The REAL problem with increased ITEM RARITY
Some complain, that increased IR should be removed from the game. I disagree with that. I like the concept that you can actually have a meaningful influence on item drops. It feels like having a "luck stat" in a game that effects loot drops, like some games do.
But the real problem are public parties that invite other to "leech", so that the item rarity of all gets accumulated. In the end, the guy running the map gets 400%+ rarity, since he keeps all the valuable stuff, while everyone else can pick up trash and gets some exp. And these guys get incredibly rich very fast, having a bad influence on economy over all. How to fix this? Easy: Item rarity gets not accumulated anymore in a party. If you have a party of 4 people, only the item rarity of the person who killed the enemy counts. That would immediatly destroy the whole leech/item rarity economy. On top of that, all people get their own drops that are ONLY shown to the person who drops it for. You get a divine? Others won't see it. So it's a secret to other. Positive sideffect: Screen isnt littered anymore with thousands of items from other players and leader of leech parties will never find out what dropped for someone else. ขุดครั้งสุดท้าย เมื่อ 20 ก.ย. 2025 13:12:34
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This actually makes a lot of sense, I'm for it. I'm pretty sure that's how diablo II worked, no? Which ever player last hit the boss/monster is the one whose Magic Find % affected the drop. Your idea seems a very logical defense against the toxic leeching/rarity bot exploit available in group play.
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Hmmm...pretty sure the premise of this thread is incorrect. Rarity doesn't stack. The rarity of the person getting the killing blow is all that counts.
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