Additional unique bosses and map drops
In high maps I avoid spawning beyond bosses, because there is not much point in risking it for a fistful of vendor trash. Now, if they could drop maps, there would be an actual dilemma for the player and I'd think twice.
A barrel can drop +0 maps, an inter-dimensional super-mega-demon can't. This only makes sense in economy centric design, not in an ARPG. Players have less choices (or more non-choices). Strongboxes in high maps? There's only one thing you can do with them in 2.0: roll for 3 magic mobs or gtfo. Bring with you scours for rare boxes and 60+ alterations, cause +3 magic pack got also nerfed in rarity (or so it's my experience). I kinda understand warbands can't drop maps, since they are exclusive to only one league, but every other unique monster that is in the core game should be able to drop at least +1 Oh, and nerf Zana 8. So that now there is no point in doing her daily at all. When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Aug 11, 2015, 7:15:44 PM
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they changed it like this for the same reason 'area is a Maze' was removed from the game
or why mob packsize was spread out over other mods. it's so that the additional rogue exiles and beyond don't become then new most have mod affix on your map Last edited by SjakaWaka#7767 on Aug 12, 2015, 1:41:16 AM
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" Great, so instead they are "skip it" mods, because they're just not worth the risk. Some of the beyond bosses and exiles are amongst the hardest monsters in the game, and they get their drops nerfed?! That is such f*ed up logic, worthy of people who think only of an economy, not of a game. May your maps be bountiful, exile
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if you find exiles to be hard you need to look at your build.
they haven't been dangerous ever since GGG nerfed the crap out of them. as for beyond , some of the bosses are indeed dangerous. but you seem to forget that even tough they don't give maps. they still drop shit ton's of loot and also they still give quantity from themselves. you make it sound as if they are useless which they are not. maybe not optimal. but definitely not useless and also beyond is just fucking fun :p not like a good double beyond and fighting 3 bosses at the same time ^^ |
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Beyond is still a really good mod because even though the big demons can't drop maps, the rare and magic demons can. And since you get 3 magic and 1 rare demon from each spawn, you essentially get free chances for +1 maps.
Exiles still give good loot and the quant they give actually isn't that bad for a prefix. And I would have to agree that if you are having trouble beating exiles then your build is probably severely lacking in either offense of defense. Overall I think the change to not allow other unique monsters to drop maps is a bit odd. I don't see why it was a better solution than just giving beyond big demons and rogue exiles the same chance to drop maps as rare monsters (besides the +20 exiles tempest which would become a ridiculous mapfest, but I have trouble believing that "we wanted to add +20 exile mod" is the reason for this change). It wouldn't have an enormous impact on map drops, since you can't summon more than a few big demons per map anyway, and you could just compensate for the extra "rare" monsters by reducing the quant from the beyond and exile map mods. It's just unintuitive and even as an experienced player I would never expect that unique mobs don't drop maps if I didn't read it in the patch notes. Overall I actually think the mapping changes and 2.0 in general were pretty good, there are just a few things that I can't think of a good reason for, namely this change and the reduction of zana map levels such that she becomes useless by the time she is level 7. (Also the increased rarity of a couple of trash uniques like gangs momentum and voidhome...presumably so we won't have to find them anymore? Really? Voidhome?) |
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" You missed my point. The point is that now, if you want to progress in maps, you preferably roll mods which don't give you "big" monsters. That is really, really strange. So if I want to progress in maps, I try to get as many trashy enemies as possible and hope for lots of barrels. Riiiight...
Spoiler
And no, my ranger has no problems with exiles or most beyond bosses, but I do take longer to kill them and need to be awake for them.
May your maps be bountiful, exile
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" otoh, rolling +3 magic pack has now become a must have mod on every box you encounter, no exceptions. Chaos spamming (double) pack size on high maps is still a must-have... How's that for "must have design"? I guess that must-haves that force people to spend their currency are ok for GGG ;) --- When playing high(er) maps, loot aka vendor trash is a secondary thing for me. I mostly care about map drops. Most of the best loot in game can be farmed in easy quest areas or low maps anyway. If beyond bosses could drop nothing but maps, I'd have more reasons to spawn & kill them. When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Aug 13, 2015, 2:25:32 AM
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I definitely hope that GGG will re-introduce map drops to all those entities that were stripped of this possibility in Awakening, including Beyond rares and bosses and Exiles. They should have standard blue/rare mob drop rate. Why would I want to purposefully slow my clearing to spawn those Beyond bosses if they cant drop maps? They have nothing of interest and some of them can be deadly.
Exiles have been toned down in Awakening but they still require increased attention and some can be deadly for certain characters. They should also have at least rare mob map drop chance. |
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