3.4.3 Patch Notes

Forcing people to do a lot of maps in order to do few devles is not resonable step.

I would personaly add to the game secondary fuel for the delve.
It would be token that can drop from any mob with greatly increased drop rate from map bosses. One token means one encounter/travel in the delve, ignoring the sulphite cost.

Additionaly player account get 1 token automaticly per 1 hour of either online/offline play. So everybody gets 24 tokens per day and are able to delve 24 times without forcing them to do mapping.
If they want to do more, they gotta farm azurite as now and hope for lucky token drops.

Additionaly tokens add small tactical planing to the delving, since optimaly player should use it on the longest delves in order to save as much sulphite fuel as possible.
Last edited by herflik#4390 on Sep 19, 2018, 1:12:46 AM
> The primary effect of this is that players are encouraged to play the highest map content that they can.

Some red maps in our stashes would be the best encouragement (okay okay zana shaped maps might help once i get there but i'm afraid i can't afford paying 6 chaos per map in SSF).
Last edited by LaiTash#6276 on Sep 19, 2018, 1:24:25 AM
I think GGG should increase the voltaxic sulphite gained per map so that players may engage more in doing Delve. I had experience 100 ~ 250 voltaxic sulphite per map tier 11 ~ 16 is needed in order to get to delving. It takes around 30 ~ 1 hour or sometimes more hours in getting a max fuel before delve. I hope they made good adjustments in getting the fuel.
After reading this, I wonder two things regarding sulphite rebalance

1) Is delve cost increase proportional to 0% quanity map - or lets say 100% quantity is set as new baseline? If it's latter case, then quantity affecting this is straight up useless and this would be even a nerf to current costs vs gains in maps

2) I wonder how quantity affects it - is it raw scaling by quantity percentage. which would make most sense but knowing GGG it's unlikely, or there are just flat bonuses at certain quantity thresholds? Also depending where is the new proportion baseline - 0% quantity or 50/75/100% quantity, this could also mean quantity is not a bonus, but rather mandatory to stay within the old proportions.



All in all - this sounds like one big poo poo with zero buff to map gains vs costs under any circumstance with only goal to nerf quarry.

Quarry was just a symptom of a problem, if they fix symptom and not cause of this symptoms, the it's not a fix! And based of certain wording and phrases - it heavily suggests just that.

If this is the case - I'm out the same moment it's confirmed, because fuck current map gains to costs proportions big time!
Allow me to sum things up:

1. People like to delve.

2. People do not enjoy mapping.

3. Quarry was at least the most efficient method of sulphite farming to avoid mapping, but it's being nerfed to the ground.

4. Because the sulphite costs are being increased, not sure if the map sulphite is much of a buff either.

5. So topic 1: why is GGG so afraid of giving us more delve experience?
- Because delve gives us easy EXP and loot without sustaining/buying maps? Oh wait that's exactly why we hate mapping.
- So what's the problem with some easy EXP and loot? Are you worried about currency inflation or something? Surely you can adjust the drop rates to compensate.

6. Topic 2: if you are going to make mapping a viable choice for sulphite farming, then just buff mapping and leave quarry untouched.
- I am not against nerfing unbalanced skills or items, etc. But nerfing the one and only means of delving without mapping for people who don't like to map is just forcing them to map all the same. People don't like to be pushed around, plain and simple.
- So why not give us a choice between quarry and mapping by making them on a par with each other? Of course to achieve that mapping needs a LOT of buffs, of which you were so reluctant to give. Increase the sulphite, like HUMONGOUSLY, much more than you ever intended. Increase the high-tier map drop rates. Only then it will partially match the sulphite gain per unit time of quarry farming.
- Please leave our current delving time per sulphite farming time as it is. It's not harming the game economy or anything. Do not kill our fun.
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Last edited by Sielin#6713 on Sep 19, 2018, 1:57:04 AM
Good patch, looks good all around, sorry about the people complaining who haven't even seen the changes in action yet.
"
Sielin wrote:
Allow me to sum things up:

1. People like to delve.

2. People do not enjoy mapping.

3. Quarry was at least the most efficient method of sulphite farming to avoid mapping, but it's being nerfed to the ground.

4. Because the sulphite costs are being increased, not sure if the map sulphite is much of a buff either.

5. So topic 1: why is GGG so afraid of giving us more delve experience?
- Because delve gives us easy EXP and loot without sustaining/buying maps? Oh wait that's exactly why we hate mapping.
- So what's the problem with some easy EXP and loot? Are you worried about currency inflation or something? Surely you can adjust the drop rates to compensate.

6. Topic 2: if you are going to make mapping a viable choice for sulphite farming, then just buff mapping and leave quarry untouched.
- I am not against nerfing unbalanced skills or items, etc. But nerfing the one and only means of delving without mapping for people who don't like to map is just forcing them to map all the same. People don't like to be pushed around, plain and simple.
- So why not give us a choice between quarry and mapping by making them on a par with each other? Of course to achieve that mapping needs a LOT of buffs, of which you were so reluctant to give. Increase the sulphite, like HUMONGOUSLY, much more than you ever intended. Increase the high-tier map drop rates. Only then it will partially match the sulphite gain per unit time of quarry farming.
- Please leave our current delving time per sulphite farming time as it is. It's not harming the game economy or something. Do not kill our fun.


When you can farm T16s again and again due to shaped maps, sustain is easy if you are mapping correctly. Get out your sextants, your fragments and run shaped T16s. It is actually faster than quarry when you are at 5k sulphite as it is. Quarry is just stupid, the reason they are nerfing it is because there should be a smooth transition back and forth, you aren't supposed to be delving forever. The whole purpose for Delve as stated by GGG was to be an endgame mine that goes hand in hand with mapping. This is already something that feels super smooth to most players, well sorry, players who are actually good at mapping.

You can now delve at least 15 times at max sulphite regardless of how deep you are, this is enough for 30 minutes, you go into maps for 30 minutes, go back into delve. If you don't like mapping, just quit the game, it is really that simple :)
GGG sulphite merch WHEN.

playing a full tank slow mapper for delves and a fast runner to get the sulphite. logging out to get the sulphite on the tank is disheartening!
i hate you redditors, you know who you are
Great news, thank you! All those bosses getting stuck in walls were a nightmare
"
DQO07 wrote:
When you can farm T16s again and again due to shaped maps, sustain is easy if you are mapping correctly. Get out your sextants, your fragments and run shaped T16s. It is actually faster than quarry when you are at 5k sulphite as it is. Quarry is just stupid, the reason they are nerfing it is because there should be a smooth transition back and forth, you aren't supposed to be delving forever. The whole purpose for Delve as stated by GGG was to be an endgame mine that goes hand in hand with mapping. This is already something that feels super smooth to most players, well sorry, players who are actually good at mapping.

You can now delve at least 15 times at max sulphite regardless of how deep you are, this is enough for 30 minutes, you go into maps for 30 minutes, go back into delve. If you don't like mapping, just quit the game, it is really that simple :)

I was with you until you said it was faster than quarry. You're either way slower than me at quarry, or way faster than me at elder haunted mansion (or whatever you eldered).

If we only counted the time spent finding the sulphite in the T16, and then left, sure, it might be as good or even better (one T16 = about 10 quarry runs). But if you're going to sustain you need to full clear maps, pick up loots, sell loots, use profits to buy fragments, sextants, and chisels. All of that takes time. Right now T16s can't compete with efficient quarry farming.

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