% finding magical items ....

Evil Storm

Diabloii.Net Member
% finding magical items ....

I remember in D2 there were some items that gave a "n% of finding magical items", do you think D3 will have the same system???
 

NASE

Diabloii.Net Member
Re: % finding magical items ....

It will have the same system. However, it is likely not to be as drastic as it is in diablo II. There idea is to make the general game stronger rather then have people focus in mf in just a few places.
A logic consequence is diminish the effect of mf. If doing specific mf run isn't worth the effort, it won't be done. And that's what they are after.
 

sicilian

Diabloii.Net Member
Re: % finding magical items ....

I think what I would like to see is:

1) Reduce how much magic find you can get through a mod (so instead of finding a mod that gives +30%, the highest you could find is +5%)

2) Make MF mods more rare.

3) Get rid of the diminishing returns factor, so if you can accumulate 50% better MF, you're actually getting 50% better MF.
 

Dimmu

Diabloii.Net Member
Re: % finding magical items ....

MF was great and all, but it was just so drastically blown out of proportion that it's rediculous.

Instead of being able to have characters that have like 700 mf, we should get much lower numbers of mf on each item, with nothing more than like 100 mf possible on a character.
 

Akse

Banned
Re: % finding magical items ....

It will have the same system. However, it is likely not to be as drastic as it is in diablo II. There idea is to make the general game stronger rather then have people focus in mf in just a few places.
A logic consequence is diminish the effect of mf. If doing specific mf run isn't worth the effort, it won't be done. And that's what they are after.
Yeah I really hope they succeed of making the game different and better, but still include some of the MF thing that was going on in D2.

MF was great and all, but it was just so drastically blown out of proportion that it's rediculous.

Instead of being able to have characters that have like 700 mf, we should get much lower numbers of mf on each item, with nothing more than like 100 mf possible on a character.
Well yeah thats how it was basically in D2 before LOD. You had your typical barbarian that had a nice weapon and whirlwind most likely. You had your leveling gear that was ok but when you got stronger in hell why not just wear some MF items because you can. So you could use tarn helm and goldwrap for example and maybe some boots with MF and resist and gloves too.. tada thats about 100-150MF and it was definately enough to see the difference. Rares were dropping all over the place.



 

Kiroptus

Diabloii.Net Member
Re: % finding magical items ....

I believe "% to find magic items" created a very bad psicological effect in D2. You pretty much felt that you needed to play the game with that mod otherwise you wouldnt find good loot. If you decide to unnequip some MF gear to switch to an equip that makes your character stronger and more fun and suddenly you found a rare shako, you would think: "Damn, maybe if I was with my MF equip it could have been a unique..."

So, for such a loot centric game, you get forced into equiping MF gear otherwise you feel like you lose too many chances of finding good loot. I would rather have the mod to be removed in order to not force players into equiping it and make the players decide between gear that suits their playstyle and makes their killing and characters fun rather than a boring mod that just feels forced as it boosts one of the main aspects of the game which is item collecting. With such a mod, any elite item without that mod gets outclassed by some other item that has MF.
 
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Krugar

Banned
Re: % finding magical items ....

Very true. %MF was very damaging to the game. The drop odds were so blown out of proportion that in order to raise them to more manageable levels, we would have to invest in large amounts of MF gear. The system clearly felt unbalanced, since for the most part it was a choice between killing effectiveness and MFing, reducing any chances of effective MF during leveling for most of the characters/builds.
 

stillman

Diabloii.Net Member
Re: % finding magical items ....

I'd like to see mf go away too, but it will never happen of course.

Blizzard likes to show off with its big fat numbers, and this imo is what the problem is. 3% mf on an item is all that is needed instead of 30% mf with a diminishing return formula tacked on (as already noted). The problem goes back to old arcade space shooters where you get 10,000 points for killing one spaceship, so really, it only needs to be 1 point, but makers like to glam things up to trick us into some sort of impressed mindset. Then, you have 548,560,000 points on your score which is hard to figgure out at a glance when it could just as easily be 54,856.

The problem is everywhere in d2. Decimal numbers used unnecessarily in a game where tens of k of damagie is dealt (does .2 damage really matter?), damage inflation, diminishing returns, massive psn damage--but over 70 seconds!, massive def that doesn't translate into a single percentage to dodge, and so on. They need to tone done the glam of big numbers. Sometimes simple is beautiful.
 

Kiroptus

Diabloii.Net Member
Re: % finding magical items ....

Well... Its another team and another design philosofy. Its true big numbers are in WoW but most MMO have that anyway, lets just hope that the new team thinks diferently and again, to not include MF at all, I would like to equip gear that makes my character fun to play rather than having to gimp myself because of one mod that is way too crucial for a loot centric game.
 
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sinned

Diabloii.Net Member
Re: % finding magical items ....

The numbers in WoW are not that big comparred to D2. If some talent increases your overall damage by 5%, it's worth every point while in D2's skill system 5 skill points might make the damage >50% better. I love the way Diablo's numbers are over-the-top - you slay hordes of mobs, you gotta see big numbers ;).

But coming back to the topic, if they make items matter for casters as much as for fighters, then MF will balance itself out - I think the concept was that you may get better items but kill slower due to bringing MF bonuses instead of damage/skill bonuses but a sorc could just tele to meph and put on MF gear. The changes to tele and rare mana pots may help balance MF runs.
 

Akse

Banned
Re: % finding magical items ....

One problem was also that some classes/builds could easily wear 1000MF and be somewhat effective killers while others couldn't wear more than 200.
 

Dahmer

Diabloii.Net Member
Re: % finding magical items ....

One problem was also that some classes/builds could easily wear 1000MF and be somewhat effective killers while others couldn't wear more than 200.
hammerdin & mage? :p

I had a mage with around 500mf and it barely changed my killing speed or survivability. Found lots of cool items with that one too ^^

I guess the main issue was the type of items that had MF on them, most (all?) were in favour of casters.
If they keep the MF mod they should at least make sure any kind of character/build can get similar amount of it and keep a steady killing speed & survivability.
Then again I wouldn't mind if they removed MF from items and changed the drop chances around a bit to remove the need for it too.



 

isak viking

Diabloii.Net Member
Re: % finding magical items ....

i didnt see the point, bosses dropped good items, thats it :p ? i had a mf sorc too alot of mf, its not that a big difference..
 

cheapostar

Diabloii.Net Member
Re: % finding magical items ....

I don't know whats your take on all of this, but maybe, just maybe...They might change the system from something to do with Bosses/monsters having drop rates of specific items rather than mf + luck.

Just maybe.... I dunno, just putting it out there, dont crucify me..
 

isak viking

Diabloii.Net Member
Re: % finding magical items ....

bosses should have a better drop rate than monsters, but the monsters in d2 never dropped anything good, even with 700 mf.. u had to find a unique monster. like the one in act 5 at the first wp, he allways droppes something good with 700 mf :D
 

Akse

Banned
Re: % finding magical items ....

I got loads of good items normal monsters.. if you only do those mindless boss runs maybe you think the normal monsters never drop anything..

Playing through the game and quests with many characters have given me loads of usable good items and most of them have dropped from normal monsters.

I think in D3 we have to move away from the "bosses only drop good" idea so we can start doing something else than the boss runs.
 

isak viking

Diabloii.Net Member
Re: % finding magical items ....

I think in D3 we have to move away from the "bosses only drop good" idea so we can start doing something else than the boss runs.
yes indeed. but killing bosses is satisfaction aswell.. makes u feel powerful :)


 

SlechtWeerBeer

Diabloii.Net Member
Re: % finding magical items ....

yes indeed. but killing bosses is satisfaction aswell.. makes u feel powerful :)
You feel powerful after killing one Boss that you've already slain a million times?
Hmm.. I'd feel much more powerful after killing a couple of thousand beasts that all look like they can tear your head off by staring at you.


 

kavlor

Diabloii.Net Member
Re: % finding magical items ....

Dungeonsiege on the PSP has MF% in small quantities like 3% and I think even that is rare but I did find an odd item that had like 40% so seemed really amazing despite me being used to the large % in D2.
 
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