Remove MF completely from game

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thepmrc wrote:
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Nephalim wrote:
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Spysong192 wrote:
If you run solo you need to max out iiq and back it up with iir @nepha. Not the other way around imo.


As stated, I do not solo in fact I have not soloed since level 66.


Were you getting all the killing blows? The difference for me running maximized IIQ/IIR versus no IIQ/IIR is night and day. Rather than 1-2 rares from a map boss I get like 10+ rares, not to mention a lot more uniques and currency. I would be totally fine with this if it was implemented in such a way that ALL builds could take advantage of it rather than it simply being another perk of playing totem/summon/nochallenge builds.


I doubt you get 1-2 rares in a 6 person party, but whatever.

Also in a 6 person party, in no way is anyone at a 'disadvantage' with perma-allocated loot.

But anyways, the discrepancy between melee and ranged is not due to magic find gear, if it even exists in 6 person party play.

I think you are on a mission to make the game too easy.
Hey...is this thing on?
Last edited by LostForm#2813 on Jun 24, 2013, 2:13:43 PM
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thepmrc wrote:
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Nephalim wrote:
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Spysong192 wrote:
If you run solo you need to max out iiq and back it up with iir @nepha. Not the other way around imo.


As stated, I do not solo in fact I have not soloed since level 66.


Were you getting all the killing blows? The difference for me running maximized IIQ/IIR versus no IIQ/IIR is night and day. Rather than 1-2 rares from a map boss I get like 10+ rares, not to mention a lot more uniques and currency. I would be totally fine with this if it was implemented in such a way that ALL builds could take advantage of it rather than it simply being another perk of playing totem/summon/nochallenge builds.


Yes.... and in 6 player parties bosses tended to drop 6-12 rares and rare mobs similarly. My point is that the stars need to align for a rare item to be worth more than 2 gcps and i stopped mfing because it wasnt beneficial enough to offset a tiny increase in game enjoyment.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Jun 24, 2013, 2:14:41 PM
Sounds to me like it's not mf that's the problem, but more the options open for spark totems..

You speak of balance but then all go min max'ing mf? why not just get a nice balance of kill speed vs mf on each of your chars? We've been doing this since early days of D2! (until enigma's were 10 a penny anyways).

I agree that the difference in drop rates between no IIR/IIQ and some is alot, and maybe that gap could be smaller, but at the end of the day its not hard to hit 60-100 IIR, Quantity is a little harder but 30%+ makes a huge difference
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LostForm wrote:
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thepmrc wrote:
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Nephalim wrote:

As stated, I do not solo in fact I have not soloed since level 66.


Were you getting all the killing blows? The difference for me running maximized IIQ/IIR versus no IIQ/IIR is night and day. Rather than 1-2 rares from a map boss I get like 10+ rares, not to mention a lot more uniques and currency. I would be totally fine with this if it was implemented in such a way that ALL builds could take advantage of it rather than it simply being another perk of playing totem/summon/nochallenge builds.


I doubt you get 1-2 rares in a 6 person party, but whatever.

Also in a 6 person party, in no way is anyone at a 'disadvantage' with perma-allocated loot.

But anyways, the discrepancy between melee and ranged is not due to magic find gear, if it even exists in 6 person party play.

I think you are on a mission to make the game too easy.


I don't really play 6 man parties. 1-3 max.

Yes. Obviously removing the ability to make characters that kill at same pace but get 8x the loot would make the game so much easier.

I am just sick of mechanics that really push you into wanting to play very non-interactive characters like totems and summoners to be efficient.
Last edited by thepmrc#0256 on Jun 24, 2013, 2:26:33 PM
Would love to have MF removed from gear, its just bad game design to have it in the game as it limits choices, both in gear and builds.
Its just sad tho that end game content is group biased. For one there is increased drop rates for a group, two people can stack more IIQ/IIR as they can give up regular stats, three groups can generate maps easier than solo people. All of these contribute to a system which feeds on MF. A solo player has no chance in a system balanced against them. Remove MF and create a universal balance and then people can focus on fun rather than min/maxing MF and feeding an RMT market. Any RMT market is a P2W market.
IGN: DeathIsMyBestFriend, Illirianah
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Nephalim wrote:
"
Spysong192 wrote:
If you run solo you need to max out iiq and back it up with iir @nepha. Not the other way around imo.


As stated, I do not solo in fact I have not soloed since level 66.


Ah my fault i misread it. =)

But if i implying here your posts correctly you´re saying that IIR/IIQ should also have a influence on how "good" drops will be and not only on quantity?

Wouldn´t that double dip the problem itself some people are arguing here? I mean instead of solving the base problem of MF you´re saying that we should introduce a third level of MF, amount of drops, rarity level of drops, "goodness" of drops. Sorry if understand you incorrectly.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
"
Bishop120 wrote:
Its just sad tho that end game content is group biased. For one there is increased drop rates for a group, two people can stack more IIQ/IIR as they can give up regular stats, three groups can generate maps easier than solo people. All of these contribute to a system which feeds on MF. A solo player has no chance in a system balanced against them. Remove MF and create a universal balance and then people can focus on fun rather than min/maxing MF and feeding an RMT market. Any RMT market is a P2W market.


removing MF stats from gear does not suddenly balance solo players with group players in terms of item drops.

The only time the drops per player is more beneficial for groups is when people are pooling the drops together, such as a map making effort.

Take away a solo player's ability to up the amount and rarity of dropped items, and suddenly the Only way to increase drops is to play in a party.

The answer is not to reduce options available to player with means like removing MF from gear.

One good answer to the problem was making players compete for drops while playing in a party. Since this measure was removed, the only answer that even approaches the problem of party vs solo play for maps is to reduce the amount of drops increase per party member, and up the global drops some.

Before map play, there is almost no benefit from party play besides clear speed. Removing MF from gear in no way changes this.
Hey...is this thing on?
Last edited by LostForm#2813 on Jun 24, 2013, 4:00:44 PM
My opinion in this matter is only that MF is too easy to stack for some builds because they don´t suffer MUCH from this item/mod choices. The real problem tho are items like andvarius where -20% resistance is a laughable disadvantage for farming builds.

The next thing would be grouping. Here´s the main problem or question what is the intention on how this game should be played. Is it 1 player or group play or a mix with a weighting.

GGG answered this indirectly with recent patches regarding drop mechanism. If you want to play competive you need a group and at best 1-2 high mf culler.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
To OP:
I would love to see the MF gear eliminated from this genre. It creates to big of a gap between people who play games 24/7 and those who play 2hours a day. You should be rewarded with gear that drops by the time commitment not how much MF you have. For my self who plays 2hours a day, i like knowing that i have the same chance as those who play 24/7 in getting the same gear.

If you look at D3, all MF has done for that game is it separates those who play 24/7 from those who dont, and those who dont just feed the people who can play 24/7. It just discourages those of us who play 2hours aday from even logging on.
"This place is thick with the stench of ghouls"

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