Remove MF completely from game
I fully agree this suggestion.
D3 had removed MF. MF really got many problems. |
|
" Ok, kid, I'm a little tired, I'm just back from one week in Grenoble and Paris for my job (I live in Belgium, I really "enjoyed" the 7 hours in the trains and almost no Internet for a wekk), I will just tell you : STFU about what you don't have a clue. I have something like 100h played in Onslaught (and my way of playing is very far from the most efficient way), I'm level 76 and I don't play a Spork build, No you are not forced to farm non-stop (unless you're really bad) or a Mf build (unless you are really really bad). And you don't even need a really good gear in this game to progress, the best players can be almost 70 after ONE DAY of play, less than 30h. What do you expect, be level 80 after 30h of noob play ? Again, you are a noob who cannot find a good way of playing, and you are complaining about the difficulty instead of becoming better. Congratulations, you just proved it with your message. You don't find the game fun ? Don't play it. Don't like to farm ? Don't farm. PS D3 removed MF and use Paragon, D3 lost hundred of thousands (millions ?) of players. Anybody giving D3 as an example really wants this game to die. |
|
Seems like too many people forgot that you play to have fun.. Who cares about what everybody else does, gets or plays...
Personally I find the game rather fun trying to balance how much magic find I can squeeze in, and still be able to kill somewhat fast. Balancing you gear is pretty much what ARPG's is for me. Therefore it seems like OP just wants the game to fit he's vision and then lets screw everybody else. Last edited by crashh#3434 on Jul 7, 2013, 3:31:07 PM
|
|
One interesting aspect about this game is that between crafting and finding gear its supposed to be equal. Thats the entire point of the currency system being crafting items. You have to pick to use it to craft or use it to trade. IIR/IIQ (MF) breaks that system and unbalances it in favor of finding items and using crafting/currency as pure currency.
Why try to craft something when you can stack IIR/IIQ to 100 and have a 4 times more likely chance of finding something. In addition since you stacked IIR/IIQ you now have more to trade with. With maps you dont even have to stack the IIQ that high since maps can easily roll 30-50% quantity. I run 90+ quantity maps frequently. It would be marginally ok if IIQ only affected currency drops (like gold find in other games) and IIR only affected item rarity (true MF in other games) but the problem is they work together and make it far easier to find quality items than to craft them. This leads the current currency system to inflate drastically. Only Chaos, GCP, Exalts, Fusings, and Regrets are the only currency really needed. Chaos is mostly used to just be an exchange to Exalts. GCP are used to upgrade already high quality gems to 20% or exchange to Exalts. Fusings are used to make an awesome affix roll into a 5-6 link. Exalts are used if the item has any extra affix slots and to be the main currency. Regrets are used so that people can rebuild into the FotM. GGG is better off just adding gold to the system and making current currency no drop than to leave the system as it currently sits. There needs to be a trade off so that stacking IIR and IIQ together does not harmonize and make crafting into a total waste of time and effort. Its better to trade than it is to craft. The only other option is to give crafting some kind of bonus ergo no low affixes or chance of rolling some higher affixes. Personally I would choose to drop IIR/IIQ as affixes from the common pool. IGN: DeathIsMyBestFriend, Illirianah
|
|
" If everybody did that, I think you would find prices would sky-rocket as the amount of good available items would drop. Hence it would sort itself out... no? |
|
" You seem to be implying that the |
|
" area is a maze doesnt provide mf. Just more mobs to kill. You sound like you are implying it benefits players the same way magic find stats do, but it is the opposite. It benefits players the same way doing two short maps with a fast clear speed and low amount of down time benefits players. It is like the counter balance to magic find stats, in that it provides more drops because there are more enemies to kill in a short amount of time. If anything, GGG has pointed out and tried to correct that mods that slow down kill speed but provide more magic find bonus are trumped completely by adding more easier monsters to an area even with no bonus magic find. Kinda showing that fast clear speed/minor MF boost is much more reliable for drops and farming than low clear speed/high mf bonus. Also shows how much more unbalanced fast clear speed builds would be with no magic find for slower builds, considering slower builds with more magic find are already at a disadvantage if we go by which map mods are chosen most. Hey...is this thing on? Last edited by LostForm#2813 on Jul 7, 2013, 6:19:28 PM
|
|
"No, I'm When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jul 7, 2013, 6:26:01 PM
|
|
" Who says so? Where did you get this? I'm pretty sure this is a misconception. " The vast majority of really good items are rolled using currency(chaos, scour+alc, transmute+alteration+augument+regal+exalted) not dropped by killed monsters. Last edited by mobutu#5362 on Jul 8, 2013, 2:20:45 AM
|
|
A bloo bloo bloo I'm too bad to farm so GGG MUST cater to my needs
lmfao babies IGN: ScionHasTheNicestAss (SC)
|
|