Philosophy Three: There shouldn't be a large gap between the difficulty and rewards of league content and base game content
Monsters added in leagues are more difficult to kill and drop better items than regular ones encountered in the base game. When those leagues become core, these properties carry across, creating two tiers of content, with one far more rewarding than the other.
We feel it's good for league content to be harder than the base game, and therefore more rewarding. But the difference should be approximately twice as rewarding. If the gap were any larger, then it would be less efficient to kill regular monsters and a player should spend all of their time focusing on repeating a small subset of content.
With those philosophies established, let's have a look at some changes we made in 3.19, and then examine what went wrong and what we're doing to address it in the future.
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In line with Philosophy Three, we rebalanced league monsters so that they were twice as rewarding as regular monsters and didn't have these existing bonuses. To be clear, the bonuses were inconsistent and arbitrary. For example, Yellow beasts dropped more items than Red beasts. Incursion monsters didn't have any Increased Quantity, just increased Rarity, but Harvest monsters had both. This change was not mentioned in the patch notes.