In the first two betas of Diablo 4, we were generously rewarded with loot. That changed quite a bit in the third beta, though, and it’s a hotly debated topic in the community.
Where is the dispute coming from? Players of the first and second beta were happy about numerous legendary items, which literally flown to them every few minutes. The world boss Ashava even dropped up to six Legendaries when you defeat them. But that has now changed.
The drop chance of the popular orange gear has been reduced. Even with many hours in the game, we suddenly encountered them only rarely. Unfortunately for some players.
For the server slam, the last test before Diablo 4 was released, the drop rates were significantly reduced. They now match what you’ll see when the game launches in June.
Loot is an important pillar of Diablo and is intended to encourage play, especially in the endgame. You can see what awaits you in the endgame in the video:
“You’re just too impatient”
What is the community arguing about now? While some are satisfied that you are not thrown with legendary items, others are disappointed. The accusation of individual players to the developers is: “Blizzard never finds a good middle ground.” (via Blizzard Forum)
Some of the community says that when there are fewer legendaries, it’s less fun. Others, however, find exactly that so good about the games. In by far the largest thread on Reddit, with over 5,000 upvotes and 2,700 comments, players are currently discussing the loot.
Many users remember games in which they farmed for hours for certain items and were extremely happy about a success.
IAnswerQuestionsHigh writes, “The satisfaction of dropping a legendary item far outweighs the jaded feeling of endless legendary drops (as in Diablo 3).”
A user notes in his thread that some players seem to have forgotten how long it took to get a certain item in Diablo 2. He asks why gamers want “a Diablo 3 in a new guise” and states: “The number of casual gamers is bloody high.”
A player who feels addressed as a casual player reacts to this:
People who don’t devote their entire life to playing a video game, who have to work, have a family, have friends? If so, then I’m one of them and I’m not complaining. […]
The game seems great, but at the same time I don’t want it to be aimed solely at people who play the game non-stop, as I just have no interest in games that have Dark Souls difficulty. I’m not willing to invest my life in meaningless trivia. Games are designed to relieve stress and have fun with friends, not as a substitute for my job.
The solution for me lies in an adjustable difficulty level that would offer players with infinite time a harder game and less chance of drops. With the satisfying reward of knowing you’ve mastered this challenge.
bigbramble via Reddit
The discussion continues through thousands of comments, in which the fronts sometimes harden and even insults fly. Both sides are opposed and have their supporters. The topic is extremely controversial.
Why is this a charged topic? Loot is the core mechanic of Diablo. Good gear is helpful when putting together good builds. Individual items also trigger certain effects when they are put on, which in turn support you in fights.
In earlier parts, grinding was a significantly larger part of the game experience. The famous Baal runs in Diablo 2 and the lack of personal loot, for example, meant that players had to deal with the game much longer to equip their characters well.
Today, Diablo is a casual game, at least since Diablo 3. Hack’n’Slay is more accessible than Path of Exile, for example, and that’s why it’s so popular with the majority of gamers. That’s why it happens more often that the long-established fans and those who came later or have less time today clash.
Loot is an important theme throughout the genre, even when other mechanics are fundamentally different. If you want to look around further, you can find the 10 best alternatives to Diablo on MeinMMO.