It feels like the only thing that increases my power in the endgame is drops.
Whether it’s getting the right rolls on idols (or the right idols), decent LP rolls on uniques, good exalted gear to turn your uniques into legendaries, or getting the right affixes on all your gear.
Every single one of these things is dependent on RNG, which eventually turns me off playing. I want something where my persistence is rewarded in a more predictable way.
Sounds like the Merchant’s Guild when it comes out may be for you as that is true deterministic item acquisition (as long as someone else has found one and is selling it.)
I just do not really think what you’re asking for (especially the part about LP) is something the game will ever be designed to do.
I do however see a future where idol affixes can be targeted more directly.
I’d like a power increase that explicitly doesn’t rely on obtaining any specific items.
Something that rewards your play time, without luck ever being a factor.
It’d be something where your ability to move through harder and harder content would still grow long after you’ve perfected your build.
Your description is of a fighting game and not an arpg. Arpg’s will inherently have rng associated with their progression mechanics as that is the genre.
How many days have you been without a drop that was better then the stuff you had on your toon? My worst was almost 160sih hours so one week of playtime without a drop on a fairly minmaxed toon.
it always depends how your toon is geared because in my case I was pidgenholed into certain bases I need to have the least problems with resi affixes. Having to exchange +3 on your mainskill items are problematic as well.
A bit more information from your part would be intresting because if you say something like “I started emp Monos!” or something like that I would be a good joke. If you talk about 200+ corruption farming yeah… LE is rng on rng on rng on rng… (and so forth) on rng.
In Hack and Slays said rng is called content aka loothunt. From my point of view EHG exaggerates a tiney bit with the items ^^.
With an auction house this will no longer be an issue. In fact, what worries me more is how much gold you will have to grind to get that “guaranteed upgrade” and turn players into no-lifers.
I work full time and can’t no-life a game to be competitive.
Why do you even care about being competitive ?
It’s a solo game, at max a co op againt AI game.
Plus I don’t see how the auction house would solve your problems, if you don’t have time to farm, you won’t have time either to farm currencies to trade in an auction house.
You can definitely have fun without maxing your chars, and try theorycrafting / playing fun alts.
Competition is one of the basic fundamental traits of the human condition.
Theorycrafting is a good example – you are essentially “competing” with other players to find a way to maximize your progression through the endgame.
I have a main and 6 alts (two of which are theorycrafts), but I’ve been playing the game for a couple years now.
What I was pointing out is that the issue of RNG becomes moot with an Auction House and instead replaces grinding for RNG drops with a more definitive grind for gold.
Absolutely – I think the Merchant Guild system is a huge breath of fresh air and may be the most pro-player system I can recall. Can’t wait to see it implemented.
Not true. D3 has progression that’s not tied to loot drops, through the paragon system, and D4 will have something similar. Poe has progression in a number of ways that aren’t “just” loot (maps, atlas skill tree, delve, etc).
I don’t want all ARPGs to be all the same, but I do like to feel like I’m getting more powerful while I’m on the loot hunt (even if nothing drops).
I was going to say the same thing. You’re describing the paragon/ascension boards of POE and D3soontobe4.
I agree. A system that relies entirely on loot drops, and therefore entirely on RNG is not a system with longevity. Even when Selling happens, if it happens, will be inherently reliant on RNG.
They tried something with masteries, but you get mastery so early, and the progression is the same through mastery as it is through base classes, and it ends so early. I for one don’t even specialize in my mastery skills, so the system for me has even less value.