Tying magic find to killing? A way of making MF gear less important. This is something that I feel would solve a lot of the problems that Diablo II has currently made apparent. First off, I'm not asking for the removal of magic find gear, as that is something thats been in the series since the beginning and I know that simply having it gone would annoy alot of fans. What I am asking for is putting emphasis on killing in order to get better chances of findings items. Not just killing bosses, but killing all of their minions. The more minions you kill, the better stuff you will find. This would mean a lot less people simply skipping through and running past whole dungeons of monsters simply to get to the boss, kill it then take the loot. Simply enough, the more damage you deal within a certain amount of time (say, 30 seconds), the higher your magic find will be. After the set amount of time, your magic find will begin to diminish unless you carry on dealing damage. However much damage you're doing at any time translates directly into a boost for your MF. This would lead to a lot of things: Less of a focus on MF gear in order to find good stuff. Simply being good at dealing damage and continuing to do so will increase your chances of finding good items, meaning less necessity of gimping your character in order to find the best items. No more ignoring a targets minions. Rushing in to kill pindleskin and only pindleskin is lame. Getting good items would mean you've just survived a long battle and deserve what you've found. Just rushing into a group of monsters only to kill the one with the highest chance of giving you good loot is lame, and this would encourage fighting the rest of the enemies more. The chances of finding good items depends on you. Killing easier enemies normally means getting worse stuff. But killing lots of easier enemies could mean some fairly ok stuff. Killing lots of hard enemies could mean some of the much better stuff. The emphasis on only killing the best and hardest enemies for MF runs wouldn't be as much, as lower level characters could find nice stuff simply by toughing out long battles - while high level characters will need to be powerful enough to survive and kill high level enemies long enough for the MF boost to kick in. Scaling a system like this wouldn't be hard all because low level monsters can't even drop high level items. There's a good reason for slogging through a dungeon. The last 2 points covered this pretty well already, but this is a big point. I found the rush to bosses and unique bosses lame, as there was never any incentive to have to slog through all the annoying and tough to beat minions. I'm not against MF runs, but to make MF gear a necessity to get good gear is irritating. With a system like this, simply having a powerful character will net you a good amount of nice items, quickly and easily. MF gear users will still get the best items, but people who care less for MF gear/runs can simply play the game as normal without having to concentrate on killing the same bosses over and over and still get a good amount of stuff. Perhaps this could be shared between teammates the same as EXP gain, and perhaps this could even be how EXP gain works as well. But for now I want to hear your opinion on a system like this. What would you think of a D3 where just killing and being good at it will be able to net you better items?