Out of 18x77s i ended up with only one 1x78
" something CI related, wanted to test lvl 80-82 maps before doing any guide because up to lvl 77 maps felt really safe but atm i have 10k es and wont go up from that by more than 2k with ggg gear so i wanted to know if high end game maps could oneshot me thus making it not viable for lvl 100 race before taking the time to explain the build, but at this rate i will never see them because i'm already bored to death of 75s, currently running a tempest alt until this get sorted out. When You die on Softcore, you lose experience.
When you die on Hardcore, you gain experience. |
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so far after 200+ mapp, playing ALL the 75+maps i find, i can sustain my map pool without any problem
chisel only 77+maps+vaal if the roll was bad, while i play 75-76 maps with 0 quality and not perfect rolls in this way 70% of the maps i play are 75-76, 15% are lvl 77, 10% are 78 and 5% are 79 i sell 80-81map drops ( found 7-8 maps total till now lvl 80-81 since the patch ) i noticed that if i play 76+maps and not 75's i can't sustain my map pool, but could only selling 75's and buying back lvl 76 ones playing 77-78maps it's impossible to sustain it, the currency you get selling 75-76 won't be enough to buy 77's Last edited by InAshesTheyShallReap#0055 on Jul 22, 2015, 3:56:35 AM
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" This is what bugs me the most, this was already a problem before but now is even more relevant, with the current system only a couple of parties out of thousands of players (literally 10-50 people) get to see the endgame, if not buying to other players, using RMT websites, the soloplayers are basically chinese farmers doing hundreds of hours of bullshit 75s maps so the few can see the endgame. That's why i never sold high level maps even if was profitable on any past league, but i atleast could sustain my map pool as solo by proper rolling them, now its impossible as you say. I mean, do the guys that implemented these changes ever did endgame mapping at +95? im not even 92 and im getting 1-2% xp per map run and i'm watching the same zones over and over, they said this was the problem, but instead of happening lvl 77 maps it's happening on old 73s maps, they only made it worse and alienated even more share % of the population from endgame content. If you want to take it more time to lvl to 100 rise the xp bar. If i roll +50% quant on a map i should get atleast a guaranteed -1 map on a random mob similar to zana find a map mechanism if i roll +100 quant it should be a guaranteed +0, atleast this way we could sustain our map pools as solo players if we roll them properly and do full clears, if they don't want 80-82 maps to be a daily thing they could put max lvl cap of 78 on the guaranteed map. If you think people will get bored of mapping the same endgame then put any last tiers to also take random low level maps into consideration from defined pools, something among the lines of 68-72 maps as lvl 80, 73-76 as lvl 81 and 76-79 as lvl 82s. If that won't do, roll mixed tilesets or/and add maps with random bosses at the ends, add more map mods.... there is hundreds of options, instead GGG has chosen to gate content even more and alienate 99% of the playerbase out of their endgame. When You die on Softcore, you lose experience. When you die on Hardcore, you gain experience. Last edited by JohnOldman#0359 on Jul 22, 2015, 6:50:32 AM
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The chance that the boss drops a map should not be just a flat % (that doesnt incentivize players to play higher Q maps), but should scale with map Q.
Say, when map Q approaches 100%, the chance that the boss will drop a +0 map approaches 90% for low tier maps, 60% for mid-tier and 30% for high tier. Numbers can be tweaked, you get the point. A similar formula should be done for +1 & +2 maps, but nerfed accordingly. This way players would want to play as difficult maps as possible and kill the boss. Currently every fifth map or so, the boss will drop some junk, regardless on actual map difficulty. --- Beyond bosses should be able to drop +1 maps, because one of the most difficult encounters in maps not being able to give you progression is WTF lame-core design. When night falls
She cloaks the world In impenetrable darkness |
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Out of my 8X77s I have gotten nothing from them.
Bosses drop freaking level 70 maps WTF! I am now down to 72-75 maps. This is getting silly to be honest. How the hell do we progress with these crappy rates! ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ
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Fell back from 77-78s to 74s. This happened over 2-3 days, not a short streak of bad luck. Chisel+Alch from 75, chaos for 5+ stat good rolls from 76s.
As a level 91 char I'm forced to play content that's too easy for my character. I run almost all map mods. I can't afford to put Zana mods on every single map as a solo player. I'm already bleeding a lot of currency on map rolling and constantly buying chsels (I pick up every single Stone Hammer I find but that's far from enough). | |
" I feel you bro, currently im running out of 75s since i don't bother anymore to chisel them before alching i think i'm about to go back to 74s again if i play, so im on standby on warbands playing tempest for a while until they fix this, i doubt they leave drop as they are, if they do playerbase will drop faster than usual. Also had some time to think at work and brainstormed some map mods (FREE DEV WORK!):
Spoiler
- Monsters Call for help when low life (They run away and try to agro near packs) - Monsters Curse on Death - Monsters Use Cold Snap - Monsters Use Traps (Bear trap mostly, 1 use per mob?) - Monsters Have High Mobility (They can use accordingly with a set cd, LWarp, Leap Slam, Flame Dash, Blink Arrow, WWBlades or shield charge) - Monsters Have increased Size (with inc aoe on them?) - Monsters Have Reduced Size - Monsters Regen Life out of combat - Monsters Have a Chance to steal Buffs - Monsters Have a Chance to steal Charges - Monsters Steal Items(Ground items only and they drop it again once killed) - Monsters Use MTX (only the ones that can fit them (skills included) and it does not give extra quant, just for lolz and to display how cool mtx are) - Monsters Cannot Drop items but drop more currency. - Monsters Cannot Drop currency but drop more items. - Monsters avoid elemental status ailments - Rare Monsters Can use Vaal Skills (Max Charges but they can't win more charges) - Rare Monsters Summon Golems (fire, chaos or ice) - Unique Boss Calls for Reinforcements (Boss summon extra packs at 75%, 50% and 25%) - Unique Boss Walks outside (The boss is not on the preset zone but on a random zone of the map) - Unique Boss Has a Barrier (You cant damage the boss until you click all the lodestones needed to take the barrier on him down) - Players Have Reduced vision - Area Contains an Ambulant Vendor (PLEASE, im sick of having to let tons of crhoms and alts on the floor because i ran out of portals, maybe you can elaborate a bit more and give him and option to take all the items on the ground and give some currency in exchange even if it isn't even half of the price on a normal vendor) - Area Contains Extra shrines - Area Contains a Corrupted zone (nothing better for diversity) - Area Contains Evil Clones (One Evil clone for each different player that joins, your char with a few more stats and same looks but with a shadow aura) - Area Contains Whirlwind pools (Similar to haku missions) - Area Contains Creep (A creep that block pathing mostly on narrow zones until damaged and have a respawn time) - More area dynamic events would be nice here but i'm short on ideas because i'm not sure what the engine is able to do or not. When You die on Softcore, you lose experience.
When you die on Hardcore, you gain experience. |
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All i can say is that virtually no progress results in lesser motivation, GGG should IMHO rethink their roadmap here, since i don't know what originally the economical concept was, maybe that people level their chars up to 90 until all slots reached their limit and then to sell optionally more character slots?
It should be at least the way it was pre 2.0 with higher tier maps, it wasn't superduperwoopiedoopie-good but still managable to occasionally sustain your 75+ Map pool. So what should a lvl 90 char do with up to lvl 74 maps in terms of leveling a char? - Best Signature Ever - Last edited by BestUsernameEver#6698 on Jul 22, 2015, 3:59:38 PM
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may i suggest using vaal orbs on your 77+ maps? then they can roll 8 mods instead of 6 afaik. might help a little.
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Cant break into 75's same story as the rest of you...
Silly if you ask me. |
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