De Travis lui même: Going into our subsequent beta waves we said we wanted to start narrowing in on what the appropriate drop rates were for legendaries. We had set forth some goals and stated internally what our design intent was so we adjusted these values to reflect a more practical farming environment. As a general rule people won't speak up if you being too rewarding, usually only a handful of people in a crowd will vocalize that "things may be a bit too high" in terms of drop rate. So when the entirety of our player base and internal team were swarming us with this feedback we knew the drop rates were actually FAR too high. Based on that feedback and also the detailed drop rate data that we track and review on a daily basis, we lowered the drop rates to something more reasonable and closed to what we wanted for release of RoS. For the record, I literally told people internally that I actively wanted to hear the feedback that drop rates were too low. We decisively found where too high was, we needed to find the lower bounds of reasonable so that we could narrow in on a place that would be best for the game.
Now with that said, the data that we have has shown us that drop rates are in the right ball park but that's not to say they are final. A big piece of the pie that was missing was that we always intended for Kadala to be able to generate legendary items. More specifically she was intended to help give players more direct control over their ability to find specific items they were after.
en gros, il dit que selon les données recueillies le drop rate correspondrait à peu près à ce qu'il veut pour le jeu final. Kadala serait donc inclue dans le drop rate. En gros on a un espèce d'AH 2.0 géré par un NPC à la con. Où est le plaisir de parler à un vendeur et attendre qu'un légendaire tombe dans notre inventaire?
merde. sérieusement allez envoyer des feedback sur le forum ptr/sur tweeter N'IMPORTE OÙ sinon c'est foutu pour ce jeu.
trop bien dropper 1 légendaire aux 5 heures de jeu 