You have already stated that:
Yea, i know, that was yesterday 
Oh I see, yeah if the game rerolls at least once, I think you’ll be more likely to loot an unlearnt BP the more learnt BPs you have, past a certain number of learnt BPs.
Would have helped if you’d stated that the game rerolls a finite number of times (10). I was under the impression that this meant an infinite series converging to 1, which simply meant that the game would always give you an unlearnt BP every time a BP dropped.
By the way where did you read that it was 10 rerolls?
Because legendaries drop like candy when you do it right, duplicates don’t matter as much. And I have lots of characters, I need many copies of some of them. And soon we can transmute them into others so their value goes up some more.
funny thing is, when you do crucible, even lower difficulty ones, you can keep restarting a run within the same session for as long as you don’t exit it or have to shut down your computer. This means you can eventually get all unique items as stuff dropped is removed from the item pool. (Which is why atm even Aspirant beats campaign farming)
If enough people feel that strongly about this maybe the drop rate should just be increased further?
I mean they drop a lot but what’s a bit more right? And it’s not like it’s game breaking because you still have to craft the damn things.
Crucible loot should be nerfed, it is bugus. Faster than GDstash ffs
What I would suggest is leave the numbers as they are for the most part, at the start they’re fine. Once the expansion hits we’ll all drop a lot of the new medal augments and such for a few days. But then it will dry up again and getting the last few legendary hats will be a chore. So I suggest that near the end of the collecting process, say if there’s less than 20 to go, the number of rerolls goes up with every one you find. Makes the last handfuls less annoying.
Not sure if that is possible to implement. But it could just be implemented like if #blueprints > 500 do 20 rerolls.
I did the math for how fast you converge to 100% Confidence level with different number of rerolls. I can make a thread about that later, my calculations, simulations and graphs if you guys are interested
Consider how soul crushing to run it over and over with same flavor people would just stop crucibling if you gonna nerf it.
Buff the bloody campaign, i still see only blues after an entire ancient grove run :furious:
Or just make that last few blue prints have exponential increase in drop rate.
I thought the whole point of blueprints even existing is that they are less rare to farm because you have to craft it anyway. The current system makes them rarer than some of the bloody medals/amulets which is just counter intuitive.
The easiest system would just be to increase the number or rerolls.
Campaign drop rate is already being increased to compensate for increased amount of loot dilution from new items entering the pool.
I imagine many will be pleased.
Yes.
Additionally it might not be that hard to scale it.
as an example #reroll increasing with #known blueprints could be a couple of new functions inserted into the code:
%known BP = #known/totalBPinGame
rerollAdjustment = %known BP * (some constant or some threshold)
#rerolls = rerolls + rerollAdjustment
Or maybe the second option is to make it way easier and just make a mod for malawiglenn that puts drop approaching 0%, and that way he can GD into eternity without finding everything:p
lol
or just have every item in the game shop-able at the DC vendor 