Yes, but at what cost? Please read my whole post before you answer. I feel that at the root of this discussion is the time required to acquire items, or in other words the balance between drop chances and the effort required for trading. Increasing drop chances would help things, but only temporarily, in the really short-term. Eventually prices would adjust and then you would be back to choosing between getting an upgrade right now for pennies (figuratively speaking... kinda) or going back to rolling the dice and possibly not getting that upgrade at all and not necessarily only when you already have high-end gear. Of course, you could raise drop chances or change how affixes are rolled to the extremes as well (to balance effortless trading), to give players not interested in trading a comparatively good way to acquire their gear. With the current trading system though that would devalue items probably to a level that you could buy perfect Legendaries (only preferred affixes with maximum values) for a few millions of gold. However, you can achieve the same balance between item acquisition methods if you restrict trading. That way items will retain more of their value. In both cases the number of traders would drop and that's exactly the goal here, to make the game less about trading, to have a better balance between finding things yourself and trading for them. No matter what people say, Diablo was never about trading, it was all about items. If that's not true, then why do you trade? I'm sure some people simply enjoy the social interaction of it, but I think the majority of traders are in it for the items. A game about items should balance every way of their acquisition well. I don't think Blizzard wants to eliminate trading completely (I certainly don't), they just want to make it less of a requirement. Right now trading is the only viable way to progress after a certain gear level for many people, which is not the problem in itself. The problem is that this gear level starts really early in Inferno. I think the long-term success of D2 was largely due to the fact that you could play alone and still have a good chance of finding gear in your lifetime not only to finish Hell, but even to faceroll it. Trading helped this process if you wanted to invest time in it (which was important, because it balanced the time invested into farming), but it never overshadowed self-found quite like the AH does in my opinion. If D2 had an AH, there would have been almost no need for duping, the majority of items would have been at the fingertips of every player after a few months (probably not Zod runes though, those would have required slightly more time ). As kinda an aside, item binding of course serves the purpose of making trading less compulsory as well. Its introduction into the game was a clear indication that Blizzard wants to break our overreliance on trading in general. I hope that I demonstrated clearly that the implementation of trading is always a compromise, it has pros and cons. Currently the game punishes people who don't like to trade by almost forcing them to do so in Inferno. The solution necessitates that traders will have a harder time, either because trading will require more effort or because drop chances will have to skyrocket. In either case less people will be trading. Since the first solution better preserves the value of items I think traders should be happy that Blizzard went this way. As I've already said, it's the lesser evil (kinda like Andariel compared to Diablo ).