To everybody complaining about difficulty/one shots
The game kinda forces players to juice maps in order to get more waystones. If you get into a tier of maps you feel comfortable in, you can't stay, because running normal maps only, you can't sustain waystones of that tier. Without being able to "clean" a waystone to normal rarity, even if you get waystones in the tiers you can run, it doesn't mean you can run them depending on the mods.
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" A good way is to run rare maps. But you have to adjust the tier according to the current state of your character. It is easily possible to sustain any tier of map. If a player regularly dies in rare t15 maps, that player should try to farm rare t12 maps or even lower. Until they have improved the character and can comfortably run higher tier maps. Constantly dying is THE main reason for not sustaining maps. If a player hardly dies, there is no issue in map sustain. " You should not run normal waystones. A waystone should be upgraded to rare. If you read my initial post, there are 4 levers for difficulty we can adjust for mapping. Map affixes. Don't run maps with affixes that are too dangerous for your build. Map tier. If you have troubles with t15 maps try t13 or t12 instead. Atlas passive tree. If you scale affix effect, maps become harder, maybe try other nodes. Additional content. If you can run a map comfortably but Ritual overwhelms your character, do Ritual only on easier maps or skip them. Just adjust the levers so the resulting difficulty fits the current state of your character. The goal should always be to run rare maps comfortably without dying and relatively efficient. |
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" I have read your post, and mine was an adequate response. Being able to run rare maps should be the goal, not the requirement. Being able to run a certain tier map should be the requirement to stay in that tier. Being able to run juiced maps should be the requirement to get the good stuff and progress. |
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" A normal waystone gives you 0% increased chance for waystone drops. A magic waystone gives you maybe 30% - 80% increased waystone drops. A rare waystone anything between maybe 80% - 600% depending on the rolls. For regular Augment, Transmute, Regal maby about 120% in average. It is the opposite way of how you would like it. But this way sustain is easily possible. |
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+1
Most players who complain every single day about 1 portal or XP penalty are just bad at this game. That is just fact. Last edited by Waiden#9514 on Jan 22, 2025, 4:35:21 PM
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" That's not even the way it works. That's a bonus chance, not the actual drop rate. You can have a magic waystone at +0%. Rares are the same way, can have one with +0%. Progression should be a ramp, not steps. |
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" I don't need a death recap to tell you that it's because " |
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OP is right.
Just because you are level xyz doesn't mean you can still run every map alch max tier. So things I've learned 1. If I need to run a bad map like vaal BS, I do it tier one. I rotate thru t12s thru 15s. Lately save the 15s for bosses. And level with 12 thru 14. Vaaling tends to make maps worse so I don't bother. I can alch and go if the roll is ok, and if it's bad I'll just get another ,transmute, Aug, regal the next one and save the difficult rare for later. You don't need multiple portals because waystones are disposable. It's an infinite map right... Bosses and citadels are a different story and I agree that's total bs. But when it comes to your average map, if you die it is because you weren't careful or weren't very skilled or are just running two or three tiers above where you should be or your map is juiced too much. Some stuff, like reduced regeneration, I won't do. I'm starting to think I get better results just regaling maps because I don't need 4 mods. If I want to level then I need to keep the difficulty low and anything high tier should be softball. |
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" ABSOLUTELY. Now that said I also believe GGG can be pretty shit at tuning things that can multiply each other. As evidenced by... well their history of being pretty shit at tuning things that can multiply each other. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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I agree knowing your character setup and your difficulty level is a big thing. The problem most of us 20+ years gamers have is when you can kill adds in a map with these difficulties on with no problem and be at full on everything you need to be including your health and mana and get one shotted from off screen by an add you can't even see. THAT sir is a game issue not a player issue. But that is one of many bugs they need to fix. When you can clear 90% of a map with no problems and then get one shotted it becomes more and more frustrating and makes the game unenjoyable. So no it's not all the players fault. Your mistake was putting it all off on the player as if it is all their fault. No sir, it is the game. FYI that was one of those bugs they said they fixed specifically in this last patch. They did not.
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