Maps, Affixes, Risk:Reward and You

"
EmperorGR wrote:
-snip-


If you have an issue with it, please go make your own feedback thread about this. I am not here to address map drop frequency. I am here to talk about rewarding players who do difficult mods.

Any further complaints about map drops and I will request for a moderator/staff to intervene.

"
Jihoko wrote:
Can you explain? I might agree if you backed up what you're saying with arguments. Instead you're just making broad, unsubstantiated statements.


He is not wrong. The difference between a Labyrinthine and non-Labyrinthine Shipyard is grossly understated - a regular Shipyard is about as large as half the Docks. Maze nearly doubles or triples the size of some maps, in turn increasing the number of packs, the number of breakables and consequently the chance at drops.

In maps like Crematorium, a non-maze makes it pitifully small. Its a shame and I wish that pair of affixes (Labyrinthine/Massive) never existed.

"
Jihoko wrote:
meaningful decision


That's the word I'm looking for ;)
Last edited by Lyralei#5969 on Jun 2, 2013, 3:38:30 PM
"
Jihoko wrote:
"
ScrotieMcB wrote:
"
Jihoko wrote:
Another thing I wanted to touch on was the idea of nerfing/removing existing map mods: I don't think this is a good idea. That would be a direct nerf to end-game progression. I think buffing the underused mods (or mod combos) is quite enough.
Um... no.


Oh... I hadn't thought of it that way. "No." Brilliant. I bow to the strength of your superior arguments. Wait a minute, I thought of a rebuttal, what was it again...

YES! (also I'm rubber and you're glue)
You are literally criticizing me for front-loading a reply with "Um... no."

Not "my entire reply was 'um... no.'" Just a front-load.

Do you have any idea how crazy that is?

Regarding Labyrinthine, just ask some other people. It's common knowledge that it's retardedly OP.

Also, the point about the life nodes was in no way an argument from authority. I kind of see how you got that impression, but that wasn't the intent. It would be like you inviting me to dinner with Rush Limbaugh and my reply including "By the way, I vote Democrat" -- the point is that I'm a big fan of nerfing one thing and simultaneously buffing another, and that I'm dedicated enough to the concept to go on about it until someone from GGG notices.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 2, 2013, 3:38:20 PM
it would be great if you guys would not start name calling each other and stick to the topic
i like the idea o,o +1
Ign: FillyRampage / FillyJetstream / FillyOctavia
MLP 4 Life
It is my pleasure.
nice idea tho u gotta think about more afixes that adds % to certain group of afixes like extra dmg + ele weakness for temple map should give u huge bonus of quanity/rarity
IGN TROLLMELESS
edit:
Ah, nvm. I see Lyralei wishes to keep on topic.
DISCLAIMER!
The views and expressed opinions of Dragon are solely those of a drunken redneck and are not necessarily those of a sane person. Any likeness of intelligence is strictly coincidental and should not be taken seriously. His posts should not be read... by anyone.
Last edited by Dragon585#3483 on Jun 2, 2013, 6:43:32 PM
"
Inexium wrote:
Subscribed to this thread.


You can subscribe to threads? How?

This map synergy idea is awesome. Elemental weakness + -#% to max resistances (exposure?) would be another that deserves something extra.
IGNs: Boslin, EmilysVermiciousKnid, Sansarya, Hathem, Rejnah
Time zone: US CST (GMT -6)
Nice approach!

Anyone feel like the added difficulty should increase also the XP gain?
A shocking exposure map has a 43% IIQ. At the same time, monsters deal double base damage, and you take more of that than you normally would. It's a massive risk, even on maps with relatively non-threatening mobs and bosses. By comparison, a fleet map of temporal chains offers 53% IIQ and for many classes is pretty easy. Then there's how the individual mods stack up - shocking or overlord is a great mod on, say, Spider forest, but put the same mod on Bazaar or Ghetto, and it's a fucking death trap. Hell, I challenge anyone to run a twinned Thicket map with a damage affix - that's suicide unless you have like 10k life and high armor. The map affixes are very unbalanced, this thread gets an easy +1 from me.
Luna's Blackguards - a guild of bronies - is now recruiting! If you're a fan of our favourite chromatic marshmallow equines, hit me up with an add or whisper, and I'll invite you!
IGN: HopeYouAreFireProof
Last edited by Budget_player_cadet#3296 on Jun 3, 2013, 6:13:02 AM
"
Lyralei wrote:

If you have an issue with it, please go make your own feedback thread about this. I am not here to address map drop frequency. I am here to talk about rewarding players who do difficult mods.


I was just wondering... Shouldn't there be a bonus to experience gained for doing a hard map... ? It makes perfect sense to me, as players want to gain, from a map, three things:
Maps
Loot
Experience points

The first two rewards are addressed by the map IIQ coming from mods, while the third reward is not.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch

Report Forum Post

Report Account:

Report Type

Additional Info