Our view on map drop rates

You do realize that even with your solution you would reach a point where you wouldn't be noticeably be gaining xp as well right. For what it's worth lv78 is the first current "lvl wall" in this game.
This wouldn't exactly help with the higher maps issue, I've never seen one over level 63 drop for me. But it would at least allow you to stay in one level of maps once you reach that level.

So the map boss ALWAYS drops at least one map of same level for everyone in the current party. Everyone gets a timer allocated to them so someone doesn't run in and grab all 6 in a full party.

Then let the rest of the monsters have a chance to drop the same or higher level maps but NEVER lower level maps.

Now whether or not this would work I don't know. I'm just trying to throw some ideas out because as it is.
S L O W E R
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silentman wrote:


Use them to get jeweler then fusing?

Am i crazy because i think End game content should be open to every one not based on chance?


Right now I find its too tedious when you can only get one orb from a vendor at a time, but thats a whole other discussion in its own.

And no you're not crazy I think a lot of us feel endgame shouldn't be tied to chance.
S L O W E R
You should not be able to run lvl69 maps all the time.
Why not? A grind is a grind, does it matter if you're grinding lower level maps to get lucky and eventually get higher level maps to grind as opposed to simply grinding higher level maps all the time?

At any rate, I'm in favor of limiting the xp and chance to get high level items by actual content difficulty rather than pure luck of the draw.
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Raapys wrote:
Why not?


Top tier gear is gated. Even acquiring sufficient copies of your top tier gear to craft strategically (~3 of each slot?) is a challenging feat when level 69 maps are such a rarity.

This is as it should be.

Various stages of the endgame grind:
- Grind out 64 or so maps
- Build yourself a meaningful set at that level
- 5-link something (or two somethings) to pimp out your DPS.

If 69 maps were easily accessible this is about where it'd end. Instead now we also have:

- Push insane difficulty combos with 65+ maps praying to the gods that 67/69 drop in succession for you. This step makes the 5-link even necessary.

- Finally get in that 69 map? Pick up every level 69-71 piece that drops on the ground and stash it. Start your systematic process of crafting godly rares.

- 5-link the first godly armour and weapon that you manage to produce. Start over; craft another set of godly armour/weapon, 6-link these. Go back and 6-link your old set. Sell them.

Can you not see that the 65-69 ramp provides something for truly dedicated gamers to do? Without it there's literally no need for 5 and 6-link items to be so rare. If 64-ish maps is where your concentration falters, well, sorry. That's your endgame, then. The rest of us want something more lasting.

Anyway, I don't suppose it's even necessary to argue this. GGG know this model is solid, they won't WoW it.

--
I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Sep 20, 2012, 12:17:25 PM
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Zakaluka wrote:

Anyway, I don't suppose it's even necessary to argue this. GGG know this model is solid, they won't WoW it.



That's why they will fail...in fact this system is guaranteed to fail.
I enjoy the game and when i see some of the class variations i'll move on to something that have more end game than this.
FFA loot = Single Player Game
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silentman wrote:

That's why they will fail...in fact this system is guaranteed to fail.
I enjoy the game and when i see some of the class variations i'll move on to something that have more end game than this.


You're being needlessly vague.

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silentman wrote:

That's why they will fail...


Please explain, this statement is meaningless in context.

Why again will they fail, and what does it have to do with my statement?

Please do try to relate your thought process to mine, at least some little bit. Have you heard the term, red herring? :p


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I don't have alpha access, that was a LONG time ago.
The whole idea of making a high level character is to enjoy end game content with the class/build you enjoy the most and play any map at any time because you now can"after all you did beat the final difficulty level".

Now that is based on my experience so far with this system and my level 74 marauder is that once maps run dry i stopped playing him all together because i refuse to do level 60 maps.
like it or hate it when open beta comes and players discover that they have to farm to play endgame they will simply quite game.

And i don't understand what red herring means sorry English isn't my first language.
herring is a fish right?
FFA loot = Single Player Game
It's funny you say you refuse to do lvl 60. I'm level 80, will be 81 tonight. Any superior maps that drop I alch and run for currency and more maps. I do this so I have more maps to vendor/sell to others. Low level maps allow you to simply alch and run. No need to chaos them, since they're not worth a chaos, and you should be able to smash everything in your way quickly. If you're having a hard time sustaining maps period, of all levels, you're not rolling high enough +quantity on said maps.

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