Shoudn't Divination cards drop more frequently as more are added?

With patch 2.0.5 we get 8 new Divination Cards. Wonderful! But shouldn't we also be slowly getting them to drop more often to compensate for the fact that with more cards available the odds of getting 1 type of card go down because the total pool of them from which to RNG pick from is going up? Or does each card have it's own specific drop rate and specific zone (area) within Wraeclast to drop?

For example if there were only 2 divi cards I'd get a 50/50 chance to get one within whatever % drop chance they're set at as a whole out of all drops. If there are 100 divi cards then my chance to get a specific card goes down to 1 out of 100 and thus my odds of getting a full set just became much harder.

It's either that or is GGG adding the new cards to specific locations that don't currently drop any cards at all so as to not reduce my chance to get a specific card to drop? I wouldn't put it past GGG to allow cards to drop at the same rate and over time as new ones are added allow our chances to get a full set go down, a rather back door subtle (sneaky) way to nerf our chances at a full set.

Some one in the know about divi card drops needs to clarify this.
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Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

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Last edited by Arrowneous#3097 on Nov 2, 2015, 7:03:53 AM
Each Card only drops in specific zones/difficulties. Usually multiple zones, and across multiple difficulties, and I would assume they have their own drop rate like Uniques do. I.e Carrion Crow drops far more often than most others.

I think some are specific to certain mobs too.


So, I imagine "Common" cards being added will lower the chances of getting other common cards, but the rare ones will still be about the same.
Ok, so then we will still have the same problem if multiple divi cards can drop in one zone and then more cards are added to that zone, unless the cards drop areas don't overlap (I doubt that). So for example, if Carion Crow drops in a zone and 3 other cards are added to that zone, then my chances of getting a Carion Crow just decreased to 1/4th of my previous chances to get one.

I understand that the drop rates of individual cards varies so it's not a simple: if one card drops in a zone and 3 are added then my chance at that card is now 1/4th my previous chance, but is does beg the question. If only 1 card could drop in a specific zone and a new card is also allowed to drop in that zone, do my chances for the 1 card (Carion Crow in this example) also go down? First, whatever formula is used to determine if a divi-card will drop is run, then formulas for every card that can drop at that location are run to determine which one out of the total will drop. Yes or am I missing info (ignorant) here?

I think our chances to get a full set are going down in time as more cards are added. Again, more info is needed to clarify this.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
Zephryl wrote:
So, I imagine "Common" cards being added will lower the chances of getting other common cards, but the rare ones will still be about the same.

Yes, rare cards will drop once in a blue moon so GGG is up to it's normal shenanigans with touting game features (Divination cards here) and then gate them behind such low drop rates that getting a full set takes so long as to make their use ineffective.

More typical BS from GGG once again. Chris and company sure know how to kill a great arpg with nerf this and nerf that or "we need to slap all players hard, a handful of elites have gotten a level 100 build". No wonder the vinegar (nerfs) approach instead of honey (empowerment) is driving players away.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
Last edited by Arrowneous#3097 on Nov 2, 2015, 7:58:26 AM
From the Q&A Thread by Chris https://www.pathofexile.com/forum/view-thread/1409553

"
Are you happy with Divination Cards drop rate? Have you considered having all of them require more cards to complete a set but drop more often so that players could actually feel the progress?

We're pretty happy with the drop rate for most of the cards. We're also discussing increasing the drop rate of some that are slightly too low to encourage farming (as we do want to see more farming for Divination Cards occurring).

We frequently see the suggestion that the stack sizes of the cards should be increased and the cards should individually drop more frequently. I actually argued for this in the design phase, but I now see that I was wrong. The other designers explained that the cards need to be impactful when they drop, and finding 1/50 of a unique is not an impactful thing. I agree completely and we're not planning to dilute the cards in this way.

It's worth noting that as we add new cards, we don't reduce the drop rates of existing ones. As we double and later triple the number of cards in the game, the overall number of cards that players find double and triple also.
Please contact support@grindinggear.com if you need any assistance.
Thanks for replying Gary. Getting info directly from GGG is always the best instead of normal forum speculation in lieu of real information.

I'm not sure what qualifies at impactful when a card drops? The frequency of drops for me is always low in any league as I can only play 20 to 25 hours a week. Drop rates should be increasing as divi-cards available goes up to compensate for a larger pool of cards to draw from.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
Arrowneous wrote:
Drop rates should be increasing as divi-cards available goes up to compensate for a larger pool of cards to draw from.

Somehow you seem to know the mechanism utilized when determining drops...

From my point of view, we can't really deduct such statements as yours, as long as we don't know the exact mechanics of how loot is generated (and by mechanics I mean basically the source code).

"
Chris wrote:
It's worth noting that as we add new cards, we don't reduce the drop rates of existing ones. As we double and later triple the number of cards in the game, the overall number of cards that players find double and triple also.

With what I get from these sentences, I'd say every divination card is checked individually for its chance to drop - so with more cards added to the system, there are simply more checks to be performed and the individual drop chances are left untouched.
(This is opposed to a system where the code first checks whether a div card (any!) drops and then continues to determine which one.)
Crit happens.
Last edited by Inarion1986#5829 on Nov 2, 2015, 9:25:00 AM
I was wondering about this. They have been adding more and more cards, but most of them are just sitting in my stash with 1 or 2 out of X having been collected. I wonder whether I'll ever complete any beyond the easiest ones such as The Gambler, and whether more cards makes it even less likely. If it's set up so you have X chance of a Divination Card dropping, and then it rolls to see which one, then I'm worried that it's just a stash-tab sink.
Last edited by Kamina100#1846 on Nov 2, 2015, 9:34:52 AM
Feedback (from the perspective of a solo/sf): The current rates of cards dropping isn't even in the top five reasons to choose a certain area for farming. Either the card is simply "more of what we have" and is just a bonus drop, or the card is too rare to make it a meaningful reason to favor one area over another. While it would be nice to think that there's now a direct method for a solo/sf to "work" towards a given item, it's just not the case. It's far easier to acquire these items the old fashioned way rather than farm them by cards.

I know it has to be this way, but don't kid yourself when you say "we want to get more people farming cards". That's nonsense.
"
Shagsbeard wrote:
Feedback (from the perspective of a solo/sf): The current rates of cards dropping isn't even in the top five reasons to choose a certain area for farming. Either the card is simply "more of what we have" and is just a bonus drop, or the card is too rare to make it a meaningful reason to favor one area over another. While it would be nice to think that there's now a direct method for a solo/sf to "work" towards a given item, it's just not the case. It's far easier to acquire these items the old fashioned way rather than farm them by cards.

I know it has to be this way, but don't kid yourself when you say "we want to get more people farming cards". That's nonsense.


Havoc made a vaal spark MF build which was able to run Dried Lake in one minute. Using this build and farming like a robot, he would get a Brittle Emperor drop once every few hours (that's for hundreds of runs).

GGG nerfed Brittle Emperor. This is:

a) not surprising to anyone who has paid any attention to their game balance approach (nerf whatever Havoc is playing)
b) a clear enough message about their intent with divination cards

As they say, actions speak louder than words.
You have to be realistic about these things.
Logen Ninefingers
Last edited by Bars#2689 on Nov 2, 2015, 9:58:35 AM

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