Brutus Speed Run Feedback

http://www.youtube.com/watch?v=rutAYm6Fim4

Time:
~47 seconds

Movement Speed 58%:
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Loot Session:
- Bunch of scrolls
- Some rares
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Thoughts:

It doesnt feel right that Im able to run past Brutus without having to kill him first. A way to fix this is have a gate up. With the massive size of Brutus, have his fall pop the gate open.
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This is high on our priorities as it means a limit on how awesome the boss drops can be.

So don't get too used to insta boss runs :)
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Hehe. Seems like Brutus needs to drop the key to a locked door.
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Its faster with a buddy, that keeps a portal at the door of brutus, then just steps in and out to give u better drops.

Then u run through to the chest like u did, and takes to portals and refresh instance.

Not very exciting though ^^ Although that chest drops qual skill gems with relatively high frequency. Since that is one of the more valueable things currency wise... ;)

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Last edited by RaWRpewpew#1898 on Dec 1, 2011, 3:00:35 AM
You can get a lot of items and orbs really quickly by:
Run past Brutus
Grab the large chest
Run back to The Prison
Ctrl+click to enter new Upper Prison
Repeat

The Prison entrance should get sealed off when either the chest is looted or Brutus is killed.
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My character can kill merciless brutus in 3 hits (technically 1 hit, technically 10 hits, depends on the crits), I don't think having to kill him changes much.
I personally felt like always fighting him whenever I'd do a "run", you'd essentially get somewhere around twice the drops per run that way.

Personally, I'm not a big fan of farming like this though — it's so boring. I don't like it when people just farm stuff like this with bots especially.

Dealing with farming abuse is a bit of a tough issue. The reason being is an example that can be pulled from diablo 2: people would just party with those who haven't completed the quest in order to get the reward. The only option would be to disallow party quest credits and/or partying when one has and another hasn't completed a quest, which is obviously a bit limiting on the players.

I think a way that would work would be disabling drop-rate scaling for chests and monsters involved in the quest for each player who already completed the quest. You'd then also have to ensure that the player couldn't redo the quest, such as either giving the quest credit whenever the party (as a whole) achieves the quest (even if the player is in a different zone), or else requires the individual player to perform the action (like making a killing blow) themselves, for any reward to drop (and for any quest credit).
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Last edited by Xapti#6455 on Dec 2, 2011, 1:47:34 AM

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