What is the reasoning behind crafting mats (Ancient Heart, Blood of Ch’thon, Aether Crystals, etc.) being soul-bound, having a rare drop rate and making so that they can’t be dropped once you are 10 levels higher than the monsters, when this game:
Doesn’t have or maintains any kind of economy system.
Doesn’t prevents players from duping/cheating in any way.
Doesn’t offers any kind of competition feature between players (e.g Ladders).
Allows you to share gear between your characters, meaning that any gear crafted can still be twinked around your lower level characters.
Doesn’t prevents the players from following a non-linear path (I’m talking about Scraps, Chthonic Seals of Binding, Aether Crystals/Shards and Dynamites, despite the last not being involved on crafting, but does fall on the soul-bound category).
Has quests that requires these materials for completeing them (one of the main reasons I HATE how this system works)
I’m asking this mostly because the way you made it work doesn’t do nothing other than making farming and rafting an extremely tedious and boring experience…
Assuming that I use them mostly for crafting… if I get to a high level with my main character and I did’t managed to drop enough mats with him due to them being sort of rare and controled by my level range, I’m basically screwed up if I need a Blood of Ch’thon for Bastion of Chaos/Seat of Torment runs for example, or any mat for crafting in general… Sure, you can still farm on Ultimate for them… but it’s still a very frustrating experience, because their drop rates can be very low at times, so, based on the points I raised above… why not make things less tedious for the players? :eek:
I have to agree with this. It seems like a pointlessly archaic mechanic that has never been changed. I would give some leeway on some of these points if they were farmable at any level, but it seems like certain builds can get screwed if they need a specific material at the end of normal or elite. Considering all that, I agree that these should be at least farmable at any level, and also potentially tradeable.
Some of these are already pretty rare drops, so they will still take time to obtain even if done with a massively over-leveled character. I don’t think we should have to jump through even more hoops to even have the chance to farm them.
EDIT: I will say there is a bit of loophole with this system in the meantime. You can drop them in multiplayer and they become public items, so whoever you’re playing with could grab them. Then you join the game with the character you want to have them and do the same thing. I’m not sure if you can make/join a multiplayer game with multiple game sessions open, but if so you could theoretically do this yourself.
Has quests that requires these materials for completeing them (one of the main reasons I HATE how this system works)
as you said, the gear crafted with them is transferable, so if that was their only use there is no real need to have the material be non-transferable
Assuming that I use them mostly for crafting… if I get to a high level with my main character and I did’t managed to drop enough mats with him due to them being sort of rare and controled by my level range, I’m basically screwed up
in the last difficulty everything scales with you, so you are never screwed.
Cutting off drops if you are 10 levels higher is there so you do not farm for mats in Normal when you are level 85 because it is ridiculously easy / fast