I know you are actively looking into loot issue, but I just like to point a few thing. Sorry if already mentioned and so are no new info for you or the community.
At current game’s state, most players that are still active , me included, despite all is happening now, wonder what would be the harm in bumping up the drop rate? Is still the chase for the perfect roll. How hard it will be as it was before. By mistake, but it was nonetheless.
Personally I believe that this would be a good thing but also means to be easy for new legendary with any new update.
Curated rolls for some as a reward for some achievements might also spice things a bit. Good curated rolls, you know. 500 elites kills with legendary Yuvenia’s lighting, you obtain the curated legendary version, that has max weapon damage, lighting discharge with 51% chance instead of 33%. And you can add a electrical glowing effect or something to show of that you got the curated version.
How about curated version of Ralne’s Blaze to have 25% chance to ignore shields when fire? And so on and so forth.
Now, except the harvest and luck that I think it shouldn’t be there in the first place, there are other things that surprisingly ware accepted to be implemented:
- same grade bonus. A legendary should justify its name. If the MW version states 200% while hovering, why not 250% on legendary version.
Same inscription may roll from 20-200% weapon damage (which is too wide range to start with) the legendary version should start from 100% to 300%, you got the point.
These will make the chasing for legendary even more desirable.
Considering other looter shooter games, its interesting that:
- there are no activity specific loot
- there are no unique legendary to chase and/or as reward.
a month ago
I think there two main problems with the current loot, one related to the up to 8 dice rolls involved with inscriptions, and the other regarding the rebalance of Legendaries that led to the current meta.
The first one is very straightforward: the way the system is designed, it takes up to 8 dice rolls to determine the up to 4 inscriptions that an item gets, followed by the same number of rolls to then determine the modifier of each inscription. All these after the dice rolls that take place just to determine the item you get in the first place.
Put simply there needs to be, at the very least a way to address the result of the modifier dice rolls, and at very best a way to change the actual inscriptions.
That’s a long discussion better left for a topic of its own.
The second problem is related to the initial solution to the steep difficulty of the GM1-3 difficulties, which was addressed by essentially overbuffing Legendaries. I bought the official game guide and according to it there were no epic inscriptions at first: just like Masterworks, Legendaries had Major & Minor inscriptions and basically only had slightly higher power.
This means that the gap between Epic, MW and Legendary was rather small at first, which would mean that MW and even Epic gear were meant to be viable for more difficulty content. But when it turned out that GM1-3 proved to be tougher than expected, instead of adjusting the difficulty BW just made the hardest to get gear more powerful, not only buffing their power, but by both: a) removing Minor inscriptions and b) replacing them with Epic inscriptions, which are even better than Major ones.
My point is, I don’t think the original idea was for players to NEED a full set of Legendaries for endgame content, which at first were just slightly better than MWs & even Epic items, but rather for these Legendaries items to be the prizes for replying the toughest content with your optimized builds of mainly MWs and Epics. As it stands, you need a full set of Legendaries to attempt the toughest content for... nothing you can’t already get at a lower difficulty.
BW either needs to either rebalance the power between Epic, MWs and Legendaries or readjust the difficulty of the toughest activities. When people comment that their Legendary Colossus (the toughest, most defensive oriented javelin in the game) builds are getting one-shot in GM2, it’s a good indication that difficulty needs some major readjustments.
I would even favor taking different approaches to higher difficulties, such as cost restrictions, Javelin restrictions, replacing more grunt mobs with higher tier enemies or specific/restricted etc., rather than just making the enemies deal more damage and make them larger bullet sponges.