Don't Remove MF from the Game; Just Cut it in Half

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ScrotieMcB wrote:
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Angryweasel wrote:
make a dps spec get 50/150 and clear 3x the speed of a full Mfer thats how u MF solo.
When you get to maps, not even close to 100/300; clear speed doesn't matter nearly as much as loot per map, because running at 3x speed means 3x the map cost.

Now reread the OP (the entire OP) and tell me how exactly I'd be nerfing 100/300 MF builds again. Because actually this suggestion doesn't nerf them; it keeps them the same.


You keep saying that but you never show any proof. I would like to see 50x 50/150 runs and 50x 100/300

Rare count
Uniq count
Time spent

Solo of course.

Come back when you actually have some statistics to show then I might take your suggestion more seriously.

Also what's the big deal in needing an Mfer for high lvl content???

You need DPS You want a tank/Curser so of course to have a really optimal group it should include an mfer in 1 of the 6 spots. Or else it would just be 5 dps 1 curser in all parties.

A full Mfer gives nothing more than culling to a group the dps is minimal and the utility is really not there (except for shockwave totem mfers) Your suggestion would remove the need for an mfer because everyone and there mother could get enough on gear with those base values to get more loot by farming faster.



"I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel
On a related note, I'm quite unhappy that high DPS builds clear content much faster than my MF character, so it would be best if DPS was cut in half. But not all DPS of course, only the DPS that's higher than the DPS I can comfortably reach. Oh and the DPS below mine? Let's just give it a flat boost by halving mob health. Sounds reasonable to me!



@exit_zero (aka troll)

Halving monster health would have a huge effect on group play. My suggestion would have almost no effect on group play.
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.
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exit_zero wrote:
On a related note, I'm quite unhappy that high DPS builds clear content much faster than my MF character, so it would be best if DPS was cut in half. But not all DPS of course, only the DPS that's higher than the DPS I can comfortably reach. Oh and the DPS below mine? Let's just give it a flat boost by halving mob health. Sounds reasonable to me!





This is just a hunch but it seems that base MF values are somewhat balanced around what can be achieved when stacking MF gear. Base rates suck, the only way to increase them and keep some semblance of balance is to hit high MF gear with a reduction. As Scrotie said, this suggestion doesn't even have an impact on high MF characters.

Overpowered things need to be nerfed because they have a negative impact on the balance of all things that relate to it.

Similarly Kaom's probably has too much life to balance life properly for people without one. The existence of Shavronne's is why low life is overpowered, but luckily we haven't seen any nerfs for RF yet despite how easy it becomes to use once you don't have to fear chaos damage.
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ScrotieMcB wrote:
My suggestion (reasons are the important part, and discussed below):
  • Globally increase quantity dropped by 35%.
  • Globally increase rarity of drops by 60%.
  • Cut everything IIQ and IIR in half. Rare affixes, Item Quantity and Item Rarity support gems, intrinsic mods on Gold Rings and Amulets. Everything. And retroactively. (Gifts from Above is the only item in the game that should be spared.)

Why make these changes?
Simply put, the game's economy and gear-checks are balanced assuming some degree of IIQ and IIR. Some people think it's balanced around trading; this is false, trading doesn't give you the type of overwhelming advantage we're talking about. On the other hand, something like this:

...that is the kind of overwhelming advantage we're talking about. This means (1+1.03)*(1+3.32)=2.03*4.32=8.77 times more rare and unique drops than normal. Not to mention more than double currency. It is that type of advantage that makes gearchecks passed in a more reasonable amount of time (and not such a grind), and allows the currency to sustain high-level maps (rerolls which one couldn't afford without such an advantage).

Currently, the game assumes some degree of IIQ and IIR in determining its pricing. Without any on your gear, upgrading gear takes forever, and maps are not sustainable. What we're trying to do here is narrow the gulf; we want zero IIQ/IIR to at least come closer to making gearchecks and sustaining maps.

What would this mean for IIQ/IIR stacker guy, playing solo?
Well, not much would change. 103% IIQ would be cut down to 51%, but 151% of 135% is about 204%, so after the change it would feel like 104% IIQ does now. 332% IIR would be cut down to 166%, but 266% of 160% is about 426%, so after the change it would feel like 326% IIR does now. So in this case, it would feel like +1% IIQ, -6% IIR; a trivial difference.

What would this mean for zero IIQ/IIR (melee) guy, playing solo?
Simply put, 116% more rares and uniques than they see now, and 35% more currency than they see now... at least when playing solo, since groupers would likely already have a Culling MF teammate. IIQ/IIR stacker guy would still get more drops solo — to reuse the above image, 51% more currency and 166% more rarity, which means 4 times as many rares and uniques. However, this 4 times as much is a far cry from the almost 9 times as much as the system currently allows.

What would this mean for group play?
Dedicated Culling MF builds would still be highly valued by groups; 4x rare/unique drops is nothing to sneeze at. The loot output of tightly regimented groups wouldn't change much. However, Culling MFers wouldn't be quite as necessary as before; it would be a little easier to find a laid-back group which doesn't demand that the whole Culling MF plan work out to perfection.

Why not remove IIQ/IIR completely?
There's a whole, long thread dedicated to removing MF completely, but after consideration I've determined that this would be a terrible idea. For some players, building around MF stacking, and developing a great farming character, are the key draws this game offers. Itemization is bland to them if you take out affixes like IIQ and IIR; it's these items (and these uniques, like Andvarius) which draw them to the game and make them interested. Removing MF completely would leave these Spike-psychographic players without anything to love. We shouldn't do that to them.

Where I differ from the "remove MF completely" crowd is: although I see the problems in the strength of MF, I also don't want to burn bridges with the MF-lovers of this game. MF should be a viable build choice; we still want players to be able to make characters which are considerably more effective than normal characters at farming. What we don't want and don't need is for them to be so much more effective like they are now.


And for the guy running 125IQ/600IR you're fucking him over completely... the fact he spent that much currency to get those numbers... and you wanna punish him...
Kory
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mammii_banned wrote:
And for the guy running 125IQ/600IR you're fucking him over completely... the fact he spent that much currency to get those numbers... and you wanna punish him...
1) Does this guy even exist? Is this possible? I mean, I believe 125 IIQ, but who on earth has 600 IIR?!?

2) Even given my original, this guy gets dropped to 63 IIQ with 35% more global, which would feel like 120 IIQ does now. And he'd get dropped to 300 IIR with 60% more global, which would feel like 540 IIQ does now. Is that a slight nerf? Absolutely. Is that "fucking him over completely?" I don't think so.

Still, if 600+ IIR is a real thing, I might consider editing my proposal to 75% more global rarity; with that amount, 300 IIR would feel exactly like 600 IIR does now.

So here's the deal: you give me a character sheet IIQ/IIR image to replace the one I have now, and I'll retweak the numbers around that guy instead of the one I found originally.

Edit: Nevermind, I'll do it myself. But I'm only using rares; I don't want to balance around uniques, and if that means some uniques get an ever-so-slight nerf, so be it. Here's to BiS rares.

Max IIQ = 120% (20% each on helms, gloves, boots, amulets, two rings) + 43% (support gem) = 163%

Max IIR = 300% (50% each from affixes on helms, gloves, boots, amulets, two rings) + 50% (intrinsic Gold mods on rings and amulet) + 67% (support gem) = 417%

So let's change that to...

New IIQ (with 40% more global quantity) = 60% (10% each on from affixes on helms, gloves, boots, amulets, two rings) + 22% (support gem) = 82%, 1.82*1.4=2.55, feels like 155% IIQ feels now, feels like a -8% IIQ hit

New IIR (with 65% more global rarity) = 150% (25% each from affixes on helms, gloves, boots, amulets, two rings) + 26% (intrinsic Gold mods) + 33% (support gem) = 209%, 3.09*1.65=5.10, feels like 410% IIR feels now, feels like a -7% IIR hit

So I'm going to edit my OP and bump both increases up by a whopping 5% each. Thank you for your input.

Keep in mind that these represent perfection, and perfection in rares exists only rarely; even exceptionally well-geared players would fall a few points short of these marks and thus suffer less than even these single-digit hits. For example, the 100/300 example would now receive a (very small) buff to drops as a response to this suggestion.
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 Aug 19, 2013, 3:23:30 AM
What about the fact that having iir/iiq directly multiply the value of your maps?

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...that is the kind of overwhelming advantage we're talking about. This means (1+1.03)*(1+3.32)=2.03*4.32=8.77 times more rare and unique drops than normal


By the way, it's "8,77 times as much or 7,77 times more rare and...", just slightly less doomy.

This means, that a player/group with this kind of mf is playing 8,77 maps, while someone who doesn't have mf is playing 1 map.

If you rolled a map using, say 1 alch then 2 chaos, we're talking about magically generating 15,54 chaos and 7,77 alch out of nothing.
This means, that even before finding anything in the map, you're already way ahead.

And another thing, this doesn't end in maps. In regular areas having mf means you are effectively running a map many times more than a guy who doesn't have, without actually doing anything but stacking 2 stats on your gears.


iir/iiq are just bullshit stats which should have absolutely no place in a game specifically about loot.

Think of it this way:
Are the drop rates good enough normally?
If they are, why the hell would you need iir/iiq then?
If not, then you are just forcing people to fix a problem which should not have been a problem in the first place.

You could argue that iir/iiq are just stats like hp and fire res, but the problem is, if iir/iiq are mandatory for good enough drop rates, you need iir/iiq before you need hp/fire res, but you need iir/iiq to get iir/iiq.
iir/iiq just do not fit a balanced game at all.
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Idioticus wrote:
By the way, it's "8,77 times as much or 7,77 times more rare and...", just slightly less doomy.
Nice catch.
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Idioticus wrote:
iir/iiq are just bullshit stats which should have absolutely no place in a game specifically about loot.

Think of it this way:
Are the drop rates good enough normally?
If they are, why the hell would you need iir/iiq then?
If not, then you are just forcing people to fix a problem which should not have been a problem in the first place.

You could argue that iir/iiq are just stats like hp and fire res, but the problem is, if iir/iiq are mandatory for good enough drop rates, you need iir/iiq before you need hp/fire res, but you need iir/iiq to get iir/iiq.
iir/iiq just do not fit a balanced game at all.
The thing is, "good enough drop rates" isn't a hard line. It's a fuzzy line that means different things to different people. The motivation behind this suggestion is that 90% of rational players would agree that zero IIQ/IIR is emphatically on the bad side of that line; that doesn't mean that players shouldn't have a choice on when they have "good enough drop rates."

For that matter, "good enough survivability" and "good enough DPS" are also fuzzy.
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.
My reason for +1 on this was that I hope that by nerfing rarity (particularly in regards to unique) that trading would become more viable again when you did drop that item. To me Onslaught became stale very fast as people abused particularly Wondertraps/multiboxing (Searing touches became a joke) to farm. GGG are always persisting about the difficulty to obtain endgame gear, but now its almost worth nothing unless it is perfect, such is the overflow of items in a league created to give us a "fresh" economy. I can only imagine with a bigger player base this will get worse.

High end farm gear would still be viable with this guys suggestions, it just wouldn't be so incredibly OP. I love MF, anyone who knows me knows that I have always run MF on any character I have done, because I don't find it viable to sustain playing like this.

So really what I want is:

The ability to sustain solo with less MF
Less uniques and rare items at the high end of MFing and balances in line with this.

Probably won't happen =D

And as for having a dedicated MF'er in each group, if you play with real life friends and don't have the biggest group, there are other priorities and you shouldn't be forced to having an MF'er when you don't even need a tank at the moment.

On another note: If we are going to drop so many pointless, unsellable uniques, please let us vendor a set of uniques (8-9 items roughly alc each if you eventually sell them) for like 8 chances or something? Can trade that for 2 scours/regret/alc. Seems fair to me.


EDIT: I'd also like to add that the next league is the perfect chance to test out a new MF formula. Feedback from that will indicate if it is better or worse than the current system
Return to this flameless sunder
Where exiles burn and the joyless wander;
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Dominus returns to send us under.
Last edited by ckay27#1488 on Aug 19, 2013, 8:12:29 AM
You guys do realize that all the math in this thread is useless, right? It doesn't account for diminishing returns, and they are an unknown variable anyways.

Patch 9.9
-Diminishing returns now applies to the rate that Increased Item Rarity affects magic, rare and unique items (it affects the less common ones more).
-Increased Item Quantity stats now also have diminishing returns. This allows us to have higher initial values and lets us balance the extreme cases so that their rate of item gain is high but not abusive.
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