Ok… so our theoretical limit is 100% encounter rate.
Not even remotely close to CoF levels of loot in high corruption.
Maybe if we get 5… or 10 Nemesis encounters per map, otherwise it’s just a drop on a hot stone
The major limit in delve commonly was time, and still is. Also it’s not itemization but content.
You didn’t ‘gain’ anything from delving deeper after a while, it affects rarity of nodes mostly, not the explicit outcome from those nodes after a while, they put a limit on that if I remember right.
So it’s nice to push… but it has no inherent upside.
Much like corruption pushing… but that’s vastly better the delve in terms of practical upsides, higher corruption means higher rewards after all.
For gear though? That’s our core progression in a diablo-clone, isn’t it? If my gear can’t be upgraded regularly what am I playing for? Doesn’t mean it has to be a substantial upgrade… but a upgrade nonetheless.
Which is why T6 and T7 affixes are such a baffling experience, having the majority of power hidden behind them (they scale exponentially, not linear after all) meaning that each of them provides a substantial boost… and obviously hence has to be severely limited in acquisition.
Once more, comparison to other games? The highest tiers are definitely better… but unless it’s a sort of ‘special’ tier (like exalted tiers, drop-only… or a special mechanic providing it) then it’s usually inverted with the exponential curve. The first levels providing the most to give a reasonable start… and the last levels doing ever less so since the multiplicative measures are doing the hard work already, scaling up highly.
Not the case in LE though.
Because it’s either new content where new uniques drop → Time dilution, you can’t spend it on ‘core’ areas while doing that.
Or it’s in the core pool through some means → Pool dilution, you get less items otherwise.
It’s inherent, so we obviously know.
Unless rarity or quantity is increased the pool is the place to discern how long stuff takes. More items means it takes longer to get a specific one. Obviously so.
Yes? Nothing against that?
A obvious choice after all!
Hence you set the ‘expected item level’ to a degree which causes people to have a chance to get that juicy 4T7 item… with vast luck… or through crafting with tons of effort. Either/or, mostly a bit of a combination, depends on the focus.
That’s not the case though, out top-tier expectation would be a 2T7 item (with a rare T7 in the mix) for that, 3T7 is simply non-existent and 4T7 we don’t even need to talk about.
Like this when power creep sets in you can ‘branch out’ to the side and dilute the pool, be it more affixes, more base types, more ‘special states’ of gear and so on. You still get ‘really few’ community-wise as a result, but you get them at least.
Like this? Nobody ever gets them hence ‘dead design space’. Why have it if nobody will ever possibly see it? Why not design it with the respective numbers in mind to work in the ‘right’ range but instead create ‘unused’ range?
As mentioned before, specific singular unique items based on that premise are fine and fun, they provide a variety to the experience. Having it as the core concept and some items being the ones with guarantee ‘done’ on the other hand is the opposite, EHG made their system backwards
Obviously so! Never said anything against that.
But for that you need to understand what it does to the pool.
We currently have a problem with the pool being too big, hence the vast majority of possible options not existing in the first place.
So if you add something more to it you need to make by a increase in rarity and/or quantity accordingly to counteract that. Likely rarity as mentioned.
So… that leads to the question… why not balance according to the existing possible pool in the first place? That would not only give people which have the ‘perfectionist’ goal-set in mind something to strive for and theoretically achieve… but also showcase the ability to properly balance (which EHG doesn’t have it seems).
It provides no downsides but only upsides.
In comparison you can’t easily discern how much adjustment needs to be made when you add something in the middle of a system which has no realistically achievable ceiling, it makes adjusting numbers vastly harder, hence the chance for EHG to ‘mess it up’ is a lot higher. Which is the danger of such design-space existing… if your players are never supposed to drop those items in the first place then why have em and not make the limit lower… or the numbers for enemies accordingly higher?
So with a pool dilution the balancing becomes ever harder since you can’t math it out reliably anymore, your 1 in 50 quintillion chance to get a top-tier item is no good baseline… but 5-10 top-tier items per cycle dropped for players before and after adjustments (for rarity with the new pool) is a good basis to use.
Yeah, I want more then a storeroom to live in… but it’s not needed either!