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    As we discussed recently, the drop rates and general difficulty of Reaper of Souls changed greatly in the recent patch, with a huge reduction in the drop rate of Legendary and Set items. This is part of the overall testing and isn’t likely to be the permanent state of things, as Reaper of Souls dev and main item guy Travis Day shared in a couple of long posts about the evolution of Magic Find in Reaper of Souls.

    Rewards per difficulty are still something we are tuning. I’ll remind everyone that the purpose of Beta and PTR cycles is for us to test things, that means you will see things that may or may not be final. In the case of difficulty settings being rewarding we are still discussing and making changes to that system so what exists isn’t necessarily final. (Nor is anything until the game has actually shipped).

    On the topic of people thinking MF is an awesome way to get loot! Well here’s a different way to look at it, getting better gear is going to get you items faster. I would rather you get gear faster because you are more powerful and therefore murdering hordes of strong enemies faster, not because there is a stat that secretly is the most important thing in the game but doesn’t feel good because you have to sacrifice real power for it.

    Strongly disagree on Travis’ “doesn’t feel good” opinion there. I remain disappointed that the devs never seem to “get” what Magic Find should be (in my opinion). Magic Find *should* be a choice. A player should be able to choose to gear a bit differently, to give up some potential destructive power or survival ability, in order to boost their MF. It’s an option, and needs to be balanced in return rates, but more choices are good, IMHO.

    Currently in RoS there’s no choice on how you should play. Now, the only useful goal of gear is to boost survival and destruction, since the rewards (exp, gold, items) come entirely from killing as fast as possible, on higher difficulty levels. That’s not necessarily a bad thing, and it’s how most RPGs have always worked (Diablo I included), but it removes a lot of potential variety from the play experience.

    Flux wants MagicFindSkin!

    Flux wants MagicFindSkin!

    In Reaper of Souls the devs have done a nice job rebalancing the combat engine so that DPS + DiabloWikilife steal (plus allres and defense) isn’t the only recipe for high end success. You need more varied defensive powers, including DiabloWikiregen and various forms of DiabloWikiLife per Hit, and you need to use more DiabloWikicrowd control skills and tactics. There are more ways to up your killing speed too; it’s not purely about DPS anymore. Characters might get more benefit from reducing DiabloWikicooldown, cutting resource costs, specializing in crushing blow, upping their splash damage, boosting damage to specific skills, etc, rather than just trying to squeeze out a few more numbers on their DPS.

    Those are all good changes and the gameplay in RoS is much more fun than it’s ever been in D3. But I still would like to see a similar reward structure in item finding, with the ability to make choices to improve my item finds. Since the patch, item upgrading feels very difficult and grindy. The only goal now is to try to kill faster and try to survive on a higher difficulty with hope that the tiny improvement in legendary drop rates will RNG you.

    Rares are boring now; they drop very frequently and can also be gambled cheaply, and since there are only a few useful mods for each item type and limited primary affix slots, level 70 characters quickly assemble a kit that’s 95% as good as it’s ever going to be (from Rares alone). The RoS item excitement comes from finding legendaries, but those now drop very rarely, at a drop rate that’s almost impossible to boost via Magic Find. Legs can’t be gambled, and they hardly ever fall out of goodie bags anymore (which can no longer be gambled either), and there aren’t any bosses with a noticeably improved legendary drop rate. In RoS you can find a lot of legendary crafting recipes, which are fun except that they require insane quantities of materials (which are all DiabloWikiBoA), including legendary mats that are as hard to find as legendaries themselves.

    Obviously we’re still in beta testing, and I think the devs have done great work improving the overall play experience and combat and game features… I just hope they can put similar improvement into the economy and item game.

    Click though for Travis Day’s whole lengthy post:

    It’s been a while, I’ve been off in Treasure Goblin land trying to get Reaper of Souls into shape. I wanted to stop by to give everyone some insight into what we are doing with Magic Find. For those of you who have heard me talk on the topic before you are probably already aware that MF is something we haven’t been thrilled with for quite a while. The idea of MF is great “GET ALL THE THINGS!” the reality of it however is incredibly problematic and leads to more negative effects than positive ones. Getting the reward rate of the game to a place we are happy with is a difficult tuning process and when we try to add MF into the equation is creates a bit of a dilemma, one that was already pointed out in the thread, how do you balance the game to feel good for someone with 0% MF vs someone with 300% MF. Ultimately the answer to that question is “You can’t” as such we have been trying to phase MF out of the game as much as possible.

    In addition to changing exactly how MF interacts with finding items we also have dramatically reduced it’s existence throughout the game. Having strong characters already equates into finding more items, both by virtue of killing things faster and also by virtue of playing in higher difficulties, which still do have rewards associated with them. Because of all of this we decided to not only remove MF as an affix from gear but also change exactly how MF interacts with different item qualities. MF will apply 100% of its benefit to Blue items, 30% to Yellow items, and 10% to Legendary and Set items. This means someone with 300% MF will end up finding roughly 30% more Legendary and Set items than someone with 0%. The design intent is to make things like Topaz gems in helmets or the Nagel Ring an option without them actually being mandatory.

    I hope this helps clear the air and as the expansion moves further and further into its development cycle I’ll start climbing out of this portal more frequently to answer questions.

    Rewards per difficulty are still something we are tuning. I’ll remind everyone that the purpose of Beta and PTR cycles is for us to test things, that means you will see things that may or may not be final. In the case of difficulty settings being rewarding we are still discussing and making changes to that system so what exists isn’t necessarily final. (Nor is anything until the game has actually shipped).

    On the topic of people thinking MF is an awesome way to get loot! Well here’s a different way to look at it, getting better gear is going to get you items faster. I would rather you get gear faster because you are more powerful and therefore murdering hordes of strong enemies faster, not because there is a stat that secretly is the most important thing in the game but doesn’t feel good because you have to sacrifice real power for it.

    As to whether the drop rates for legendary items are right, time and data will tell. We know they were absolutely too high in the previous beta so we brought them down considerably to something that was within the realm of sanity. Again as part of a beta testing cycle we took them down to a place that is probably too low, but to find the right resting place we have to find where the bounds are, we were far too high, if this beta cycle is “far too low” than we have dramatically narrowed in on our ability to find “just right”.

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