The logic is as follows, with illusions still being locked to actual red drops, red items are effectively simply max stat version of gold items. Depending on a player’s luck (or lack there of), it can actually be impossible for a player to obtain full red items regardless of hours of game play. Myself as a case in point have 1242 hours in the game but only full red items on one character. And even then of that, 2 were upgrades from dust rather than drops.
It makes little sense how 1000+ hours in the game and some people are still stuck with gold items. Solution is obvious, have a gold to red dust conversion so as to allow people to farm red at a predetermined rate.
I would suggest a 1:25 ratio of conversion as this is effectively 9+ games per single red dust. On legend, the rate of gold drops are around 80% per chest so effectively, 9 chests are required for the requisite 25 gold dust. In effect, for every 9 games one can have 1/5 of a red item. For every 45 games one will have one red upgrade.
A game on average takes ~35 minutes, for 45 games that’s 24 cumulative hours for a single red item. This number already assumes 100% success rates with zero failures. Realistically, with games failing maybe 50% of the time this number increases to 1 upgrade per 36 hours of game play.
This translates into roughly 1 guaranteed upgrade per ~2 weeks of casual play if we assume ~16 hours played per week. Of course some people may have more play time, some people less. I’d ballpark it actually at a month per 36 hours at roughly 1 hour per day which is likely what most people play.
So in short:
- 1:25 ratio
- 9 successful games per red upgrade
- 36 effective hours per red upgrade
- 2-4 weeks per upgrade for most people
- Give a sense of progression over time rather than purely based on luck
- allows people to test builds and different gear choices at will rather than being locked to whatever red items they are able to obtain