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Blizzard wants your Diablo 3 Magic Find feedback

Blizzard wants your Diablo 3 Magic Find feedback
Diablo III players have had a few weeks to get to level 60, and Blizzard's recent patch to smooth over some of the difficulty hikes has made sure that more adventurers than ever can hack and slash their way through Inferno, the game's ultimate difficulty level and best source of loot. Players have discovered that it's efficient to keep a second set of gear in their bags loaded up with Magic Find, the stat that boosts your chance to find rare items, and swap to it when Elite/Champion packs or bosses are at low health. Unlike WoW, loot is calculated when a creature dies, not when it spawns, thus allowing players to benefit both from the good stats on their main gear and the MF on the gear they switch to.

Blizzard considered this an unintended but allowable way to play; now that the method is well known out in the wild, though, players are feeling forced into playing this way, and the devs know it. To that end, they've announced that they're working on a solution to the gear swapping problem and explained a few of the choices they're mulling over, replete with pros and cons for each.

And they want your feedback! Comment on the blog post with your thoughts and which change you'd personally like to see. Keep in mind, though, that regardless of which change is made, the devs are planning to boost MF for everyone so that no one feels penalized by whichever change makes it to launch.

Full blog post and link, after the break.


Magic Find Gear Swapping
Since release it has become an increasingly common practice to keep a Magic Find (MF) set in your inventory, and swap it in shortly before a kill. Philosophically we don't have a problem with the practice. While players getting more Magic Find for their kills isn't a game breaker for us, many players have said they don't enjoy doing it but feel the benefit is too large to ignore. Since the call for a solution really comes from all of you, we'd like to invite you to chime in with your opinion on what the solution could be.

It's worth keeping in mind that if we do implement a method to alleviate gear-swapping in combat, we'll simultaneously be looking at ways for players to get an added MF bonus to compensate.

Here are the solutions we're currently considering, and would appreciate your feedback and opinion on what seems the most reasonable for you, and why:

-Option 1: Set a Magic Find Cap-

We could set an MF cap between something like 100% and 200%. Nephalem Valor provides 75%, so you would need between 25% and 125% to reach the hard cap. Everyone could find ways to hit the cap for MF% on their gear and then stop.

Pros: Creates a gearing-game around trying to hit the "MF% cap" that some players enjoy. It also solves the swapping issue for people with enough gear to hit the cap. Players who want to min-max and gear swap can do so, and players who think it's stupid but feel "compelled" can try to hit the new cap instead.

Cons: Depending on where the cap is set, it may not actually alleviate gear swapping, and players who wish they didn't have to will feel compelled to do so. It also devalues a highly valuable stat, and desired stats mean desired gear, which helps diversify the item hunt.

-Option 2: Slowly Adjust Magic Find Over Time-

When you equip an item with Magic Find, we don't let your MF% change right away. Instead your Magic Find slowly "drifts" towards the target Magic Find -- potentially something like 1% every 3 seconds. If you open up your Character Details sheet, you can see the number change "8%... 9%... 10%." Even though you could in theory switch to Magic Find gear for the killing blow and get a few extra percent, it's probably not worth it.

Pros: High degree of visibility as your stat sheet updates. Still allows you to swap your gear when you get an upgrade in the world without having to feel bad about putting the item on.

Cons: May not alleviate the problem for players who still feel compelled to get a few extra MF%. Depending on the rate, some players may just swap in an item during the last 20 seconds of a fight even though they don't want to.

-Option 3: Use your average MF% or your lowest MF% of the last 5 minutes-

We could sample your MF% every 30 seconds or so and create a moving average, or use the lowest MF% the game has seen on your character in the last few minutes.

Pros: A lot of the same benefits as Solution 2, but harder to game. Still allows you to switch gear when you get an upgrade, which is great.

Cons: Difficult to communicate. We'd have to communicate this on the Details page somehow, but during normal gameplay there could be the sense of not knowing what your "moving average" is and wanting to look at it. Magic Find is already a difficult number to feel at any point in time, so hidden rules that modify Magic Find feel that much worse.

-Option 4: Zero-Out Your MF% for 3 Minutes After Swapping Gear-

When you swap gear, your Magic Find is disabled for 3 minutes.

Pros: Absolutely effective at discouraging gear swaps. Still allows you to swap gear when you find an upgrade, and the 3 minute duration is probably short enough that if you kill an Elite pack and get an upgrade, you can put that upgrade on and have your Magic Find active again by the time you get to the next pack.

Cons: Players who are unfamiliar with the system may open up their details page and see their Magic Find as 0% and not understand why. We could mitigate this by making the 0% MF colored with a tooltip stating the countdown until your Magic Find would work again, as well as what your Magic Find will be when the time expires.

-Option 5: Gear Swapping Interacts with Nephalem Valor-

There's a whole class of solutions that interact with Nephalem Valor. For example, we could remove a stack of Nephalem Valor when you swap a piece of gear.

Pros: Stops gear swapping just for the last kill, while still allowing the player the option to do so.

Cons: Some players will lose a stack by accident. We could put a confirmation box in to address accidental loss of a stack, but game-interrupting popups are potentially character-killing. It also causes co-op players to drop out of sync. One person may switch gear and lose a stack or two, and if it happens before a boss they'll want to clear two more packs before hitting the boss, but the other party members may not want to -- causing some tense social situations in co-op play. Finally, it tightly couples two systems together and generally tightly-coupled systems don't function over the long haul as well as loosely-coupled systems. In other words, future changes to the Nephalem Valor system or the Magic Find system (or systems related to those two systems) become harder to make as both systems would be impacted.

While we're having our own discussions and tests of how well these options could work, we're interested to hear your thoughts. We'd mainly like to hear which approaches you like, if there are any specifics you like or don't like about it, and why. Having the context of how this affects you personally really helps us.
We're going to be locking down comments in this article to focus feedback to one location, so please head to the forum thread link below to discuss.



Evil has returned! 1.2 million WoW players are getting Diablo III for free thanks to the Annual Pass. You can get prepared for the evil with WoW Insider's launch coverage. From the lore of Diablo, to the important blue posts and the basics of Diablo gameplay, we'll get you on the inside track for the return of evil.

Filed under: Diablo 3

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