Sustaining 75/76/77 Maps /w Blue Rolls

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Ruefl2x wrote:
ye but you know, in an arpg it is meant that you actually FIND the things you need. that's what makes the fun. not sitting in an auction house (poe.trade) that isnt even implemented in the game.

it is both frustrating when you have bad luck (for a long time) and when you msg 10 ppl from poe.trade that are shown online and 9 are actually offline.

and pls dont come at me with your "get everything instantly".
in fact it is YOU guys who already have this! if you want something you just buy it.
dont you see? you get what you want instantly!
i play solo selffound because i chose so. i want to find the items, i want to build a mappool myself and be damn proud when i reach the highest map. that is what is fun for me (and many others).


No, I don't get everything I want instantly. I still need to find something valuable that someone else wants. Sure, I get my stuff faster than you do if you play self found - as the game is designed around trading, and not self found. You can play that way if you want, making it harder for yourself, noone's stopping you. But don't use it as a measure for what the drop rates should look like.

You can look to D3 for a system designed around self found. Everyone gets everything they want relatively quickly. Resulting in everyone playing the same 2-3 builds per class. In a game with trading, like PoE, popular and "op" items become expensive, and more niche items are affordable - resulting in build variety.

How does the map system come into this? We have Atziri farmers running Apex/Abyss, we have fragment farmers running Docks, Museums, Arenas or whatever, we have mf-ers running low level maps, we have high end mappers running high level maps, and so on. All of these require different builds, and can offer something the others want. Again, resulting in variety in builds and playstyles.

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TheAnuhart wrote:
This is feedback that the intention sux, even if it is given in a thread started by someone who is, for now, experiencing a lucky streak.


Well then your feedback also kinda "sux" because what I could see in those posts was pretty much: "I ran this single map and I didn't get anything waah waah."

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Snorkle_uk wrote:
thats sort of the point though, isnt it? run 100 maps to see a difference in spending 25 chaos per map, thats 2500 chaos... so how many maps can you buy with 2500 chaos? Why wouldnt you just alch a map, forget every running rippy mods or using zana or adding sacrifice pieces or making the game in any way challenging when the 20 maps you run that day will basically have no return for that investment and risk? Why not run them blue?


When everyone starts running their maps blue then you will have noone to buy maps from anymore as the community as a whole runs out of maps. Being able to sell maps is part of the reward for running difficult maps.

I leveled from 94 to 95 this weekend mainly running low end sub 78s. Bought 15 springs tho trying for head hunter ofc didnt get one card - anyway im convinced doesnt matter what you do to maps. ran some of them white and got better returns often than 4 chisels and chaos to rippy ass mods with over 30% pack size. So in a way OP is correct. Blue is fine. You still wont sustain 78+ no matter what you do though. and <81 are trivial for me. (cept village ruin;()
Git R Dun!
Last edited by Aim_Deep on Sep 7, 2015, 5:28:52 AM
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Zed_ wrote:
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Snorkle_uk wrote:
thats sort of the point though, isnt it? run 100 maps to see a difference in spending 25 chaos per map, thats 2500 chaos... so how many maps can you buy with 2500 chaos? Why wouldnt you just alch a map, forget every running rippy mods or using zana or adding sacrifice pieces or making the game in any way challenging when the 20 maps you run that day will basically have no return for that investment and risk? Why not run them blue?


When everyone starts running their maps blue then you will have noone to buy maps from anymore as the community as a whole runs out of maps. Being able to sell maps is part of the reward for running difficult maps.


Zana mods + a good seed are pretty much 99% of what you think is 'difficult maps'.
Casually casual.

Actually best returns on high maps is from uber. Mortal sets are 6ex in std and i almost guarantee you you will return 6ex in maps each run not to mention to loot. I just can't "level" on uber. I play glass cannons.

It's the 77-80s - the middle class player if you will that is having issues.
Git R Dun!
Last edited by Aim_Deep on Sep 7, 2015, 5:58:02 AM
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TheAnuhart wrote:
Zana mods + a good seed are pretty much 99% of what you think is 'difficult maps'.


Zana's Ambush and Domination mods are multiplicative bonuses on top of iiq and pack size. They're pretty much worthless for maps with low iiq and pack size.
Yes, I do believe high iiq/high pack size maps are difficult. Very rarely they aren't, but getting those results every time requries a lot of chaos orbs to be spent.

The 3rd worthwhile Zana mod in my opinion - Onslaught - increases the map difficulty by its nature.

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Zed_ wrote:
but getting those results every time requries a lot of chaos orbs to be spent.


*Difficulty*
Casually casual.

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Zed_ wrote:
When everyone starts running their maps blue then you will have noone to buy maps from anymore as the community as a whole runs out of maps. Being able to sell maps is part of the reward for running difficult maps.



A dream, no more "pay2play"!?

You mean... the reward for being lucky is selling maps, but difficulty? no... No... NO! xDDD
Have a problem with something I said? PM goetzjam don't derail a thread.
'There's plenty that needs to change. And back in my day we had real game devs.' - TheAnuhart
Last edited by ScrotieMcB on February 30, 2016 0:61 PM

Help Charan color the board - use [u color] to make your posts shine.
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TheAnuhart wrote:
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Zed_ wrote:
but getting those results every time requries a lot of chaos orbs to be spent.


*Difficulty*


There is a combination of rewarding mods that are not very difficult _for your specific build_. For an armor build, Vulnerability does almost nothing, and -max with added ele conversion is very dangerous. For other builds, vice versa.
Creating a character that can run high level maps on a specific set of mods is still difficult. Not in a mechanical sense, but in a character planning/development sense.

Now, running high iiq/pack maps results in an overflow of maps that can be sold - for orbs. If you need to spend a ton of orbs on your maps to get the small set of mods that you can run comfortably, mapping will quickly become a net drain on your currency even though you're selling maps. This creates an incentive to take on the extra difficulty and run at least some mods that are not ideal for your character, and an incentive to create a more "generalist" character build that can handle a variety of mods but clears slower on average.

What happens when max level maps rain from the sky we have seen pre-2.0. Clear speed specialists reign supreme and everything else is in the dust.

And yes, this is still a grinding game. You can circumvent almost all difficulty by putting in more time.

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