight to your Inventory) and I’d certainly never seen more than one in a stack. And since they are now auto-pickup, I couldn’t understand why my character was essentially dribbling the stack across the screen.

I went back to town and gambled a full inventory of rings, dropping me down 60 shards, and confirmed another change to gambling; you get a rare every time, now. Pre-patch you got about 50/50 blues and rares, but now it’s rare every time. This obviously increases your odds of getting a usable item, but I sort of miss the blues since then the rares felt like better luck on the rolls, plus I’m always short on blue materials, and turning 5 shards into 1 of those wasn’t an entirely bad rate of return. (Blue material shortages are even worse post-patch, since the blue mat cost to enchant is higher than it was, and even fewer blue items drop, while you get more Rares than ever.)


Boss Affix Changes

I’ll save this for a larger article this week, since a lot of them have been tweaked, at least visually. Some are easier, too. Orbiter puts out a lot less lightning and the sparks orbit more slowly than before. Thunderstorm is more recognizable now, and is both more and less dangerous since it sends down a bolt and then multiple others in rapid succession, but right in the same area as the first. Thus you can avoid them if you move quickly, but that’s hard to manage and if you don’t you’ll eat a whole series of them.

The biggest change I’ve noticed is to Electrify. These bosses still spark when hit, as always, but they now go in cycles like Reflects Damage, and when they are in their active stage they spark out like someone lit their fuse on the Fourth of July. Massive sprays of sparks in every direction, and if you’re hitting them at melee range at the time, especially using two very fast weapons with Frenzy like my Barb does, it’s very painful. Like lethally so…

Sparkly! Gorgeous! Lethal!

Sparkly! Gorgeous! Lethal!

At least it's a pretty way to die.

At least it’s a pretty way to die.

Since the patch I’ve seen this sight way more often than I am comfortable admitting, and I’m not sure that Id’ ever seen it pre-patch, or in Diablo 3 where Electrified is a fairly irrelevant boss mod. Not anymore, and when they go into their sparking phase, you really need to back up. Especially if you’re fighting Electrified Champions, who just Tesla Coil the entire screen.


Conclusion

I’m curious what other Beta testers have seen of the item drops and how their luck compares to my own. I have a lot of thoughts (complaints) about the removal of Magic Find also, but I’m still thinking them over. The stat appears to be all-but-removed from the game. You never see it on Rares anymore (just Gold Find), it’s gone from the Paragon Points, all of the legendary items that used to spawn with some guaranteed MF no longer have it, and even if you’ve got some left over on D3 gear, it’s been nerfed in effect almost to the point of non-function.

About the only place you can still find Magic Find is via a Topaz in your helm, and I wouldn’t be surprised if that’s still there only because the devs forgot to change it yet, or just can’t think of something better to switch into the Topaz in helm bonus.

Aside from the economic changes, I like most of what they’ve done in the patch, and wish I had more time to play it. Act Five bounties all mostly work now, they many improved Elite Affixes make bosses more challenging, there seem to be a lot of changes to density and spawn rate in Nephalem Rifts (though you hardly find shrines there anymore, and most of them are normal shrines rather than the awesome Pylons).

Anyone else got Beta feedback, especially on drop rates and difficulty tweaks? Or are most of you guys just trying out the PTR and still waiting on beta invites?

Comments

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  1. What?! Are we already on Loot 2.1? I haven’t even tried 2.0 yet.

    • The devs very clearly said that drop rates were intentionally higher initially than what you would see in the final game. The reason was that this way testers could try out everything and provide feedback.

  2. I tested a bit pre-patch. I’m gonna test a lot more today and I’m still waiting for my beta key 🙁

    So only ptr for me

  3. Leoric’s gorget amulet is going to be a ton of fun. In a 4player party, it will keep summoning skeletons guardians, even moar than a D2 necromancer had… 🙂

    • I’ll comment on it some when I post the next legendary gallery, but the skeletons are actually pretty useful. You get a mixture of melee and archers, and they all hit for about 150% of your weapon damage. Not very quickly, but if you get 4 or 5 archers going at once, they can burn stuff down pretty well. (I had up to 3 separate summonings of them at once, a few times, for more than 25 total skeletons.)

      The monsters treat them like real minions, attacking them normally, which is useful as a defensive distraction, but can be annoying if you want all the enemies concentrated on you for your AoE or other effects. The skeletons are at least quite competent to take out the last trash mob or 3 on your screen, saving you the trouble.

      • Does the WD legendaries wih enhanched pet dmg and attspeed work on those skellys ?? Could be some real cool Zoo doctor concept, dogs/garg/fetish and skelly with 100% dmg and ias 😮

  4. so what happened to loot runs being free in the 2.0 patch? (adventure mode or whatever they call it now..)

    https://twitter.com/Diablo/status/370280976716283904

    bLIEzzard

  5. Legendary drop rates are indeed worse, but nowhere near as worse than it is in classic when you consider that most players have no MF on the PTR.

    As for MF, it’s still a fixed affix on some Legendaries. Nagelring comes to mind.

    As a fairly well-equipped level 60 player the new Rares are quite disappointing. Basically if you spent even a few millions of gold in the AH in classic, then don’t expect to find any Rare upgrades at all at 60. Legendaries continue to be awesome however.

    • By Rare upgrades I meant damage upgrades. Defense-wise I often get much better items than what I have, but I often lose just as much damage with these. Still, swapping out some stuff may not be a bad idea, since I still can’t quite play on Master, the incoming damage is too much with around 600k EHP.

  6. I found the opposite with rares having upgraded an awesome rolled Inna’s belt with one that included 270 dex and 11 WotHF damage. I had a few more rares come real close having just rolled a different spirit spender. the dex rolls are amazing on them. I could stack over 100 spirit spender damage with a little luck. I can see builds coming from all the skill damage affixes.

    • The skill and elemental damage bonuses are indeed awesome and can be quite build enabling even without Legendaries. My fire wizard (that’s a thing now) found a bracer yesterday that was a downgrade going by the tooltip comparison, I lost 8% all-around DPS with. However it had +13% fire damage and since I exclusively use fire skills it was actually an upgrade for my build.

  7. I played RoS for a few (2 or 3) hours (honestly wasn’t expecting to get a beta key but since I’ve recently reactivated my WoW account to finally check on what the Pandapack looked like I got invited to Hearthstone and RoS…) and just some quick thoughts on it.

    – Only one legendary dropped for me in the entirety of Act V and wasn’t an upgrade over vanilla D3 gear for my Wizard. It went straight to salvaging mats.
    – Mystic seems bugged in that she doesn’t provide any rewards for levelling up from 8ish or so. Guess those transmogs are still WIP.
    – Jeweler quest is bugged and it doesn’t seem to be possible to complete it.
    – I only upgraded shoulders, gloves and weapon on my Wizard. Everything else I found was not better than vanilla gear.
    – I only played the Wizard up to level 68 (finishing Story Mode and doing one act worth of Bounties) and the Barbarian up to level 61 (until I realized playing it was no longer fun).
    – I played mostly on Hard because I wanted to reach the end of Story Mode as quickly as possible to try out Adventure Mode. Playing a little bit on Expert meant dying a couple of times on each Elite and I wasn’t attempting to make some sort of working builds as I was mainly switching skills all the time to see what had been changed.
    – Bounties are amazingly boring to do for the same reason that I don’t longer find it fun to play a Barbarian: increased monster density is gone! The only moments where the game picks up the fun of 1.0.8 monster density is Cursed Chests (I have a rift keystone but haven’t done one yet since the servers crashed when I was about to do it and I just went to sleep); apart from that Bounties are just chasing 50 monsters and an elite on a completely empty area (Fields of Misery is shockingly unrecognizable).
    – All gambled items that I bought were pretty lame rares.

    Maybe things will pick up once I’m level 70 but since I don’t exactly have top-notch vanilla gear (battle tag is DMB#2688 on EU if you want to see what gear I have) I was expecting a few more upgrades to have dropped at this point…

    • So I just need to re-subscribe to wow to get a beta key? $15 beta entry fee..

    • I too, would like confirmation of this, if indeed it works.
      Would make my start a WoW account for the first time in my life, not that I would ever play that crap.

      Anyone else noticed getting a key with renewing their WoW subscription?

  8. What the heck are commas doing in my diablo 3!?! /quit

    • Oh, you know, Blizzard dumbing it down for the casual babies as usual…

    • I was actually joking with Elly about that on the stream the other day. How the commas are like, huge and obvious. Double the needed kerning, just to make them really obvious. You really notice it when you see damage pop ups in-game, and the crit looks like:

      2 , 542 , 879

      Just rubbing our faces in the fact that commas are in now that the AH is out…

  9. Imo, the legendary drop rates should be buffed slightly (100% maybe :p ) on master, but untouched on bags.

    I watched kongor stream saturday and sunday afternoon. The only farming method for legendaries on beta is: get bags on normal, open them on torment 6.

    Killing monsters just don’t get you legendaries anymore on the current beta drop rates, even on MP games on torment, except for bags.

    If you get 1-1.5 legendary per hour killing monsters on torment(excluding bags), smart drops, mystic and stuff involved, I could see this working long term. Right now the drop rate seems to be 1/5 than that, being very generous…

  10. Playing PTR this weekend I was very suprised at the current legendary drop rates, especially after playing console for the last few months. Not that I was expecting them to be that high but they did seem low based on what blizz has been saying. I imagine they are testing the extremes of high and low currently. I also re levelled a WD on master with an old hellfire ring and was cool to get from 0-54 by playing the campaign from start to finish. Does seem strange that this is the max diff for vanilla, I imagine there will be a lot of complaints if it stays this way. Doesn’t matter though, I don’t see any reason to play without upgrading to RoS especially if you still play D3V currently.

    Fingers crossed blizz gives us beta keys for dealing with stress testing the PTR this last weekend.

  11. The thing I found most depressing about this post was the post-patch rare sword: “Ignores Durability Loss.” Really? That affix hasn’t been removed yet? *Sigh*

  12. The only change they need to make happen is the monster density. But i am going to buy it either way 😉

  13. I am fine with the drop rates being low. Every legendary that drops is pretty much GG. They NEED to be rare.

  14. My spider sense is telling me that if this difficulty level survives the beta into release we’re going to have a repeat of the D3V difficulty nerf rush.
    Not sure what they’re playing at… It’s been well established that extreme difficulty is not a good idea for this game.
    Also, why are they messing with the monster density again? Almost everything is back to being a wasteland.

    • They want single target skills to be of use.

      • Well that seems like a singularly horrible reason to make everything hard.
        A much better solution IMO is to change all single target skills to small AOE attacks (which some runes do of course), and change the big AOE skills to be somewhat less damaging.

        • He was commenting on the density changes. Single target skills are pretty useful as they are right now on the PTR because of the reduced density and they can be improved against groups if you focus on the Splash Damage stat.

          • I still think that’s a pretty stupid idea.
            The right solution to making single target skills useful can’t be to make the entire world a barren wasteland. That’s just backward thinking in my mind.

            Something else I just noticed, is that once you run out of resource for your RMB skill, it now defaults back to basic attack instead of the LMB attack like it was before the patch… Too bad, I kind of liked it.

  15. I love the game. I understand what they’re trying to do. The game needs a level that’s challenging for everyone. but, so far, it’s always their solution to remove the things we like about the game.

    The things they remove that “I like” … I don’t just like because their OP. I like things like attack speed because those mods are cool to look at and fun to use.

    I like mods that make me run fast because it’s cooler to look at, it makes me feel ‘super’ and it picks up the pace of the game. When they nerfed the barbs fast moving WhirlWind skill that I’ve been using for 2 years, well, it’s left my barb feeling sluggish and slow in the new patch.

    the game for me is supposed to be a little fun, isn’t it? But, they keep nerfing good ideas. Maybe instead of going back on the things that we use now, perhaps they could just make more challenging levels with fatter tougher monsters that are near impossible to kill?

    I know they would love to go back in time and change things but, they can’t … Pandora’s box is already open and I’m afraid that the game developers are setting themselves up to, once again, disappoint the player base.

    I see the good things about ROS & patch 2.0.1 for sure. But, the bad list is starting to stack up so high it’s hard to watch. And Diablo is my favorite game.

    I see the developers stacking really high main stats and vitality and then removing Attack speed from items … do they think they’re going to trick us? Do they think that long time players are going to say to ourselves, “Wow! Look at that amazing main stat!” and not even notice that the 9% attack speed is gone? That attack speed that had us savagely swinging our arms like little maniacs … that was kinda fun to watch. And high main stats are cool … but, they are boring as hell. Does anyone feel me here?

    We, the people who waited on line to play D3 when it came out, have played through some dismal versions of this game with abysmal legendary drop rates. I spent months playing this game, hours a day, without finding a single leg. And, I’ve worked really hard to become powerful … now my character goes into he new patch and just feels like a dud. That’s some great reward. We shouldn’t enter into this new patch feeling like a turd. Shouldn’t we all still feel kinda uber with a base paragon level of 100-200?

    In the PTR … the new monster density is back to the original abysmal D3v and the legendary drop rate is god aweful.

    I found a pair of bo Jangler boots with 300 str, 300 vit and no attack speed. Does blizzard really think I didn’t notice?

    • Just practice some self restraint and dont buy it. I dont agree with boa philosophy and also with the slacking half ass moves by removing AH and not providing anything else.

      • BohemianStalker … you and I are the ‘lone nuts’ here. The other diablo players are standing in line waiting their turn for the spanking machine. And you and I are the the two dudes in urine stained overcoats and long grey beards picking through the garbage outside of the starbucks.

        The AH was abused, I agree. But, if one played D2 and traded there, you have a serious appreciation of the AH. I thought it was awesome. It might have been one of the best features that came with the game. But, that’s only because of the problems inherent in the original version of d3: low legendary drop rate and item quality.

        Free trade is just insane to give up too. Bound on Account legendaries is a huge mistake. All players will eventually regret that.

        But, for now … there are just the two of us standing in town, holding signs that say “the end is near” … and we’re no even talking about Diablo roaming the earth again.

  16. I’m not in any beta, but I would like to see some decent drop rate on legendaries pre-lvl 60, I only found two throughout my whole time whilst playing which sucked. I’m not talking console but somewhere in the middle sweet spot would be good.

    I think the electrify might be a little unfair to most melee players whilst your mates are blasting away with projectiles and pets.

    The rest of the changes, like the difficulties, sound like they’ll need the other mechanics smoothed over to accommodate them once they patch again.

    • Don’t worry, Waller are unfair for ranged attackers, particularly with the new thunderstorm affix when you are stuck between two walls in a corridor. Moreover, it seems that teleport is now like vault and cannot go through walls.

  17. Just PTR here. Played 20 or so hrs on Monk lvl 60 MP6-7 on live.
    Changed a few skills and runes and rolled thru master with a little tough stuff every now and then on elites with certain affixes. Used 2 upgrade rares other wise Innas, Tals, EF, and a fist wep. Replaced shoulders and Mempo fairly quickly. Leg drops were really non-existent, got a couple that were salvaged and not useful at all. This is a big part of the problem with leg drops and rares for that matter, you have to take them as they are , we can’t change anything without the Mystic.
    Forget about crafting much of anything better currently as well. If it’s not a broken recipe, can’t get or don’t have the mats, and the item lvls are only 60, there is no way to better the lvl61-62-63 items we currently have from live d3.
    On the difficulty, if they would look at adding a difficulty slider, like torment, for master that might be a big help to balance the proposed game.
    PTR is badly broken and poorly implemented in relation to affixes, items, crafting, gems, and even storyline is buggy. Very disappointing so far.

  18. I really can’t see how people are now complaining about drop rates being low again. They are ok being low if the items are REALLY good, which they are. There needs to be some “progressional” feeling to the game its a bad thing if you can play for just 1 or 2 days and be decked in gear. You would get so bored of the game.

    Blizzard shot themselves in the foot here when they buffed drop rates for testing purposes, and now everyone is sooking about the rate not being that good.

  19. For my test in the PTR, the drop rates are about the same of my around 300%MF wizard, and much better for my 100%MF DH. I guess you guys find it really low because you got accustomed to the high MF and high mob density together with fast AoE killing thanks to the bonus to main stat of paragon 1.0. I guess d3 is definitely spoiled for you…

  20. I don’t know about you guys but for mine Spectral Blades Wiz, Electrify was quite dangerous, by far the most from all pre-PTR elite affixes.

  21. The God declares a stress-test a huge success! Not only that it gave enough stress to the divine being, the regular PTR hasn’t worked since! Even the normal D3 can’t be logged in! It inspires heavenly being with great confidence that the future is not at all clouded and uncertain

  22. Trust me when I say that there’s nothing more I’d like to do right now than to test RoS for hours and spend way too much of my time providing valuable and VERY thorough feedback.

    Unfortunately, it seems as if Blizzard has decided that I am not worthy of continuing to help them improve their game. Considering all the hours I’ve put into some VERY well-received feedback threads, I have to say that I’m incredibly hurt by this. It’s hard to defend myself in a position like this without sounding like an arrogant ass but, if I’m going to be 100% honest, I think it’s incredibly ridiculous that myself and many other influential community members were not provided with the ONLY thing we require to give this game the testing it needs and deserves.

  23. Well, we should not blame the developers. They are not the same ones who made D1 and D2. They have a different vision for D3.

    Read >> http://diablo.incgamers.com/blog/comments/interview-diablo-creator-david-brevik-discusses-his-feelings-on-diablo-3

    ..When Blizzard North shut down they lost a ton of experience with why the Action RPG works and what about it works. That’s really difficult to recover from. They didn’t have the experience of people that knew it well.’ -David Brevik

  24. If 1h weapons average damage is around 2000, 2 handed should be at least 3000, or if it’s 2400 then give them ~1.6 basic attack speed. I’m so very very disappointed that even with the complete overhaul of itemization Blizzard couldn’t fix 2 handed weapons.

  25. Played a little bit with a new Crusader last night and just a couple of random thoughts.

    – Levelling is way faster than it used to be, at least on adventure mode where I’m playing on Expert.
    – I had some low level items on my stash that I was keeping for the Crusader once RoS comes out and I’m wearing them all (mainly XP gear like Cain’s set). Loot 2.0 or not, no upgrades at all have dropped for me and the gear I got on vanilla is better than anything that dropped in RoS so far.
    – With twinked gear, OP gems and paragon, it’s pretty much impossible for my Crusader to die since no monsters have ever even got the Crusader’s HP below 50%. I’m assuming playing Hardcore without the risk of death pretty much renders it “not fun” so I’m not sure how Blizzard is going to handle this… without ladder resets and whatnot I don’t see anyone dying while levelling up new HC characters (note that I’m a relatively low paragon level 51 and am not playing “safe” at all, just playing the game without any care if my characters die or not).
    – I can farm bounty loot bags with my Crusader on a low level and then open them on a higher level character and the loot rewards will be adjusted to the character that opens the bag. Oops. Needs to be fixed soon 🙂
    – Paragon feels weird… you start a new character and distribute 50 points or whatever (or hundreds for people with more time sinked in) and then you level all the way to 70 without ever spending another point in Paragon… this feels very weird. It would feel a little better if we could distribute points on every level-up because the benefits from each paragon point are very marginal.
    – Pre-1.0.8 monster density still sucks. And loot 2.0 without an economy reset… meh not so sure about it.

    Nevertheless, it’s still the best gameplay/combat feel of any ARPG out there.

  26. QUOTE

    Free trade is just insane to give up too.  Bound on Account legendaries is a huge mistake.  All players will eventually regret that.
    
    But, for now ... there are just the two of us standing in town, holding signs that say "the end is near" ... and we're no even talking about Diablo roaming the earth again.

    Well, quite a few people are saying that BoA is bad and free trading is oh so awesome.

    I bet people will not regret BoA though. It will be an improvement. Which is of course not the same as it will actually be good – that depends on so much else.

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