𓆣

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Phrazz wrote:
because they're somewhat powerful, and fits perfectly as a reward for beating new content? It's not like people don't ask for better rewards for beating bosses.


reward for beating new content is one way to look at it. a chance to get a chance of reward for beating new content is another way to look at it, lol
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xMustard wrote:
a chance to get a chance of reward for beating new content is another way to look at it, lol


Yeah, as I've said earlier in the thread; I like them, but the drop rate will determine how much I like them. Let's just wait and see how deterministic we'll be able to farm them.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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TradeImprovements wrote:
but 200% more x 0 = still zero, right?


No, no, no.

200% more of .00000000000000000000000001%

Remember: In New Zealand, great game design = increasing item rarity.

For some reason.

And yet I continue to throw money at them... so something is working?
Last edited by CheezeCaek#7158 on Nov 26, 2018, 7:57:53 PM
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Exile009 wrote:
sigh This just seems like you've unnecessarily separated map mods into even more different sources when they didn't need to be. First we had map mods, then we got zana mods, then we got prophecies, then we got sextants, now we get this. Why couldn't these mods have just been incorporated into the existing set of sources of stacking map modifiers? I know PoE is meant to be a complex game, but this kind of splitting and repetition is just needless confusion. There's no need to add another layer of something, if the existing layers can accommodate it already.



Ok, couple of thoughts on this:

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First we had map mods, then we got zana mods, then we got prophecies, then we got sextants, now we get this.


Yes, this is another layer of map modification. Sextants were nerfed and limited as they were seen as too dependent for top end returns (borderline abuse/not intended as made) Zana goes through new iterations each update, and prophecies are randomized (difficult to target farm). Scarabs provide for map crafting what POE does so well - allowing for high risk/high reward expenditures that feature the very core fundamentals of the avid ARPG player's desire to customize their experience within a subset of rules. All of those things, in your list, are hallmarks of POE now, I'm not sure you're making a case against Scarabs unless your argument is "this is too much of a good thing"

Which leads to....

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I know PoE is meant to be a complex game, but this kind of splitting and repetition is just needless confusion. There's no need to add another layer of something, if the existing layers can accommodate it already.


The complexity that exists is always presented as a choice to the player. Players don't have to use Scarabs, and most players don't even know how to use fragments for their hidden IIQ. This is a feature that if you don't want to interact with it, don't understand it, or simply don't care, you don't need to use it. For others, like SSF, this affords another opportunity to target farm specific goals (Whether that be Breaches for Breachlord drops, or areas for Div Cards that drop build enabling uniques).

None of us have played with Scarabs yet, but I would encourage everyone to take a deep breath, and try them out before we naysay something that (as you've already articulated) is in a long line of exceptional map modifiers (Zana, Prophecies, Sextants).
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S𓆣C𓆣A𓆣R𓆣A𓆣B𓆣G𓆣O𓆣D𓆣L𓆣I𓆣V𓆣E𓆣S𓆣
Good addition to the game. Gating them by difficulty is going to piss off a lot of players. We'll see how much the market will ask for them.
And still no use for leaguestones?
And meanwhile add stuff like this.
It certainly sounds very interesting. But yes, the drop rates might affect how "interesting" it will be.
Atlast!!! this is the biggest thing in this league :D
I am not excited.

I do not use sextants because I feel like it is more efficient to sell them.

I do not have build that can make the most of sextants and price is set by builds that can make more currency out of it.

I feel like the same will be for sextants.

The same issue I had with league stones.

"200% more cards" scarab? more like "sell it to headhunter hunters card" scarab

__________________________________________

Scarabs sound cool to have new way to change maps.

Scarabs sounds bad as it became just another item to sell.
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
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solidghost wrote:
It certainly sounds very interesting. But yes, the drop rates might affect how "interesting" it will be.

Not just drop rate but also how often you can access the safehouses of the relevant syndicate bosses. I imagine the only people chaining maps with these things will be buying most of them from other players same as sextants.

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