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Loot 2.0
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'''"Loot 2.0"''' refers to a major revision of the items and drop system in Diablo 3. The term originated inside the Diablo 3 development team and spread to use in the community.
The itemization redesign was long-promised[httphttps://diablowww.incgamersdiabloii.comnet/blog/comments/reaper-of-souls-targeted-for-2014-plus-loot-2-0-for-d3c] in a free patch prior to Reaper of Souls, and the developers lived up to their word when the new system went live in [[Patch 2.0.1]] in February 2014, after several months of testing on the [[PTR]].
==Loot 2.0 Features==
The term "Loot 2.0" is used fairly broadly, to refer to a suite of changes, improvements, and rebalances to the entire items system in Diablo 3. These changes affect items and what players do to obtain gear in the first place, and there were numerous changes during development
* [[Smart drops]] where a dropped item is guaranteed to roll the appropriate [[mainstat]] for the class that finds it.
* Legendary and Set Items with better stats and many new legendary properties.
** Reduced low end range of item values on legendary items.
* Buffed Legendary drop rates.
** Guaranteed legendary drops for a characters' first kill on each Act Boss. (Below lvl 60.)
** A guaranteed legendary drop from Diablo after [[Reset Quests]] and a full play through.
During development [[Nephalem Rifts]] (then called [[Loot Runs]] were planned as part of Loot 2.0 on Diablo 3, but that feature was ultimately expanded and incorporated into [[Adventure Mode]], which is only available in [[Reaper of Souls]].
==Reaper of Souls Loot 2.0==
The itemization system in Reaper of Souls is also considered Loot 2.0, though it contains numerous features not found in Diablo 3. These include:
* Many more legendary and set items.
** Special [[Legendary]] and [[Set items]] that drop only on [[Torment]]+ difficulties.
* Many additional crafting plans, including legendary and set recipes.
** A higher tier of level 70 [[crafting]] [[materials]].
** Dozens of additional ultra-rare [[legendary crafting materials]].
* Five higher levels of [[gems]].
* The [[Mystic]] and [[enchanting]].
* [[Gambling]] via [[Blood Shards]].
==Diablo 3 Console Loot 2.0==
The [[Diablo 3 console]] was released in mid-2013 with an itemization system that was greatly upgraded and (in the opinion of most fans) improved from the PC version. The console's itemization system (the PS3 and Xbox360 versions are essentially identical) was often referred to as Loot 2.0, but it differs considerably from the Loot 2.0 that came to the PC in 2014.
It's more accurate to think of the console as "Loot 1.5," a modified version of Loot 2.0 that was made much more generous than [[Diablo 3 vanilla]] in drop rates and item quality, to compensate for the lack of an Auction House and the fact that many console players were going to play solo.
The console itemization includes much higher drop rates for legendary items, easier gem upgrading recipes, boosted stat rolls and generally much better gear. However it does not include Loot 2.0 features such as new and improved crafting recipes, special legendary item properties, and many other D3v2 Loot 2.0 improvements.
Though the Diablo 3 console will not be further updated with Loot 2.0 content, the full Reaper of Souls Loot 2.0 suite of features will be included in the RoS version of the console, due for release later in 2014.
So I guess Loot 2.0 is a simpler way for us to say that we want to keep evolving the itemization philosophy and making sure that it’s focused on players and that players feel they’re getting cool stuff.</blue>
Community Manager Vaneras commented on the general philosophy in August 2013.[http://diablo.incgamers.com/blog/comments/blizzard-on-diablo-3-item-binding-and-useless-gear]
The last few months this was a big issue in testing for Jason Bender, and myself, and Matthew Berger. We wanted to make sure we didn’t run into the same problems. The philosophy is that players are going to get fewer items, so we have to make sure they’re the right items.
<font colorp style="color:#FFFFFFfff;">Flux: But you were probably curious about how it would work without an Auction House, right? Everything you just said about testing the economy in a close system vs. an open system.</fontp>
Josh Mosqueira: Yeah, for sure. We first started having those conversations from a technical standpoint, but we eventually saw the interesting by-product of it, was that it created a closed ecosystem so we could see how the economy would sort of evolve and mature without the influence of the Auction House.</blue>
[[category:Items]]