Anyone else tired of finding common uniques over and over....?
Well ive played roughly 10-30 hours per week for a little under 2 years and have not
yet found/crafted a decent unique let alone a best in slot rare. So how am i going to progress my characters?? This completely makes the RNG argument void as how long do i have to play before a get what im playing for ie small advancement through gear. For-ever?? im sure GGG are aiming for that but seem to have forgotten that the carrot at the end of the stick has tobe obtainable at the moment the stick is so long we cant even see the carrot. Now if the passive tree was where the majority of a players power came from then the distressingly low drop rate could be justified but it doesn't in fact given items like koams and soul taker you could play with almost no passive points at all. The crafting system isnt even worth mentioning as its so broken ATM that only a RMT could make any proper use of it as the orbs required to make usable items far far exceed the drop rate. So IMO skills and passives need to be buffed to a point where they provide the majority and a players power maybe as much as 2/3 of it. To pay for the increase double the exp rate needed to level so you knew that time played equaled progression made. Putting all the progression in a overly harsh RNG slot machine is miserable to play. "Blue warrior shot the food"
|
![]() |
" I like this, but there's a problem with Attack based builds. If you put flat damage on the tree instead of Increased damage %, then you're essentially buffing fast attacking builds and facebreaker builds. Maybe we can add both flat damage nodes and flat weapon attack speed nodes?(I know that doesn't exist, but bear with me) Everything else can either be buffed or changed to be a flat increase instead of a % increase so it doesn't multiply gear bonuses. For example, if there were more flat health nodes on the tree instead of % nodes, then Kaom's won't be OP and gear will be less of a factor. Some other examples: 1. Make some ES nodes flat instead of a %. 2. Buff crit nodes (especially crit multiplier nodes). 3. Buff spell damage nodes. There's still a problem with MF builds though, but instead of dealing with this in the skill tree, that can be dealt with in maps(make map MF stack with gear instead of multiplicative and buff it significantly). Last edited by Novalisk#3583 on Sep 14, 2013, 11:59:06 AM
|
![]() |
" Slayer might not come back in here so I will respond for him. Slayer knows why people decide to farm docks but he disagrees that its better for MFing. Maps provide an awesome place to farm because of the map IIQ bonuses and the no over level penalty. Not to mention you can get higher lvl rares and uniques in maps. I tend to agree with him, I much prefer maps to farm. But I really get sick of the common uniques, there are better ways to handle the common uniques than this. Standard Forever
|
![]() |
nothing wrong with low level unique. They are awesome for power leveling and twinking and there are at least a few I know of that are even good at higher levels. This is a double edged sword for GGG. If they made it to where low levels uniques quit dropping in higher level areas these types of threads would just be replaced with "I have been farming for a month and not a single unique has dropped" threads. Its a battle GGG cant win and shouldn't try too. It works fine the way it is now.
|
![]() |
" I have seen multiple good ideas to help with this situation, hell I would be much happier if there was a good vendor recipe for uniques like 3 uniques for a chaos or something. If people would actually complain about not finding tons of common uniques in maps then I think thats a testament to how bad the drop rates currently are, its like they are trying to cover up the drop rate with a bunch of worthless uniques. Finding a 10th copy of that cruddy tiki amulet doesn't make me happier with the drop rate, its just another disappointment. Just lower their drop rate in the maps or remove them from maps completely. That wouldn't hurt the game at all. It really baffles me that people would say that it works fine the way it is now, it could definitely be better. Standard Forever
|
![]() |
" actually. I would suggest you do the research. Great rares don't start dropping til around ilvl 68. If you only play for the jackpot of a shavronne, prepare to be disappointed. As stryker said, map iiq is important. Its multiplicative with your base iiq and the monsters iiq. Theres also no currency penalty in lvl 66 maps. If you have 40% iiq, in maps, its 100% with a 30% map bonus. Thus you can have less iir to get the same result as your low life iir. |
![]() |