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1) The mod is hard--players need to have a decent chance to acquire powerful gear in order to enable more build variety. Otherwise if the game is very hard and good gear is very hard to find, only builds that have easily achieved requirements will get played since you will able to get them running at full potential very rapidly whereas for the exotic builds you may never find what you need (this seemed frustrating and reductive to us.) So here we are trying to expand players' build options as much as we can while maintaining what many consider a very high level of difficulty.
2) White items are generally useless and consume handles. Running out of handles generates the dreaded "out of handles crash" and forces you to start a new play through (can you image that happening after 100+ hours at lvl 25!?)
3) Some more powerful affixes can now show up at lower levels, but they will generally show up to the exclusion of most other properties. The affixes all have "sizes" that take up a certain slot on the items and items of different levels and rarities have different numbers/combinations of slots, with affixes also have certain rules of exclusivity with one another. We dramatically expanded the number of combinations possible while allowing for some more powerful/interesting stuff to show up earlier. We did this to make loot generally more interesting and exciting, and for more or less the same reasons as 1) above.
4) Within the realm of magical items, vendors generate a smaller volume of items now in general, but their items are generally better overall--basically in line with all of the above reasons.
5) Who wants to win an hour-long battle and then get nothing or just white items? This would not seem like an "Epic Encounter" to me!
Sandpie should be able to direct you to the files that need modification and give you a brief idea of what to do, but just keep in mind that depending on the degree of the change that you want to make, this could become rather involved.
I do think that finding green+ stuff all the time breaks the feeling a bit, but that's a personal design choice.
I'll go with it then.
Number 2 on Elric's list is a very big reason for the change to enemy drops/vendors--removing useless white items seemed like a good move. I don't know whether or not we have the drop rates "perfect," but it was a positive step in my opinion.