# Let's discuss the current state of chests and drop rates

**URL:** https://community.puzzlequest3.com/t/lets-discuss-the-current-state-of-chests-and-drop-rates/2479
**Category:** Game Feedback & Ideas
**Created:** [May 17, 2022, 3:22am UTC](https://community.puzzlequest3.com/t/lets-discuss-the-current-state-of-chests-and-drop-rates/2479 "2022-05-17T03:22:38Z")
**Posts on this page:** 1
**Showing post:** 30

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### Author: ![Sibelios](https://sea1.discourse-cdn.com/flex019/user_avatar/community.puzzlequest3.com/sibelios/32/2836_2.png) [@Sibelios](https://community.puzzlequest3.com/u/Sibelios)
#### Post date: [May 21, 2022, 9:40pm UTC](https://community.puzzlequest3.com/t/lets-discuss-the-current-state-of-chests-and-drop-rates/2479/30 "2022-05-21T21:40:48Z")

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> [@Zudaio](#):
>
> I think that the game mixed up being a collecting game (spells and minions) with a loot acquisition game (gear) and trying to use what seems like the same system(s) for both (inventory caps, random drops) isn’t working. If the systems for the two different kinds of games could be separated, I think it would feel better to players (or at least clearer).

This reminded me of something that I puzzled over a year ago along the same line of thought:

> [@Glyph drop rate is way off compared to legend/mythic scrolls/runes](https://community.puzzlequest3.com/t/glyph-drop-rate-is-way-off-compared-to-legend-mythic-scrolls-runes/614/14):
>
> For starters, the question is what function does gear play in the life cycle of the game. Is it supposed to be an item that you acquire and through long painstaking playtime investment develop into a personalized piece of gear that you keep at its highest rarity? or is gear more akin to a Diablo-style loot fest that you grab, upgrade, and then easily toss aside when a more attractive version of the piece comes along. Given the various Perks (I assume that’s what they are called, perhaps Affects) and Mastery associations that could possibly be on gear and (at least for now) the inability to change those, it’s quite possible that a player might evolve a piece of gear to Epic or beyond and be dissatisfied with the Perks or color and want to attempt to “improve” the gear by finding and evolving another. Under the prior system of requiring additional copies, that was theoretically a possibility but given the rarity of drops, it’s hard to get beyond Epic with any regularity so it would be an arduous process. On top of that the vault limitations made the possibility of hoarding gear in a Diablo like fashion virtually impossible. So what are the devs “telling” us about how they think gear should be interacted with in this current system iteration?

As you are saying @Zudaio we are still stuck in the same state. We do not get enough loot drops and upgrade materials to for this to be a loot fest where you finally stumble across the perfect item, nor do we have avenues for gear improvement based off of limited drops and slow evolution/refitting opportunities to be a “collection” game where once you have the item, it’s just a matter of making that one item the best that it can be.

I agree wholeheartedly, the game needs to be one thing or another. It cannot sustainably be the worst parts of both.

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