0.2 Loot is a Disaster — The Stat Stacker Proved It
I feel 100% about the stagnate loot drops. It has gotten really bad. I get more Exalts than Regal Orbs. I really hope they balance this out at the next quick fix. I can deal with the slower pace....but the abysmal drops makes it a bit too grueling.
Also adding more items with less drops does not makes sense. |
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Im being a little sour but.
There is no loot. Just future orb shards. Then a future orb Then a future purchase on the trade site. What i find interesting. Is GGG believes people will find whatever combat mechanic they implement fun enough to keep players playing for nothing. I can't complain about nothing, i have foud some things. Amulet with +1 melee , a rare staff with +2 melee . Thing is with it equipped it just took 9 minutes to kill Jamanra at level 36 with that gear. Jamanra should just evaporate like a fart in the wind and be balanced so a level 25 character in blue gear will find a challenge. There is no reason to Gate players in their 20's. The problem with GGG is they have ONLY built End Game for 9 years. To even consider gating players on the first pass of the campaign in ACT2 insane Dernière édition par Jitter912#4278, le 9 avr. 2025 à 22:16:33
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They made the game slower and the loot sucks. This is the worst arpg I've ever played and 0.2 made it worse.
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It's not good
Dernière édition par Anton__Chigur#9285, le 9 avr. 2025 à 23:47:14
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i wonder how i got to t15 maps on ssf then...
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i wonder. If any of players here is farming t15 or 16 maps. or super bosses.
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" Agreed, the loot is abysmal and in its current state very, VERY detrimental to the game, especially at low to middling endgame levels where players need gear to advance - and are not getting any. And, just as with PoE1 and so many other ARPGs the loot that *does* drop is always diametrically opposed to the build being used. They need to up loot drops *considerably* for all builds, even map smashers. BUT - at a certain speed loot needs to fall off considerably, to keep those already monied map smashers from simply dominating the market. Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive. Patch Notes 3.19: Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment. |
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" I found maps way easier than campaign. got to t15's in 2 dozen waystones and only a weapon upgrade. ...still only gotten that 1 weapon upgrade cause nothing drops. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype." Dernière édition par Direfell#7544, le 10 avr. 2025 à 22:00:50
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agree loot system is fundamentally broken and it's easier to just save resources & trade as opposed to find/ craft. The issue I see with it currently is they are attempting to address a wide range of issues rather than focusing on one specific area (some from their own making).
They want combat to feel more engaging across the game however, in my opinion the focus should be the more you progress the more challenging / engaging the engagement and the better the rewards e.g.: - Campaign = training wheels not overly complex, learn character skills etc.. find out what works / does not work. Introduce meaningful character levelling rewards to "set the scene" on what types of gear you should be aiming for as a new player e.g. guaranteed body armour set roll at end of Act 1 boss with some of the primary stats (not overloaded but enough to give a general idea of what to aim for) . Lets face it that type of gear will be replaced anyway within a few levels so do not see the harm. - Mapping = low - mid tier gearing with difficulty increasing but once past mid tier should be no issues with clearing fast so you can attempt the pinnacle content. Mapping should be more focused on crafting resources as opposed to BIS drops but enough to progress into low tier pinnacle boss content (with the exception of maps like the new boss gauntlet which is fun and should remain a challenge but provide greater meaningful rewards based on Waystone difficulty) - Bossing (Pinnacle & Map Bosses) - should be the focus to make combat feel more engaging, make it easier to get to and attempt (which leads to mapping not being the be all end all) & make them more difficult (high risk, high reward). These should be the more engaging content to focus on build crafting for combos & survivability etc... (if they don't mindlessly spam abilities before you can even get a shot off). I would much prefer to go into boss fights knowing these are the challenging area of the game with better rewards (meaning the loot pool is much more compact & rewarding especially as the difficulty increases but the fights are much harder, gear checking, build crafting (e.g. weapon set passives for more survivability nodes as opposed to just "weapon swap" for more damage) Start with lower tier loot from these bosses with specific suffix & prefix modifiers to burn mapping currency into so they're not just a "trade" mechanism. Could even add in some "cannot be traded gear" into the higher tier loot pool to ensure the market does not get flooded with gear to diminish the experience / make it more appealing to go and complete the content (especially as right now it's more "why" should I do that when I can just buy it trough trade). They could also focus on "boss specific" modifiers that results in them not being one shot/ downed in a few seconds scaling as required etc.. whilst leaving skills as they are for general content, this way they do not need to worry about nerfing or buffing skills due to being too strong in "specific" area having wider impacts across the rest of the game. |
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