Our view on map drop rates

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SL4Y3R wrote:
Considering my DPS is 8k, 24k if all 3 beams hit same target, I assure you it's quite fun


How is that much damage possible? Would you show us your passive skill tree?
I have recently switched out and changed one of my colors in my 6L from blue to green. This changed my Chaos dmg gem to Faster Projectiles. The latter is better for PvP as it increases distance, but drops DPS. I'm at 7k now. But trust me, having an additional dmg gem increased it to 8k, might have been higher since I've changed tree a bit. Having more close range damage was better for farming.

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Screenshots:

DPS
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ES
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TREE (still needed some fine tuning)
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In order to get back on topic, I'll end with this. I still feel that not enough benefit is applied to running harder mods. Right before I heard of the migration, I began running magic maps with desirable mods but they usually had abysmall quantity. My map supply increased dramatically.
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Thank you! I'm impressed.
Did map drop rates change in the "qq" patch? My luck seems to have sure changed. I started that that patch with about 30 maps in my vault, including level 63, 64 and 65 maps.

Today i have 3 maps left, including the two I wont run under any circumstances (Crematorium). That's after running many 10s of maps with my "usual" mods and getting almost no maps to drop at all.

did something change or is the RNG just really hating me lately?
Ok, new char and league reset...

When I got to endgame I was level 57 and had three maps.

this built up to 5, but fell to zero at level 60, the last drop I got was during level 59....

Back to regular content to trawl for maps.

I get one about halfway through level 63(!)

This builds up to 4, and falls away to zero again at level 66.

Ive been Ruined (as in Risk-of) twice.
Most maps were blues with some form of +monsters, the first time I ran out the last map was +44% pack AND Maze.

Second time I ran down to 1, got two maps further before not getting one back. The last map i ran was a rare map with +114%.

Regardless of the poor drop rates, does GGG consider it reasonable to have to trawl for 4 levels for a (second) starting map.

Lets see how long it takes me to get another one.

B.

edit: max level 63, and I feel like you need at least 10 maps in stash to feel 'safe' about running out after getting a couple of 8 map dry runs, and many many runs of 4 or so without.
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Last edited by bredin#5791 on Oct 13, 2012, 7:18:37 AM
well I see this got bumped so I'll give my feedback on the new droprate.

It's comes in waves. I'll get 5 maps where I find 20, all different lvls and I'm all excited. Then I'll do 10 and get nothing and start to panic because I know the moment they run out I'm either spending mats I have built up for gear or making maps rare later on or I'm back to pyramid at which point I will probably just give up.

While it's not a big deal, as maps are rolled differently than orbs/gear, it would be nice to find more magic/rare ones. When I get to the end game in these races if I haven't found good gear I'm left deciding whether I should spend alot crafting (because I have HORRIBLE luck when crafting my own stuff) or save them for later on in hopes of getting higher lvl maps. I've been stuck doing mostly blues because I can't afford to drop an alch and possibly a few chaos (nothing worse than an alch only giving 20-40% IIQ) to get the maps right.

Even if they don't drop rare often, finding more blue maps would really help the constant orb burn.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
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I started with 3 maps, went to around 10 quite soon and after that it went downhill and i stayed at around 2 for quite some time (played around 30 maps i think). Used a lot of alterations and around 10 alchs/chaos on maps to not run out of maps. I spoke with another player who run out of maps in the last race - seems to me there currently is a problem.

Most of the time i played maps i feared to run out of maps - which shouldn't happen in my opinion (everyone should be able to play endgame - even if he/she is insanely unlucky).

In my opinion you should get one lvl 60 map per map (for example it drops when you enter) and decrease the current map drop rate a bit. This way you know you can stay in the endgame but you have to roll good mods to get higher lvl maps.
Keep map drop rates the same. They're fine.

Allow vendor to sell lvl60 maps for 1 alch.
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SL4Y3R wrote:
Keep map drop rates the same. They're fine.

Allow vendor to sell lvl60 maps for 1 alch.


This is one solution. I still lean toward having map fragments drop, each one, say 1% of a total map, but drop at 100x the current map rate. I think this makes the "grinding" part more fun. Complete maps could still drop occasionally as well. This would allow you to have maps in progress in your vault, and some excitement as one gets close to completion.

Maybe that's a little too much trouble. But it solves the massive variability problem (stipulating the overall drop rate is right, but the RNG picks on us occasionally). I got down to zero moaps and had to grind the pyramid for one - no fun at all.

A recipe for a map (alchemy orb would be a good choice because they're realtively easy to grind)
This run I felt as though the game was punishing me for getting a portal gem in A2 normal :lol:

The issue is the unknown amount of time that must be spent without a map when one runs out.

Buy a L60 for an alch seems reasonable to me, or whoever is the Last 'regular' boss always drops an L60.

Perhaps the last boss is a better idea given that an alch for a L60, theoretically at least, means that one could get to L69 with enough alchs- and alchs for a single character become worthless after a certain point (about 5, imo)

B.
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