Gear-drops are too ignored

Hey! I’ve played about 10 hours, and i feel like there’s too much loot being ignored when i am playing. Things that drop is rarely picked up, since gold seems to be used for respec and gamble (both not very expensive). I’d love to see some kind of usage of gear that i don’t need, other than shattering it (which requires a rune, which i don’t have overflowing). Maybe make gold more of an imporant currency, needed to further reduce risk of fracture while crafting. Or maybe making shards “pairable”, let’s say i could make an Atunement shard tier 2, to craft atunement tier 2 and maybe that would take like 4 tier 1 shards, but it may still be worth it for less instability. And that would also make it more interesting to farm for shards, to craft better gear. And why not pair other shards, for diffrent effects. Let’s say i want Life on kill shards. For example i could pair a vitality shard, with a crit shard, and that would combine to a life on kill. And that could cost gold, to it’s worth picking up gear i don’t need, to sell it to a vendor - or make the drop rate of shattering rune higher so i can shatter gear, and use those shards.

To wrap up, i really enjoy this game and i love the idea of every skill having it’s own skilltree, but i really feel like there is something missing with the gear/crafting aspect of the game. Hope to hear from you soon!

you can buy the Shattering Runes from the vendor for 2k each and since its an arpg loot explosions of mostly gear you cant use is normal

This game has a loot filter, you may want to use it.

I believe though that there should be more interesting things on gear, maybe base-types with cool effects or affixes that are a bit more complicated. Grim dawn had monster infrequents.

I would say the LE version of monster infrequents is the class specific affixes

not really, monster infrequents were item base types that were dropped by specific enemies, which could also have affixes on top of that.

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Ye, i heard about the Loot filter. Which can be handy, but in a looter ARPG, i actually feel like it’s quite sad, that atleast i don’t care more about loot. I take a quick glance, to see if there’s anything i need. If there isn’t, i just leave it. I feel like i don’t care for about 90-95% of the loot that drops. And of course, i could buy some Rune of Shattering, to start off. But after watching some youtube about crafting, most players i see have thousands of shards, just colleting dust. I feel like there is some “depth” missing in the crafting system. Especially if it’s supposed to be the “go-to” for endgame gear, since no huge armor-sets seem to be in game. I feel like it would be more fun/engaging to be able to combine shards, to reroll stats, or go for another tier (like combining gems in D3). Maybe i am just too new, but so far i feel like there is something missing :wink:

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To be very honest with you, firstly 10 hours on an ARPG is hardly any time at all. You likely haven’t completed the campaign yet, reached end-game, or a point where you’re really refining your build for endgame viability.

That aside, I’ve played POE, GD, Diablo 1-3, and pretty near any other ARPG worth playing, and I can tell you this is common to all of them. The loot-piñatas are a common theme, where 99% of the loot is worthless. This is why most ARPGs have loot filters these days.

Another point is that while some of those shards might be worthless to your character, they may be critical to another character you start later down the line. For example, if you’re playing a mage, throwing damage related shards are worthless for you, but if you decide to roll a shield-throw or hammer sentinel later, you’ll have those in your bank for it. Additionally, due to the RNG involved in crafting, getting an item to T19 or T20 (eg 4x T5 affixes) will take MANY shards and a lot of trying. The reason you see many people on youtube with thousands of shards is because they’ve built those up over hundreds of hours of playing. I play mostly solo self-found, and trust me the affixes I look for are in short supply because I’m crafting so much.

As you reach lvl 70+, you’ll also start running into the class-specific affixes, which are very powerful and much more rare. This becomes something to chase. While shards like “elemental resist” will be useful for most of your characters, and are plentiful, the class specific ones are much more rare. This is also where the Shatter Runes come in very handy.

Gold is also something you’ll keep pretty low, especially in your first few characters (or constantly if you’re playing SSF, because of targeted gambling. I have several characters in the mid-80’s (can’t seem to get above lvl 90 due to alt-itis), and I’m mostly playing SSF these days, and I can tell you I’ve spent millions of gold on targeted gambling for different crafting base items.

All that being said though, this is a hotly discussed topic on the forums (just look at the amount of topics on the “suggestions” section related to loot/crafting), and it is something that is still gradually evolving (for example, the class-specific affixes were only added a few patches ago, and the next patch, 0.8.1, is also adding “+skill level” affixes, which presumably will be even more rare). It’s an early access game, so these are still constantly evolving.

Sorry for the wall of text, but hope that helps!!

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Perfect info. You gave him all the info!

IMO, that’s a good thing. One of the failures of D3 (in addition to the juvenile writing and characterisation) is that sets are the only viable end game option (and yes, I know there’s the legacy of dreams, it’s still a set) as they shoehorn you into 1 viable build per set. If you have to buff skills by tens of thousands of percent, there’s something very wrong. IMO.

Yeah, that would be nice, Sacred 1/2 did something similar where you could swap 2 runes for a random rune, 3 runes for a random class-specific rune or 4 runes for a chosen rune. I think this would work for LE though with the obvious downside of it making those very rare affixes very common.

I can definitly agree with all the points from Deliya but i still have to point out that i like the idea:

There are people around focusing only on one class, one specific build for seasons or years in one game. If you don’t really want to change your playstyle and stick to your build, this is definitly a good idea to make the shards that you don’t need/use for your build more useful.

Thanks alot for the great answer! Like i said earlier, i might be too new to the game. I’ve played D2 and D3, countless hours aswell, and i am well aware, at endgame you pretty much igonore every drop that isn’t legendary or set-item. But in the early game, you pick up pretty much everything, to deconstruct in D3, to make new crafting mats. That is a system i really much enjoy. Not only will it make “worthless” drops, less worthless, but it will also get me started towards my build i wanna go for. I am well aware that i can use runes of shattering, but i feel like they drop too rarely for me, to feel like i can get started.

And once again, i feel like the RNG about crafting seems too much of a “quick-fix” to not make crafting too easy. I really understand that there must be some kind of a system to stop me from buying a lvl 70 axe, and then craft it with the stats i want. But i don’t really see the FUN part, about crafting 30 axes, just to see them shatter. I’d like to see some kind of improvement to shards, or other material (let’s call it Rune of forging) which should be rare to get but maybe remove like 15% of instabillity, and let’s make that rare item have a max stack of 5 or something across the account. it would not imo ruin the exitment of crafting, but it would also increase my chances of getting that nice Tier 5 strenght on my axe. And once again, i haven’t really got to endgame yet, so maybe i am totally wrong, but none the less, i still see this problem in the early game.

That EXACLY why i bring these things up! ^^

This is why you filter out the affixes/item types you don’t want.

It is also why you use recolor to filter affixes you want by affix tier so that the high tier versions of affixes can be told apart from the low tiers at a glance even before you hover over them.

Speaking from experience, not having to check every items means that you notice cool ones more often.

I think that too - we just have affixes and base type. We don’t have enemy specific base types like in grim dawn(called monster infrequents) or the augment system from that game(which let you add an additional special affix that gave a skill/passive).

We don’t have affixes that require alternate crafting methods to be added, like in PoE where there are random affixes and crafted affixes.

Idols are also just plain random drops with no crafting system behind them, unlike in grim dawn where the really impressive “Relics”(that games equivelent of idols) needed hard to get materials. We only have one rarity of idol right now, no unique idols or anything.

I actually really like the idea of combining affixes to make a new affix. Could even make those affixes not droppable by mobs.

Glad to hear! Anyhow, if we try to get back to the topic. So basicly it’s not so many who thinks that it’s a problem that loot in lower levels aren’t “viable”, other than those few things that you actually need?

Is it only I who thinks that it would be more fun to make Gold more “viable”? I mean, sure you use it to respec, and to gamble, and buy some stash-tabs, but once you have your build, so you don’t have to respec, and you have your basic gear for that build. Would it not be more fun to have gold for something else? Maybe recolour the armor? Maybe visible, but useless enchants for weapons? or transmogs overall?

Well, the game is still in Early Access, and right now there isn’t even any unique 3D art for the unique or set items in the game (which is something that’s being worked on, as has been stated by EHG), this may very well be something that comes in eventually. Cosmetic character individuality in general is just something that hasn’t been implemented yet. I’d say that unique character art/models for Unique or Set items in general is a much higher priority.

Plus, my characters typically sit around lvl 85 (all on SSF mind you) before alt-itis kicks in, and all of them pretty much consistently sit at sub-10K gold because of targeted gambling for good crafting base items, or for spending 14K to reroll really bad Mono rolls like dodge chance or crit avoidance on mobs. Maybe it’s not super exciting, but gold definitely gets used.

Yea, which is why i come up with some suggestions about what could be imo “better” or more fun :wink:

Yea, i understand that there is a possible chance of getting low cash, but low cash in itself isn’t fun. I don’t care if i have 1000 gold, or 1 000 000 gold, if i don’t really use it. Let’s say i wanna play one main char, or maybe 2, or maybe even 20 diffrent chars. Sure, if i wanna level up my alts quicker, and i wanna spend some gold on gambling, i CAN do it. But that imo isn’t a fun way to use currency in a game. Gambling is what it is, some like it, some don’t - i don’t, but i still understand the idea of it. But i’d rather spend 1 hour farming for that gear in a locaion, rather than farming gold for 30 mins, and then spend it all to gamble for that one piece. But it may just be me :wink:

I feel like it would be more fun to use gold on things like cosmetics, combinig shards, respec and of course gambling if you want to. But it would mean that if i wanna gamble on my lvl 10 alt for that one peice, i can do it. Or if i wanna spend countless hours on that one build that i love soo much, i can but some gold into that char, to make it even more epic with cosmetics (other than buying skins in the shop, which i probably will to support the game).

I really like the idea of non-shard affixes, perhaps needing you to face a specific post-boss for each time you add them or involving some other hard-to farm currency.

I agree with all these things, maybe make the shop sell items that do not drop also(as in uniques/set that are shop specific but very expensive). It was that way in Grim Dawn and so you needed to keep track of which faction had the items you wanted.

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