Ascendancy Changes to Zana's Maps

Quanity applies to rarity, hmmm... benefits scale with currency, hmmm.

Good change to Zana, it means that the spikes are evened out by constant zana missions and map sales which are also a chaos sink. Good move GGG we needed more chaos sinks.
Last edited by DarkHeart69#3094 on Feb 7, 2016, 9:50:27 PM
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ExoduSS_ wrote:
You should not be able to sustain red maps. What part of that don't you guys understand?

Even if you 20%quality every t12 map, roll them with double packsize and 100%+ quant you are still not gonna sustain t13+ maps.


Please elaborate why we shouldnt?
The boost to map levels sold and Zana dailies are great, but the new Zana modifier is still garbage because nobody is EVER going to get more than 2 mods on a map with that thing. 2 mods is going to be something like 40 quant, which means the Zana modifier gives 40 rarity. Literally nobody cares about this.

Now, if it was quant -> packsize, THAT would be a good modifier. Another option is to make this mod stay when the map is crafted with an Alteration or Chaos. As it is, however, it's going to be ignored. It's just not a meaningful map mod.
Well it's good this finally happened, although I admit I was deathly curious why it didn't occur straight with the release of 2.0 after the +2 map level minimum.

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XCodesLIVE wrote:
Literally nobody cares about this.


As long as the map is priced reasonably, it's basically a free addition to your map pool as you'll recover the cost during the map.

Insofar as the map level is reasonable as well, it's an efficient way to generate both currency and maps.

And for MFers, this is just a laugh. They'll more than cover the cost while running it and quite probably see a very tidy profit.
Jul 27, 2011 - Sept 30, 2018.
Last edited by Serleth#4392 on Feb 7, 2016, 10:07:33 PM
And Zana is whom?
I'm not one to doubt without reason, but with all the goodies Ascendancy will put out, what are some of the NERFS coming our way?
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iteration2 wrote:
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pitbronson wrote:
Now that zana his fixed, can we have also an other slot in hideout for every master that reach level 8, like Leo ;)


Yes! Please!

Having to dismiss, travel to town, and then invite each master gets annoying really quick when you have to do it every day.

Granted, it's only a minor annoyance, but it's completely pointless, and I'd think it would be very easy to change, since Leo already works this way.


This, please.
I Am assure that in many respects that higher tier map tiers (T10-T15) Should not be highly sustainable but Lets have some real talk here only players able to sustain high level maps are 1% of the player base which means the other 99% are not sustaining high level maps i know it isn't real % base but just bare with me here. When you are in a T12 map why oh why is it that a T1 map can drop in that map.

I would say lets try this T10 And higher should drop maps that only go as low as -2 is this going to make that 1% even more easy to sustain high level maps of course but what else dos this do. 1.provides better chances for the other % to keep up with there higher map pool. 2. Allow more chances for better gear which will allow those players to get higher in the Tiered maps.

Now you could say well the 1% of players deserve to be able to sustain the higher tiered maps because they are the best players in the game,Now on a small note you are right but why are the other % excluded from this. And i also know that that 1% of players spend tons of currency but again that 1% of players also use 3rd party programs/websites to keep there high currency or by other means.

So in short i don't see anything wrong with all players having a chance to keep high Tiered map pools but some would say than you would level faster which i would say than make higher map tiers even harder the higher tier maps should be for GEAR mostly and EXP second. Higher risk greater rewards if the best of the best gear is in the highest Tiered maps than that is something to strive to obtain, But having to farm weeks on end because you were not lucky enough to get a good map pool at the start of the league just feels artificial to me.

That brings me to the next thing Making Things hard because they are hard is frigin awesome but adding artificial difficulty to make something hard is just annoying and is a loss of both players respect and also there time.
nice...

one thing could be to change the cost of zana's mods in regal(very useless orb for a high level recipe)
Was this asked before?

What is happening with the invasion modifier? It would be sad to see that mod dissapear.

I reckon it was not used a lot but that this can be attributed to

1) map cost
2) map lvl

And then having to craft it up, so it could never become a kick-ass invasion boss fight as a result.(unless investing multiple exalts, lel?)

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes

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