The bitter taste of wasted legendary mats

Not my post…

http://us.battle.net/d3/en/forum/topic/12330823362

But it perfectly illustrates the developers mindset; where it’s not about rewards that scale with the effort, but methods for increasing the longevity.  Hellfire ring 1.0 was like that unless keys and organs were did at MP10 (where their drops were 100%).  Hellfire Ring 2.0 is subjected to more RNG now since the max chance to drop keys and organ parts is 50% at T6.  In either case, the crafted output was normally bad and maybe only useful on a follower and/or used for leveling.

Crafting is also never going to be best in slot either; it’s meant to be a temporary placeholder item until one actually drops.  But this underlined part is the crux of the problem with the drop rate quality.  This is why some are actively farming for the materials, and attempting to craft items since the game isn’t dropping anything useful.  And that is an outcome of what I’ve mentioned ad nauseum before; about how this development team not really understanding how to balance the rewards against the effort/challenges/difficulty; where it is layers of RNG to deal with.

Thus the best thing is to lower expectations and just play the game.  Eventually, legendary items that are usable will drop.  Note that the overall game play experience may not feel necessarily rewarding though (it’s not as bad as vanilla in that sense because of the safety net; but nothing is going to change the fact that the quality level of most legendary items will be bad).