In Endgame 95% of item drops become meaningless

Agree 100%. The best thing I've done is create a loot filter that hides all rare/magic armour and weapons. I trade every crafting material and only buy my equipment from the market.

I'm not going to craft at all anymore. It's a waste of my time and not fun. If the crafting slot machine is fun for somebody else, I'll take advantage of their gambling addiction. I personally will no longer engage with it.
Last edited by darrenrob82#3531 on Feb 20, 2026, 2:01:48 PM
Make all loot drops super rare.
You CANNOT get excited by loot drops when 99.99% are junk.

So.
1 - make all root drops way rarer than they are now.
2 - allow some way to either influence the types that are dropped or provide better crafting.

when something, anything in this game drops, I should go ---> OOH! There is a good chance this could be something!

Right now my loot filter hides the vast majority and what's left over is still usually junk.

I waste so much time by only picking up Tier 5 loot or good white bases and most of the time nothing can be done with that.


Also - uniques are dumb.

I don't want MORE loot, I want way less loot but a decent chance that the loot is either good for me, can be crafted, or might be good for someone else.
Agreed with the sentiment. The loot tables need a hard look after the trade update.

I see a couple problems though.

What is good loot?

Perfect? Na, builds can make do.
Useful? To whom? And when in the league?

I think we can argue that hybrids benefit the most from loot drops in normal play. Then you get pure RGB classes where it's a hard pass. Good for the economy maybe, but not the player. Then you have your league starters. Farmers dropping gear for a later build. Then you have folks that just play economy and that's fun for them.

So while I think the tables need a going over, I also think the real tricky problem is reconciling these different playstyles. Folks play FotM builds for fun. Folks corner the gear market on them for fun. Then you and I try to just play and it's not quite right.
maybe they could add additional colors for higher rarity/higher tier modifiers

purple magic > blue magic

yellow rare > orange rare

cyan = unique

idk there are a lot of ways they can go about it.

I don't 100% agree with my own original post but i still like the ideas of-

orb combining

less drops with more contrasting rarity

better value indicators suggested in my previous comment
=better filtering

class specific high tier loot drops for first boss kills during the campaign, because the market is bad for low level items, and it feels bad getting junk from boss fights only to sell it or disenchant it.
"
class specific high tier loot drops for first boss kills during the campaign, because the market is bad for low level items, and it feels bad getting junk from boss fights only to sell it or disenchant it.

Class isn't an indicator of build though. You could easily end up getting something completely useless. And if it's TOO good, that'll just trivialize the rest of the game until the next act boss. I don't really see a feasible way to balance this. High-tier mods also seem to crank up the level requirement on even otherwise low-level bases, so you probably couldn't even equip it.

The market isn't bad for low-level items. Good low-level items are so expensive because they can take a new character really far and you don't have to worry about upgrading all the time. They aren't necessary, at all.
"Some call him a genius. Others, a monster. The truth is usually somewhere in between.
Me? I say power like his comes with a cost... and it's never the one wieldin' it who pays." - Delwyn, re: Doryani
99% of drops are meaningless by the time you're halfway through act 1
The current workaround that is pretty much officially suggested is using loot filters. You can configure loot filter to only see the "exciting" drops.
There should be a rework for the (Tier X) system that rare/magic items have right now. I give my suggestion as an example:

Lets say you kill monsters and "Ancestral Tiara (Tier 3)" drops. The Tier 3 would mean that ONLY tier1-3 prefixes and suffixes can roll on this item when identified (if you keep crafting the item, you can get lower tier affixes, like when you use exalted orb etc.) This would greatly make "Tier X" magic and rare items more valuable, since finding a "Ancestral Tiara (Tier 1)" would mean it has 1-2 (magic) or 3-6 (rare) T1 affixes on it. Obviously this would make them really powerful, so there would have to be some reduction on amount of tiered drops you get.

Right now seeing an item with or without "Tier X" on it, does not matter to me at all. It is all about the base of the item and ilvl that I care.

Also it is quite confusing (for new players) that item has prefixes and suffixes and the lower the tier is the better the roll is, however magic/rare drops that have "Tier x" on them are actually better the higher the tier is.
"
Hendel#1528 wrote:
Make all loot drops super rare.
You CANNOT get excited by loot drops when 99.99% are junk.

So.
1 - make all root drops way rarer than they are now.
2 - allow some way to either influence the types that are dropped or provide better crafting.

when something, anything in this game drops, I should go ---> OOH! There is a good chance this could be something!

Right now my loot filter hides the vast majority and what's left over is still usually junk.

I waste so much time by only picking up Tier 5 loot or good white bases and most of the time nothing can be done with that.


Also - uniques are dumb.

I don't want MORE loot, I want way less loot but a decent chance that the loot is either good for me, can be crafted, or might be good for someone else.

And how exactly should the game determine what a "good drop" is for you?
"
quarki#9020 wrote:

And how exactly should the game determine what a "good drop" is for you?


Well for starters, if the game is more transparent about item lvl, and the range of tier mods on the items while unidentified, it makes loot filtering more effective.

People should be able to customize their loot filter.

It would be awesome if one day there was a built in menu for loot filtering.

the high quantity of item drops wouldn't matter if it was filtered out and hidden.
Last edited by TwitchGLHFsport#2155 on Feb 21, 2026, 3:26:15 PM

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