Ideas to improve Delve
After spending roughly 100 hours on Delve and got 25/40 challenges, I think Delve should be improved slightly if not greatly
Let's start with problems first. 1. Sulphite cost. From depth 150+ every delve costs around 70 - 80 (82 at 166). You get like 140 - 190 per node on t12+ maps, and not every map spawns more than 1 node, and the drop rate of red maps is also ridiculous. 2. Spawn rate of special zones. After a quite long run I encountered only 2 Harbinger rooms, 2 Beyond Rooms and 2 special biomes of 2 types. Those biomes are like 100 depths in difference. The spawn rate is just too scarce. Not to mention the RNG needed to spawn BOTH the zone and the boss in it, not to mention those pesky conditions for challenge. And those challenges aren't even hard ones, bosses are such a breeze compared to ~t15 bosses. I think if I could change something I would do so: 1. To sulphite: Every sulphite capacity you upgrade would apply a multiplier (by a reasonable amount) for nodes you pick up, along with greater chance to spawn more than 1 (maybe more than 2 nodes) in a map, and such sulphite is multiplied more when in higher tier maps. Also reducing sulphite cost of delves by a bit (maybe 10 - 20%). 2. To special zones. I think an increase to spawn rate might work, but that increment should be higher when you delve deeper (150+ I think, because most "normal" people are currently struggling around 100 - 150. I don't count leaderboard climbers, they probably have more than us normal players do. This is my current thoughts about Delve. It has been a great expansion. New things to do, new conditions for builds. New kind of content. I can simply play more and more, but I don't expect it to be that frustrating trying so hard for something that doesn't even want to spawn Thanks for reading. Last bumped on Sep 11, 2018, 8:58:17 AM
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1) Agree red maps should have 3 veins, yellow 2 and white maps at least one. Maybe allow each of these to get an additional one idk. Upping the spawn rate might affect other side things though like masters, essences, trials, ect. Not sure how its coded.
2) Special zones maybe too rare but I don't want them to be super common either. I want them to be rare enough that finding one and completing will reward you with decent reward, but not so impossible that you cant get special encounters maybe once a day. Personally i want to see no one at all farm quarry, its annoying to me that they said it wouldn't be efficient but it absolutely is. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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My complain so far about Delve is :
1- Flare and dynamite, I mean they added 2 extra binding that are off my finger limits so I have to re-bind them and well the mechanics is awkward and too stressfull , and dont speak to me about walls lol , the less I use them the more I'm happy especially as some special room , you NEED flare to survive Also would be cool to increase temporarly flare and dynamite limit when you loot cache so you dont waste them or dont have to get back to them. 2- I know they changed the requirement so upgrades now are shared around character but as a casual like me I wont play another character so I find that delving is way too centric around azurite nodes, I do explore when I find special nodes but everything about delving is about maximixing for azurite node so I can at least upgrade my sulfite and my light radius and keep going down Now with another character I could see how more enjoyable it could be as I would not have to bother with azurite as much Also it seem that unless you want to push for the ladder at a certain depth it might be better to delve horizontally instead of going down.... 3- Fossil for crafting is almost inexistant for leveling and this would have made my leveling experience even more enjoyable if I could have used them during leveling 4- I would agree also in increasing the sulfite cap a bit, we still do too much mapping versus Delving and its a bit sad, I would be ok with no cap also and let the player decide more how he manage is time in map vs delve because sometimes I'm capped in sulfite and I want to finish a map so I'm wasting sulfite node (I'm not a fan either of quitting a map in the middle to delve) Last edited by ffogell#6809 on Sep 11, 2018, 8:07:00 AM
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1) Yeah the binding for flare and dynamite are odd and out of reach when I go explore those side areas and use the flares it feels clunky in a way, might end up binding a mouse button or something to it.
As for needing a flare if you have certain things going for you, quarts flask, near maxed out darkness resistance, stuff like that I usually only drop them at boxes and stuff im looting. B) I think it would be cool if the cart sort of stored some for you, so in the longer delves you could just touch the cart to get refilled rather then leaving and coming back. 2) I MIGHT roll one other character it really depends, but it won't be for delving, I dont think. As for getting upgrades, I think you can mostly just path down, but getting the 3 rated azurite nodes are really good amount. I think sideways and down is a good idea for first character as there are a lot of upgrades you want. 3) I think some of them are still fairly common early on, so you could have crafted earlier then waiting. Some of the problem is they also can be used later, so you sort of don't want to use them until later. 4) I think if you do t15 maps, the cap\cost isn't that bad. I spawned red elder yesterday and did quite a few maps and it wasn't that bad I feel like there is so many things you can potentially do in conjunction with delving that I didn't always visit the mine when I hit my cap because of other cool things, like shaper strongholds, ect. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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