Reroll gold cost needs a cap!

For reference I enjoy the game alot and im still enjoying it, Im a level 89 sorc with around 200 hours and played 90% of my time solo.
Here are some changes I personally would like to see that I havent seen mentioned by other ppl -

  1. There NEEDS to be a gold cap on rerolling. Its ridiculous that my chest cost 8 million to roll because it just outright refuses to give me the 1 stat I need for it to be usable (a life roll). I shouldn’t be punished because of the games rng, e.g borderlands 3 and wonderlands have a cap on reroll costs and it works great. I would say it should cap at 3 million AT MOST because I just have this piece in my stash waiting for each time I get enough gold to roll it and it just fails every time and I’m just being punished more and more for something out of my control. Its not like I’m trying to go for a max stat roll I legit have just never seen the stat pop up for me to take.

  2. I sincerely believe that uniques should have completely random affixes like any other item, obviously the unique aspect cant be removed or changed. But seriously the chill boots would be nice for me but im not playing the game without the extra evade charges so now I can never use thoses…great. And any unique armour that doesn’t have a life roll on is useless to me, I don’t like that I would have to compromise parts of my build for unique aspects when they are supposed to be one of the strongest items and rarest items in the game for them to just be useless by default. It would add lots more excitement upon on one dropping too as I will now be able to hunt for rolls on them opposed to already knowing that they are not going to work for me.

  3. I know they are looking at nightmare dungeons already but I think the exp system as a whole is bad. I dont like how the exp scales only +3 levels to get 25% bonus, this is silly because im currently only doing tier 38 nightmare dungeons as this is the lowest I can do to get this exp bonus but it isnt difficult or a fun challenge and there is 0 reason/ incentive for me to go higher to try more challenging content which its kind of a buzzkill and I would like to push my build to the limits and see how high I could complete but there is just no exp reward to warrant doing that. in my opinion their should be a BIG exp reward at the end of a dungeon completion to stop half farming dungeons for mob exp farms and to make it worth doing the nightmares. And if they dont want fast boosting of other characters, have the exp scale off the highest group members level so for e.g if a lvl 40 is with me at lvl 90 and we do a dungeon where the enemies are lvl 120 then the level 40 player will only gain an exp reward at the end based on a 30 lvl difference instead of a 80 lvl difference to match the highest group member. Hard to word what I mean and hard to balance in general but I want to be rewarded for pushing higher tiers basically.

Just my thoughts :slight_smile:

1 Like

I like all 3 of your points although I haven’t got to expereince 2 and 3 yet. When I got into beta to play this game earily on I’ve question myself about the gold for rerolls since I love it in D3 so it got me curious how will it work in D4. From playing around I can easily see how high it will go to the point of worry for players to be able to afford it.

In game out of beta I could see how to obtain the amount. By watching videos it put my worries to rest. The only thing that matter is the cap and obtainning gold to be able to spend that cost. 3 million is a fair amount for a cap due to farming gold at end game. I’m assuming the cost is higher on rairity per a reroll? If so making the next higher rarity cap higher than the last to give players a feel to make sure it is the choice they want. Also, something to do when a player has more then they can spend.

  1. Agree entirely - capping it at a reasonable price otherwise people are incentivised to trash good pieces of gear due to gold restrictions

  2. Agree to a large extent - some of the affixes could be static or flexed to be directly relevant to the way the unique is mean to be used - e.g the rogue death trap unique could say always have shadow damage, trap damage as static affixes and the others randomised. Agree completely re the innate evade related affixes

  3. This is EXACTLY how I feel. Nm dungeons need increased exp, gold find and magic find the higher the tier and give properly scaled exp, gold and item rewards on completion. Maybe bonuses based on how many revives are left. Completing tier 30 nm dungeons to be rewarded with an end of dungeon reward of c. 10k gold is a joke