I propose concentrating select rewards in the game to make them more significant and exciting for the player without necessarily reducing their availability overall. I have 2 suggestions:
Gold piles
I would like to see the sources of gold drops being drastically reduced and having that gold being concentrated into specific sources. In the case of gold, because it drops so frequently from low health mobs and destructible objects, it will commonly distract the player and interrupt the game flow. Experienced players know to ignore these drops, newer players donât. Instead, what if gold piles only dropped from elite enemies, chests and equivalent challenges. You can bump up the gold amounts as compensation to the extent you think is necessary. In any case, please remove all drops from destructibles, it adds nothing to the game
Affix shards
Affix shard rewards can get absurd with the quantities that drop from certain sources. Currently, abundant affix drops are necessary for the player to have access to the shards they need to craft with. But, there is a way to drastically reduce the number of shard drops while simultaneously making them feel more rewarding/significant to the player without impacting the ability for players to engage with crafting
I propose a change from crafting requiring affix-specific shards to crafting requiring category-specific shards instead e.g. crafting a void resistance affix onto gear would require a âResistance Shardâ rather than a âVoid Resistance Shardâ.
The affix categories are mostly already identified with the loot filter setup although you may want to rethink some of these.
This change would allow you to drastically lower the droprate of affix shards and help make them feel more significant and also make it much easier to identify when your needed shard has dropped from a mob/chest/shrine. It also would help shorten most of the shard item labels so that players can more quickly parse the items on screen. It would also help guide new players toward the loot filter since there is a clear link between the affix shards they see as rewards and the affixes they want on their items
Q: How should uncommon affixes be dealt with?
A: Uncommon affixes could have a higher affix shard cost to add to an item ie adding Elemental Resistance to an item could costs 3 Resistance shards rather than just 1. You could alternatively create a new rare material and add that material as a second cost that must be expended when adding an uncommon affix
Q: How should Class/Skill shards be treated?
A: Class/Skill shards could be divided into base + mastery categories ie Mage/Spellblade/Sorceror/Runemaster. The Base class affixes could drop at a lower level to help players in the campaign while introducing the mastery shards at a higher level once the player is a high enough level to unlock them
Q: What about Rune of Shattering?
A: I personally would remove this from the early game entirely and convert it to a late game reward. The Rune of Shattering should be a way to gamble on receiving a valuable shard from an unwanted item. The Rune of Removal should give no shard refunds at all and simply be a way to open a prefix/suffix for lategame crafting shenanigans
Thank you for your attention to this matter!