Originally Posted by Tuco
Originally Posted by neprostoman
Random elements in itemization bring extra build variety, this is the main net positive.
Putting aside that as a single benefit it would be pretty slim, I don't even particularly agree with this point.

One of the cornerstone of "build planning" in videogames is predictability. You need to be able to predict where and when you get what to plan for a build.
Randomized loot ACTIVELY works against it, forcing you to deal with the hand you are served.

Now, there may be arguments about liking this in principle (card games are based entirely on this principle, for instance), but that's another story. And on a personal level I would also disagree on considering it a plus.

Aside of not liking it flavor-wise, my other argument about disliking randomized loot (and tangentially also an excessive amount of randomized/respawning encounters) is that the feel I get out of these is FAR from "Oh, look at all these diverse and unpredictable experiences I'm having" but rather "Why does every part of this feels so samey and a worthless waste of time?".

I agree with this.

Randomized item only works when there are enough thing to smack with said random items, because many if not most of you will try to farm the weapon with particular behavior that work with your build, which is why it works in games like Fallout 4 or 76 which basically a "forever game" where a single randomly generated weapon can change the entire build and will stay relevant because enemy will keep spawning to gratify your success in building your character with random item.

cRPG, which I presume Larian is still making, much more rooted in predictability. Build and the joy of building that build rooted from having game knowledge and knowing which item needed and where to get it as fast as possible in order to do it most efficiently.

Last edited by Dext. Paladin; 10 hours ago.

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