Remove MF completely from game
First of all my english is horrible so sorry for that,
I am not really a fan of MF either in hack’n slays but I think it would get worse if you would remove it completely from the game. Lets just take a look at all the farming builds like dual totem spark for example, what they have all in common? Low gear requirements, high kill speed and they can stack because of that MF like crazy. This means they can focus with their low gear requirments even more on gear that’s allow them to have more killspeed, more defensives and stuff (like a win in a fail-situation) and the expensive builds will still need gear to work properly which means you still have to run a build that’s have a high kill speed but its lame in his gameplay. (exactly what happening in D3 where MF is pretty much useless with the paragon system) So I don’t even think that it will make things better for builds that are pretty much need a farmchar to get gear/currency, it will just make builds with insane killspeed even more popular, in my opinion. |
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"You will still need survivability, at least for Hardcore. You will balance stats that are feasible in the game of the ARPG genre. Magic Find actually lacks sense. What's the point of everything else in the game, when you have the I-WIN-stat that MF is? |
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" Becuase you don't have a I-WIN-stat in this game. I'm really happy that GGG doesn't listen to the folks like you. |
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" If IIQ is so heavily required, why do players want a map mod that does not provide IIQ? Because it is more beneficial to simply kill more monsters faster than to stack mega rewards per kill. I get that you get more mobs for your map, which are rare, but if IIQ so clearly trumps kill speed as you imply, than no way would you sacrifice a mod that supplied IIQ for more mobs to kill. The very fact that area is a maze is all but required on maps shows there is a advantage to killing more mobs faster. Removing magic find from the game will only compound the existing advantage of killing more enemies faster provides better returns than slower/less kills with higher bonus per kill. I think a much more subtle approach is adding negative IIR/IIQ to key nodes and skill gems and items. You want an extra safe play style added by a key node? Fine you have less IIR/IIQ as a base attached to the key node. You want to kill entire screens in seconds using a very strong skill in game, ok but it is going to have some negative IIR/IIQ atttached to that skill gem. You want to put on such and such uber unique, perfectly ok, go flex on them mobs, but you will have a -IIR/IIQ bonus attached to your uber unique item. It is a great tuning screw to allow rediculously strong playstyles/skills/items in game. Sometimes you just want to go out and poop all over everything. It should be supported by the game, just not game breaking, and thus when you kill things faster or safer than 'average' due to a unique, or key node, or skill gem you reap slightly less rewards without compensating with extra magic find gear. Thus, if you want unbalanced, you have to chase unbalanced, leaving you balanced by a different factor. And still allows for finding/crafting ridiculous rares that raises the tide as a whole for your character power. Hey...is this thing on? Last edited by LostForm#2813 on Jul 8, 2013, 10:21:57 AM
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I think rolling maze is less about earning fast loot than it is about sustaining your map pool..
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" Doesn't affect map groups tbh, most have a designated culling strike mfer IGN Discharge_me
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" You seriously have a big problem with other peoples opinions don't you? Its not the end of the world if other people disagree. No need to take a dump on everything other people say that you disagree with. Just respectfully disagree and discuss like an adult, thats what the forums are really here for. Not to freak out over every person who doesn't have your opinion. Standard Forever
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" No, I have a problem with kids telling all over the place "I am not a nolife like you, I have a life". But, again, you only read what you want and forget the rest. To discuss between adults, you need to be at least 2 adults and not talk like a kid. |
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" entirely my point. You roll maze because it returns more loot (maps) per map on average, even though it offers zero bonus quality, simply more monsters to kill. It perfectly illustrates that simply killing more monsters is a better way to get loot in game than killing less monsters at possibly much higher magic find stats. I think the phenomenon can be extrapolated to the rest of the game, and the map affixes are a microcosm of how kill speed relates to magic find stats to maximize a limited play session, and clearly favors killing more monsters in a given session. Finding uniques from a way way underleveled merveil (or other bosses) does reward ludicrous levels of iir, but only because you basically are one shotting the boss while naked, and gear is a non-issue completely. And again, a better answer to people grinding low level bosses for uniques, if it truly is a problem, would be to adjust iir amounts for doing content in a lesser difficulty than the highest you have unlocked or something, rather than removing mf stats from the game. Hey...is this thing on? Last edited by LostForm#2813 on Jul 8, 2013, 1:47:38 PM
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"Seriously? It illustrates that maps per map is more important than maps per unit time, because unlike all the affixes that actually provide map IIQ it provides zero increase to maps per unit time (zero killspeed increase, zero loot per monster increase), and a large increase to maps per map (more monsters per map). This isn't support for your theory, it's the thing that disproves it. 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 8, 2013, 2:12:08 PM
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