Diablo® III

Is anyone else pissed about..

(Locked)

85 Undead Warlock
1420
Bosses not dropping the best loot? Now I'm not saying I don't want rares and champions to drop the best loot, I think both bosses, and rares and champions should.

Even something like each rare or champion type monsters drop 1 high end magical/rare+ item, and bosses drop have a 50% chance to drop 1 as well? Whatever the range of fairness is based on difficulty. All items dropped from either will have potential to be the best, bosses just have a chance to drop instead of being a guaranteed thing.

I just find something wrong with not having to kill the bosses more than once, sure running just andariel and mephisto and nothing else would suck, but so would just clearing out blood moor and then resetting.

--

Here's my understanding of it:

(All numbers are arbitrary)

Say the highest item level is 100; R&C can drop items from X up to 100, where as bosses can only drop items from X up to 99.

If the actuality of it is that both bosses and R&C can drop up to 100, then that is fine, even if R&C have a higher chance of doing so.

Ideally their chances would be at least the same, due to bosses probably requiring at least 2-3 times longer to kill.

Yes, you know where bosses spawn, big deal. You can easily kill a pack or two of R&C in the time it takes to kill the boss, and both are viable.

R&C would still be way more efficient for those that care, but killing bosses would still at least have a chance to drop items that are the best.
Edited by Science on 10/28/2011 6:01 PM PDT
90 Human Paladin
11840
No
85 Undead Warlock
1420
Seems pretty stupid to spend so much time designing bosses only to have you run through once and forget about them. And I don't believe they've mentioned bosses dropping equal items, all they've said is the best loot comes from rares and champions.
Edited by Science on 10/27/2011 2:17 AM PDT
I'm not necessarily pissed about it, but it does seem off that the hardest things to kill are apparently not even worth the effort. I mean, what's up. You run the diablo quest from beginning to end, and then you clear out the last pack, take one look at diablo, no need to kill him, let's start a new game.
10/27/2011 02:06 AMPosted by Kezmaefele
No
I can't answer this honestly until the game comes out and we actually get a chance to see how it works in practice. That being said, it seems to me that a boss would be a natural bookend to a loot run regardless of whether or not it produced better loot than the rest of the run.
10/27/2011 02:04 AMPosted by Science
Maybe something like each rare or champion type monsters drop 1 magical/rare+ item, and bosses drop 2-3? Whatever the range of fairness is based on difficulty. All items dropped from either will have potential to be the best, bosses just drop a tad more (due to being harder to kill).


Watching quite a few beta streams and videos, it seems like that very system is already in place. Leoric seems to always drop 2 or 3 magical items when he keels over on kills 2+. I'm not sure what you're so worried about.

Blizzard never said they were going to disable drops on bosses and make you avoid them while farming. They just wanted to discourage the endless Pindle, Andariel, and Meph runs that D2 farming devolved into because of the statistical advantages to getting certain items from those bosses. Part of that is being solved by de-emphasizing bosses as the undisputed optimal choice for farming, and another part by reworking the itemization to focus more on random stats than static items.

So when you're out farming and you get close to a boss, it'll probably worth killing them too for the guaranteed number of item drops. You just won't have an overwhelming statistical advantage of them being good.
Edited by Pesty on 10/27/2011 2:39 AM PDT
85 Draenei Paladin
2180
it really doesn't bother me .. but i don't think it works as advertised either .. it just might be because rares and champions are just more numerus
85 Undead Warlock
1420
10/27/2011 02:37 AMPosted by Pesty
Blizzard never said they were going to disable drops on bosses and make you avoid them while farming.

They've also never stated that the drops would be as good as R&C drops.
I think this is a quantity vs. quality issue. Beta seems to suggest that it will work something like this:

Bosses

-Quantity of items dropped increased above all other mobs
-Quality of items dropped equal to all regular mobs

Rares and Champions

-Quantity of items dropped equal to all regular mobs
-Quality of items dropped increased above all other mobs

Skeleton King seems to drop 5 or 6 items on every death but the chance at higher qualities are equal to regular mobs. Yet it is still more chances to roll rares on a single kill. I feel that there is still an inclination to kill the bosses but not as a focus. Farming up to them you may find rares or champs and have better odds of higher qualities.
I like it. This way I'm not doing the same damn areas over and over and over again. I can go to a bunch of different places for changes of scenery and not getting bored.
85 Undead Warlock
1420
Bosses

-Quantity of items dropped increased above all other mobs
-Quality of items dropped equal to all regular mobs

Rares and Champions

-Quantity of items dropped equal to all regular mobs
-Quality of items dropped increased above all other mobs

And whats the harm in changing nothing other than:

-Quality of items dropped equal R&C (for bosses)

God forbid bosses drop good items!
Bosses not dropping the best loot? Now I'm not saying I don't want rares and champions to drop the best loot, I think both bosses, and rares and champions should.

Maybe something like each rare or champion type monsters drop 1 magical/rare+ item, and bosses drop 2-3? Whatever the range of fairness is based on difficulty. All items dropped from either will have potential to be the best, bosses just drop a tad more (due to being harder to kill).

I just find something wrong with not having to kill the bosses more than once, sure running just andariel and mephisto and nothing else would suck, but so would just clearing out blood moor and then resetting.

--

To combat people's concerns about players just farming the easiest spot, they could make it so that players can only create 1 fresh game per hour (or 2, 3 hours and only for inferno difficulty) unless all end act bosses are killed, in which case you can create another fresh game.

This way you're at least guaranteeing players play through at least a little of every act. Either way just throwing the idea out there, this thread is first and foremost about bosses at least not dropping worse loot than rares and champions.


If the beta tells us anything bosses have a higher chance of dropping better items the first time you kill them afterwords there chances arent as high, Im assuming thats not factoring in MF and what not.
Because then we fall into the same trap as D2 again. Why run around randomized zones (which they've been saying are much more random than D2) looking for randomly generated rare spawns when we can go to a few bosses that are pretty much always in the same place.
85 Undead Warlock
1420
10/27/2011 02:51 AMPosted by Pesty
Because then we fall into the same trap as D2 again. Why run around randomized zones (which they've been saying are much more random than D2) looking for randomly generated rare spawns when we can go to a few bosses that are pretty much always in the same place.

Because you tweak the bosses drop rates so that they're dropping just enough loot to make them worth killing but not worth ignoring everything else in the game for?
1 Draenei Warrior
0
I always took their statements to mean that act bosses will not be the only thing worth doing this time around. In Diablo 2, the only popular farm targets besides act bosses were uniques that were really easy to find and took 3 seconds to get to and kill (or that dropped keys). Sure you could also farm areas if your character specialized in that instead (like summon necro), but it's nowhere near as satisfying. People like killing a boss and then seeing what drops, when you slaughter large areas you don't have that moment of suspense right before the boss dies to see what will drop because you have no clue who might drop it.

It sounds like in D3 they want the champions to serve that role of "omg I hope I get something good!" That doesn't mean the bigger bosses can't serve it as well, they just won't be the only thing where you get excited to see what drops.
10/27/2011 02:53 AMPosted by Science
Because you tweak the bosses drop rates so that they're dropping just enough loot to make them worth killing but not worth ignoring everything else in the game for?

That's what the devs have claimed to have already done. But apparently that's not good enough for you and you want the drop rates bumped up.

Can we finally agree that it'll be fine now until we're actually able to test it empirically?
It's more exciting when you know any mob can drop any item in the game. I remember getting my valor in D2 from one of the 3 champs in meph's room :)
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