Why does gambling give low forging potential?

The Gambler meets that criteria though.

  1. Kill monsters
  2. Gather loot
  3. exchange it for gold
  4. spend the gold from 100s of such items for 1 random item from the Gambler
  5. Craft it to your needs

Saying that the Gambler isn’t exactly (literally, 100% exactly) the same as the loot which falls on the ground inside of a Monolith is silly. It’s actually way rarer, given the Gambler’s loot is also totally random (never know what you’ll even get).

It makes no sense for the FP to be less.

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This is the reason for the changes. They don’t want the gambler to be the optimal way of getting your gear. All that time spent gambling is sat there clicking away for ages, when you should be progressing though the game/end game.

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I don’t think what I am saying is registering in your brain.
I ALREADY legit spent the time in Monos killing monsters to get the gold I’m spending. The gold isn’t materializing out of thin air. I PLAYED the game to get it.
All I am doing is taking 100s of those random items I already got “the legit” way, and magically turning them into ONE new random item which may or may not be useful. That item should have the normal amount of FP as a result.

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I think maybe everyone is missing a big part.

Gambling allows players to target farm specific gear slots and base item types. This acts as a stand-in for “smart loot”. I don’t know that that devs want an actual smart loot system in the game, but maybe they can kill 2+ birds with one stone.

The game seems to want a major focus of the entire economy to be around crafting. I like crafting currently. There is the potential for an entire system to be built around it though.

My initial idea would be something like;

  1. There is a crafting passive tree. You get points through experience. Maybe this experience is gained through actually crafting. There would be a cap on passive points to spend in the tree and you would have to make choices. There aren’t enough points to get everything and there would be some prerequisites just like class trees now. This could include things like increasing average amount of Forging Potential among other things. The top passive point would be to unlock the Crafting Specialty.

  2. There would be a “loot filter” type setup that you create at the crafting bench (Crafting Specialty). This would be separate from the existing loot filter. The Crafting Specialty would act as a type of smart loot system that increases or decreases the chance of certain types of items dropping. It would cost gold to add additional lines to this filter at an increasing cost (just like the stash tabs now).

  3. The Crafting Specialty filter would not be able to filter by affixes. Just base item types and rarity. It also would not completely stop any item from dropping. It would just adjust the percentages. Maybe there could be points in the crafting passive tree that could make these percentages better.

  4. The existing loot filter would then further filter by affixes and hide those items you don’t want.

This would let the devs remove the gambler completely and allow a smart loot type system without implementing smart loot generally. This also solves the problem of needing a gold sink as people will want to dump gold into the Crafting Specialty filter to further narrow the drops to the ones they want. The cost could be very expensive after the first few extra lines.

i see where you are going with your idea, but i think it’s too complicated to be practical. however it does address the long standing ARPG problem that finding things of value to your build out of a flat distribution of equally applied RNG means you have to loot a LOT of stuff that is worthless. i think the built-in loot filter addresses that problem nicely. however i should point out that now that whites have low FP, it’s very, very doubtful that whites should be dropping at all in level 85 monos. what’s the point ?

The devs already have something similar to what you are describing in place, it’s called a blessing which “increases the % chance of finding item type X”.

so add “lucky charms”, and they increase the chance of finding items with “physical damage affixes”, or “caster affixes”.

anyway, back to my original post.

as of right now, without any other changes, gambling should not be artificially limiting FP. it takes gold to gamble. gold is found by looting, i.e. playing the game. gambling should give me an item with the same FP chances as if i had found it.

if they want to make it harder to gamble, just make gambling cost more gold. then i have to run more monos to get that gold, you know, i have to play the game more.

however if i have to gamble to get items i need, then that points to a weakness in the drop system that needs to be addressed. that weakness is the fact that a bunch of junk drops that i don’t need, and i think that’s a hard problem to solve (the loot filter doesn’t solve it, just makes it tolerable).

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Yeah they hate gambler just because some guys don’t like it but they don’t care for those who like

Why is there in the first place if they don’t want it to be used?

Sooner or later you are at a pointwhere you need a certain base with certain roll and certain affixes on it and you would be happy to find something fitting in 100+ hours right now. I don’t talk about a BiS roll with 4 perfect stats! I talk about a good rolled base with at least 3 useable affixes for your build. Then you can ruin all forging potential on it with one click ^^. Therefor I see 3 solutions: keep the gambler usefull because farming gold takes time as well or do something about the drop rates or make the gambling even more expensive and give us decent gear.

If they don’t like it why did they put it ingame in the first place?

Overall they should remove it simply and stop wasting time on nerfing it to uselessness if they dislike it.

Two or three patches ago, the Gambler was totally OP, when he could give us Uniques.
Last patch, the Gambler was relatively OK, he could give us good crafting bases.
Now, the Gambler is weak, he can give us “placeholder” items that can be crafted a bit but won’t last.
Next step, the Gambler is removed from the game, and no one misses him because he had become weak.

Is that the plan? Maybe.
Is it good for the game? Maybe. I really love the Gambler, but I get it that most of my time should be on the battlefields, where most of my loot should come from. Would I miss the Gambler? Maybe, unsure.

He just disagrees with you, there’s a difference.

The devs want the majority of our items to come directly from mobs, not directly from sitting infront of the gambler for {insert time here} while we search for the right base with a good implicit roll & enough desirable affixes for us to craft it up to t20 (or 25 now with sealed affixes).

Why do you think they intend to implement trading in the way they are?

I like gambler, i’m sad they nerfed it

It’s not really sitting because money are not endless and we killed/farm a lot for the gold, i don’t have problem with that.

OK, let me try this another way.

There is no Gambler anymore.

Now, there is a new NPC - “The Wizard”.

You go up to the Wizard with a bunch of items in your inventory that you just looted from playing the game - you know, “legit items”. You place those “legit items” into an interface window. The Wizard then shows you a bunch of random, hidden items where you can only see the base item type, but nothing about its stats. The Wizard asks you to pick one, and he will magically “Transmute” your legit, found-the-“proper”-way items into one new item, but his magic is unpredictable, so he can’t tell you how it will turn out.

The FP of the new item will be an Average of the FP of the items you offer, and its stats will be RNG just like “legit” items are.

Is it registering yet? Did the lightbulb go off yet? There is no reason the item being offered by the Wizard (or Gambler) should be any different than the FP of similar items you find on the ground - because the item is only possible because you already looted “legitly” the items on the ground.

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Which would make “The Wizard” the optimal way to get your gear.

I’m not sure how many more times we can try and explain to you that this is not the way the devs want you to get you gear. Trading gear you got from drops to a vendor, still means you will be standing in front of a vendor to get it. Again, they don’t want a vendor to be the optimal way of getting your gear.

Good point and hopefully the loot can be adjusted so we don’t need to gamble or Wizard our gear. The game is a beta and things are being improved all the time. I’m sure discussions are going on about what to do with the gambler, I guess we will just have to wait and see if he survives or not.

Wow, are you bad at math?

Compare the following two things:
a) 100 randomly generated items
b) 1 randomly generated item

Pick the one which is MORE LIKELY to generate gear you want for your character.

I’d go with the one that shows me the base then rolls it (like the gambler) 'cause that way I know its a base I want. Also, I don’t think it’s reasonable to say “wow you’re bad at maths” if you haven’t given them any maths. “The Wizard then shows you a bunch of random, hidden items”, “a bunch” is not a number you can do anything with, and I’ll tell you now, it’s not a universally accepted proxy for a defined number.

That might be true when you have all but 1 slot “optimal”, and you just need that last item. But it is definitely not the case if you need multiple items. Getting 100 random items is clearly better.

I suppose it’s fair to say that the Gambler lets you play the game to get 101 random items when the monsters killed only dropped 100. Removing the Gambler and increasing drop rates 1% has the same effect, without that tiny base-selection choice.

But this isn’t about overall drop rates. It’s a discussion about the fairness of the FP on the items sold by this NPC. There shouldn’t be any reduction in FP, because you had to already play the game to get the gold you’re spending.

Otherwise, increase drop rates 1% universally, and remove the Gambler + Gold from the game.

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As a placeholder to serve a couple purposes.

  1. A gold sink. The gambler when it was put in was really the only thing to spend gold on. I don’t know the reason the devs want gold in the game to begin with, but I assume they took a lot of their base aRPG ideas from D2.

  2. A way to get gear that is more specific to the players desires. It is a way to skew “drops” so that players get more of the items they want for their characters without actually putting in “smart loot”.

I don’t think the gambler was put in with the intention of being a permanent fixture of the game.

I don’t think it would be too complicated in the game, I am just bad at explaining things.

I think this needs more focus. The loot filter is like a placebo. It doesn’t really fix anything. It just feels like it. All of the “trash” items that drop that get hidden by the loot filter are taking up item drops that could have been usable things. There needs to be a system that increases the number of desirable drops and decreases the number of undesirable drops. A system that gives the players a bit of control over how to focus their drop pool.

Why? 4/5 of them aren’t going to be for your class & 80-90% of the rest are going to be “too low level”, therefore 4% of them will be for your class & not “low level”. That’s not including weapons/offhands which makes it way worse with 149 bases of which you likely want 2, maybe 4. I’ve not done any maths on the last part, but I suspect that brings it down to below 1 item is what you want. But it’ll probably have “bad” affixes. Or are you bad at maths?

So yeah, I’ll take the ability to choose a base thanks.

Being able to choose a base is not a small thing.

Which you only get by playing the game “legit” and getting items/gold. So once again, we’re back to an arbitrary penalty with no validity.

I didn’t play LE for almost a year, so i have no idea when gambling was supposed to be op etc.
I can say that at the current time gold feels super useless. sure i can gamble for a base i want, but having only 4 crafts on it before potential is gone with average luck is super discouraging.
I am not opposed to the idea of phasing out gold and making it obsolete. i am just saying that they need to rebalance monolith nodes then, because right now every gold node feels like a slap in the face