A word about the Labyrinth Leaderboards and rewards

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Achilion wrote:


You are mistaken sir

Take for instance Emperor's Wit

30% crit chance
6% increased inteligence

And lets say u play whispering ice u stack lots of int. U get 2k int and 6% gives you 120 int then

5int =1% es so 120int =24% es

any rare jewel gives you 24% es ? and crit chance on top of that :)?


I see. You can get 12% crit chance 8 % energy shield and then 9 int from a str + int or all stats mod on a cobalt jewel. You can also get nearly 30 % crit with 2 crit mod rolls like global crit chance and crit chance with cold skills or something.

In extreme cases maybe the jewels are very good . People struggle to get 500 of any stat let alone 2k to make the 6% int better than a perfect rolled rare jewel. At which point id question how you can even use proper 6 links or skills in general that are not int based. Disregarding whispering ice giving free skill and links not being needed. What about curses and supports and such that are not int based.
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Last edited by Jgizle on Oct 28, 2016, 7:23:19 PM
Time to necro a thread! Though I doubt anything will come of it, given precedent with labyrinth work.

A simple proposal that came to mind was to include a Labyrinth merchant whom you could buy a corresponding Normal/Cruel/Merc/Endgame jewel with a certain amount of seals gained from achieving, let's say, top 5 or top 10 or even within a certain time threshold depending on certain obstacles of the layout (maybe like 5~ minutes + 1 if gold door--or killing Argus awards -1 minute, something of the sort).

We could add this to the proposals mentioned previously to stop someone from abusing the system. This would bring back competition to the racing scene without breaking the economy in terms of supply (the irony is, the economic value of these jewels is already broken BECAUSE one person has a monopoly on them every league), and would allow people who really wanted to get the jewels a method of doing so.

Thoughts?

For example, using the threshold feature would allow players who wanted the gem expressly for their build to have a way to obtain it. They would still have to have a competitive "race" character, which would limit the amount of players getting the jewel. One person would no longer be able to monopolize the jewels, and even IF he made numerous accounts to abuse the system, the market would then be flooded and the price would fall to a more fair price.

Using a top 5/10 feature in conjunction with previous proposals would at least force competitive racing again for the seals, and IF the top person wanted to make numerous accounts in this scenario, he would have to waste a lot of time (as someone else said, perhaps he would deserve all the rewards) and even though he has a monopoly, the supply would be forcibly larger and the price more fair (assuming people realize this and force a price drop).
Last edited by Kaklunk on Dec 10, 2016, 5:00:27 PM
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zSavage wrote:
So here's the thing: ever since the leaderboards were introduced, and the jewel rewards in place, pretty much the same people have been getting jewel reward every single day.

For example:
STD Merc Lab
STD Endgame Lab

The same guy who is on top now has been pretty much every day for a long time. He pretty much has a monopoly on the jewels.

So my suggestion is this: reward the jewel to more players. How? One of several ways:

-Reward to the top, say 5 accounts (so you can't just build 5 of the same char and get it on one account)
This still has issues with alt accounts with the same build, however.

-Reward to the top character each day of each class. This would likely need to be from the 7 base classes (not each Ascendancy of course). This would mean up to 7 jewels would be given out each day. And it would take a lot of investment into 7 different characters on 7 accounts to be able to snipe all of them.

-Combining the above two in some form (ie award the top 5 accounts, but only one of each ascendancy class can receive a jewel. So if the top 8 were 4 pathfinders, an assassin, a juggernaut, a deadeye, and a necromancer, one of the pathfinders would get a jewel and all the other characters who weren't pathfinders would as well.)

-Lastly, putting an account wide cooldown on being able to win the jewel. For example, say you could only win 1 jewel per week but they still gave out 1 per day.

Thoughts?
-Savage



Not happening you know why , because if you fail you don't get the ribbon that's why .
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BestMageKR wrote:


Not happening you know why , because if you fail you don't get the ribbon that's why .


Oh dear, the forum alt account troll is back. Crawl back under your bridge and play the game or something rather than posting negatively in every thread you comment on.

Thanks for the free bump though.
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You know, instead of introducing a new mechanic, i.e. merchant and redeemable items, they should just implement Divination sets for the jewels that can be obtained by reaching top 5 or some other mechanic. And if we're talking Divination cards, maybe they have a chance to drop if you reach top tier times. Something of the sort?

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