'Anthem' Currently Has Diablo 3's Literal Exact Same Launch Loot Problem

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'Anthem' Currently Has Diablo 3's Literal Exact Same Launch Loot Problem
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Anthem and Diablo 3 share so many of the same launch problems, despite their release seven years apart.

same problems regarding loot as D3 did when it launched in 2012, and there was a long, painful wait until the Loot 2.0 update and the release of Reaper of Souls, which is when things really started to turn forI remember it taking almost fifty hours to get my first legendary drop in, and no matter what you did, no matter how much magic find you stacked, you could barely get legendaries more than once every 10-20 hours or so of gameplay, as they were just too damn scarce.

is suffering from the same problem. When you reach the endgame, you quickly deduce that once you have a set of Masterworks, further Masterwork drops essentially mean nothing, as you are reallyhunting for Legendaries to increase your power, both because of their increased stats and how scaling works inlegendary drop, and players who have put a hundred plus hours in have seen maybe a handful, at best.’s poor drop rates seemed like an excuse to get people to turn toward the Auction House to buy gear for in-game gold and real-life cash. But Anthem doesn’t even have that rationale, and the rates are just too damn low for the amount of time invested.Remember that first legendary it took me fifty hours to get? It was a Demon Hunter crossbow when I was playing a monk. Granted, this doesn’t happenand it’s easier to switch between classes, but I’ve heard a ton of stories about people finally getting legendaries to drop after dozens of hours only to have it be a component for a class they aren’t playing.’s slate of legendaries at launch was pitiful, as a good number of them had nothing but slightly boosted stats over any other weapon with no unique perks at all. Granted, all Masterworks and Legendaries insort of unique perk, but I’d say probably half of them are so useless that they might as well not exist at all. Not to mention there are no unique Legendaries, Legendaries are simply stat-boosted versions of Masterworks, and Masterworks share models with all lower tier guns minus a new paint job and that one unique perk. The loot diversity just is not there.kept running into a loop where in order to get the gear to effectively farm inferno difficulty, you needed to be farming inferno difficulty.halfway reasonable is Grandmaster 3 difficulty, and yet to survive there and do any impactful damage, you should already be decked out in fair number of legendaries to start with. Eventually,has some work to do with scaling in GM2 and 3 so players aren’t one-shot and enemies don’t have health bars best measured in minutes.In both these games at launch, you are completely are the mercy of RNG which decides whether or not your character makes any meaningful progression at all. I played a session on my Colossus two days ago and got two legendaries that helped me. I played yesterday on my Storm, all day, and got zero legendary drops and not a single useful Masterwork. Literally no progression whatsoever other than amassing more crafting materials I don’t need and getting XP to turn into coins for cosmetics. That’s a problem.

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