I still think map drops are fine - boost drops and good players can do 79++ all day long

In 1.3 my rolling strategy was Alc & go, chisel if 76+, sometimes throw a vaal on for lulz or when map with 3 bosses. I only rerolled obnoxious BS like TC. This usually resulted in a difficult map.

In 2.0 I fully chisel, chaos spam, vaal & sac.frag my maps. I don't reroll even TC + Ice ground anymore. This usually results in a difficult map.

---

Nothing changed for me, I run the same difficult maps as I've been running before, I just spend 5x to 10x more cash on them.

I never ran blue maps or regaled packsize. As far as I'm concerned, GGG fixed something that wasn't broken. Or was broken only if you looked at professional nolifing streamers, who on their road to 100 were buying 78s and running them blue / regaled packsize for safety reasons.
When night falls
She cloaks the world
In impenetrable darkness
Last edited by morbo#1824 on Aug 11, 2015, 3:39:39 AM
"
morbo wrote:
In 1.3 my rolling strategy was Alc & go, chisel if 76+, sometimes throw a vaal on for lulz or when map with 3 bosses. I only rerolled obnoxious BS like TC. This usually resulted in a difficult map.

In 2.0 I fully chisel, chaos spam, vaal & sac.frag my maps. I don't reroll even TC + Ice ground anymore. This usually results in a difficult map.

---

Nothing changed for me, I run the same difficult maps as I've been running before, I just spend 5x to 10x more cash on them.

I never ran blue maps or regaled packsize. As far as I'm concerned, GGG fixed something that wasn't broken. Or was broken only if you looked at professional nolifing streamers, who on their road to 100 were buying 78s and running them blue / regaled packsize for safety reasons.


So, you did not actively seek out difficult content before, but you do now.

Sweet
"
SL4Y3R wrote:
So, you did not actively seek out difficult content before, but you do now.

Sweet


No, I wasn't actively avoiding it before and I'm not now. And you mistake what players actively seek, it's quantity, not difficulty. People are not re-rolling for more or less difficulty, but always for more quantity.

And map quantity still does not represent map drops very well. Which is the thing people complain about.
When night falls
She cloaks the world
In impenetrable darkness
"
morbo wrote:

No, I wasn't actively avoiding it before and I'm not now. And you mistake what players actively seek, it's quantity, not difficulty. People are not re-rolling for more or less difficulty, but always for more quantity.

...


This is absolutely true. I drop an alch on chiseled map only to get shitty 4-mod roll with low quantity. I'm forced to chaos it several times to get high quantity and only than I check for mods. I was already seeking mods like less or no regen, elem.weakness and similar in 1.3. because it was easy way to get lots of quantity from even blue maps.

I must seek high quantity in 2.0 because otherwise I wont be able to progress to higher maps. The difference is I'm blowing expensive currency on maps now instead of alterations as in 1.3.

Most importantly, I do not care about map difficulty too much, it is very binary assesment--can do (1) or can not do (2). All I care about is how much quantity such map gives.

Lower regen or no regen, temporal chains, enfeeble or similar mods are not difficult. They are annoying. I still look for them and I'm happy to see them on a map because they have high quanitity bonus associated with them.

There goes an argument that difficulty will bring more rewards.
"
Crackmonster wrote:
I did present useful information, here's a bit more.

Decent roll.. I'd say its some packsize + at least around 60 additional quant from just the affixes, or 30% packsize and some quant.. A very good roll would be around 30% packsize and some 70-100% quant. As a general guideline. Also magic packs are always good and count for some packsize.


That is utter bullshit.
It should also be noted that chisel, sac.frags & most Zana mods, don't add any difficulty to the map, just quantity. You have to use these a lot more and earlier now. So mapping is still not designed that much around difficulty, as is around "quantity-based currency sink".

---

Anyway, I think I've said everything there is to say about 2.0 mapping, several times over. And since it looks like I'll be rerolling in Warbands now, you'll be spared furter map QQ from me. For a while... :P

Spoiler


Random warband trooper drop in conquered Overgrown Ruin. Yay!
When night falls
She cloaks the world
In impenetrable darkness
"
morbo wrote:
It should also be noted that chisel, sac.frags & most Zana mods, don't add any difficulty to the map, just quantity. You have to use these a lot more and earlier now. So mapping is still not designed that much around difficulty, as is around "quantity-based currency sink".



Silly morbo, you just described the absolute GGG definition of difficulty.


"
morbo wrote:
Anyway, I think I've said everything there is to say about 2.0 mapping, several times over. And since it looks like I'll be rerolling in Warbands now, you'll be spared furter map QQ from me. For a while... :P

Spoiler


Random warband trooper drop in conquered Overgrown Ruin. Yay!


Grats.
Casually casual.

"
SL4Y3R wrote:

So, you did not actively seek out difficult content before, but you do now.
Sweet


And in seek of that difficulty, my current builds are: 2x summoner, 1x SRSer, 1x totemer, 1x Kaom's Hear Incinerator.

I started to re-create my glass cannon CoCer, who was so much fun to play in 1.3 and needed constant vigilance and some skill... but when I started to think what mods I need to roll on maps... I gave up.

What we need build diversity here, if only end-game builds are only builds, which can do any mod?

At least in past it was possible to progress with fun to play, but not able to do all mods build. Now it's just "all mods" and GTFO.

Sweet?


Anticipation slowly dissipates...
Last edited by tmaciak#3784 on Aug 11, 2015, 6:51:35 AM
"
joscha wrote:
When GG stats u cant sustain High lvl Maps they mean the new ones. I dont think its possible to just do 80+ without traiding, grouping and the stuff. But what i dont see is that it got worse than before. Its possieble to run the same lvls like in 1.3 and get a cherry on top from time to time. So i dont get all the complains.

(Im lvl 90 atm - if thats really importent to u)


If you don't think map drops are worse then you either never mapped before the recent beta/2.0 or you're full of sh*t. Anyone that's played consistently for any length of time knows the drops are worse. This is not an argument for sustainability, playability, enjoyment, or validity of the system it is merely a fact. The drops were reduced - you can reference the patch notes where this is detailed (2.0 release notes). Additionally, added monsters (beyond mobs, exiles, mission monsters) can no longer drop maps whatsoever. Topping all that off, the ONLY monster in ANY map that can drop a +2 map is (1) of the map bosses. Previously the added monsters all had map potential AND any unique monster could drop +2 maps. The system is not only worse for drops, it's MUCH worse.
"
KIAEddZ wrote:
"
Crackmonster wrote:
I did present useful information, here's a bit more.

Decent roll.. I'd say its some packsize + at least around 60 additional quant from just the affixes, or 30% packsize and some quant.. A very good roll would be around 30% packsize and some 70-100% quant. As a general guideline. Also magic packs are always good and count for some packsize.


That is utter bullshit.


If I rolled my maps that poorly I probably wouldn't have any maps. So much for your "map rolling skill". Whole thread is a troll.

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