Great solution to the map tier conundrum of not getting enough high level map drops.
" The thing is, GGG provides a lot of broken skills each league. This one, it was Broken fall. At t8-10 maps that we are supposed to run, as you mention, it doesn't even matter if i crit or not. Most packs die in one hit. So, with that power creep in mind, if you are running such broken skills, you get tired really fast by running t8-10 maps. It is fun to one shot everything, but in the long run there is no challenge. Wanting to get to higher maps to find the "hardcoreness" of poe again isn't that surprising. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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Really the worst idea ever. It just meant free infinite high tier maps for everyone by using worthless t2-t6 maps and the removal of the currency sink alltogether, as you don't even have to roll them. It would completely mess the holy grail of GGG and with good obvious reason this cannot come in any way as you described.
I did a similar suggestion a year back which was way better tho: https://www.pathofexile.com/forum/view-thread/1194943 While I originally had the idea with 9 maps, I think 5/6 maps is better (and I know I made another suggestion about it with 6 maps but cant find the thread with google right now). in short: - player use 4 maps that build a row: e.g. T9 + T10 + T11 + T12 in the map device at once - they play these maps with only one portal per player available one map after the other and proceeed to next map when the map boss was killed (- additionally I would limit this play mode/style to 4 players right now) - death means no way of coming back OR alternatively in not full group, if the instance always creates max portals, only these few portals can be used for all the maps - then players get 2 (maybe just 1 enough?) additional maps in line with the row that was created: T13 + T14 with random 6 stat map roll (potentially unid map even) - players can't go to stash during this 6 map journey - only who remains to the end can benefit - players exchange risk vs. reward: risk of time, death, etc. This is something that would work, is easy to implement and could inject alot of thought, strategy and in the end fun for players. Also the random or even unid map roll could potentially punish glass cannons and benefit solid but lower damage classes, which would be a good thing to achieve in current poe state. Last edited by LSN#3878 on Feb 24, 2016, 10:14:22 AM
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" I just hope that the Chris anad company are not of the "not invented here" mentality. I sure hope GGG is open thinking and receptive to great ideas pitched to them by the player community. We can all hope for a better PoE in the near future. "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 Feb 24, 2016, 6:35:57 PM
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This would completely trivialize map sustainability in the suggested form. There'd be no incentive to run magic or rare maps and as such, no strategy in rolling them. It is totally contrary to the whole design.
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" Many are complaining (and quitting) over the fact that higher tier maps aren't dropping as often as needed on high builds (85 and up). I'm at level 86 and have no use for worthless Tier 1, 2, 3, and 4 map drops. Who the hell wants to play any low " I read your original thread on this and it is way more complicated for GGG to implement your idea than mine. GGG would need to code a lot to make your endgame idea work from tracking the linked maps to extra camps to some sort of extra mule to store items. My idea only requires that GGG make the map generator take multiple maps and then take a map of a specific tier and raise it up to the tier level of the sum of all maps placed in the generator. So no new camps or extra mule storage, or limiting a group to just 1 portal per player. None of that is needed here, just add up all tiers, set the first map to that total tier level (just a higher difficulty factor), and of course setting the XP rewarded for kills to the higher tier value. "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 |
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I like your idea but it seems like it would be to easy to simply chain white tier 10-15 maps all day. Not much risk in it so then ggg would have to nerf the exp and calculate people getting to lvl 100 based on your proposed sytstem (certainly not impossible).
At present i can sustain tier 9-13 or so by chiselling, chaos rolling packsize and vaaling but its expensive and dangerous and you need a build that can handle nearly every map mod. GGG could simply buff map drops some and it would be an easier solution. |
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" Only the insanely well off time umlimited elites would think this is a bad idea. Only the top elites that reach level 100 in temp leagues have a map support team feeding them enough high tier maps to sustain their map grind and 8+ hours of daily grinding to get a level 100 build in temp leagues. The 99% rest of us have neither the unlimited time to play PoE (we have a full time job + real lives to live) nor the support team for the high tier maps to generate enough XP to push a build through the 90s. What map rolling "strategy" are you taking about. Rolling maps is just more mindless alt-ing or alch-ing/scouring until we get the desired combo of stats on a map we want or can live with. GGG is crazy to think that most of us are content with the tier levels from the current RNG map drop system. On my 86 level level Scion I have been playing tier 5, 6, and 7 maps and have yet to see a level 8 or better drop yet. I've only got about 10 days left before Talisman League is over and while I don't care if I get to level 90 (my goal was 85) it would be nice if there was a hell of an better way to generate a higher tier map out of all the low tier ones that drop other than to keep playing them until I can vendor 3 of the same to get 1 of the next tier up. That is just as non-viable as the limited talisman drops (I finally have enough tier 3 talismans to use to get 1 tier 4 talisman and this temp league is nearly over anyway). With the 3 maps for 1 next higher map vendor recipe GGG is as always catering to the time unlimited (damn I wish I could still use "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 Feb 24, 2016, 10:50:36 PM
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just a side aspect of your suggestion:
players having easier access to endgame areas would mean there would be a flood of high level gear. as it currently is, players like me yolo alch/chaos spam jewelery and gear already at itemlevel 78+ to get some gear progress. having unlimited access to t15 maps, i would of course never ever apply currency to any item which can't roll all affix tiers. it's the scarcity of craftable bases that let's players apply currency to suboptimal items and not let the currency flow into the economy completely. age and treachery will triumph over youth and skill! Last edited by vio#1992 on Feb 29, 2016, 6:44:35 AM
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This idea could be good.
I'd suggest that it's half of the tier sum, capped at tier 10. So, you put in 3 tier 2 maps and a tier 5 map, you get a tier 5 map, but if you put 3 tier 3 and a tier 5, you get a tier 7 map. Which would be fair, imho. Avert thy gaze, child!
IGN: Shadowrope Standard Warrior |
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if you use 2+ maps in the device:
opened map tier = max tier of maps in the device + number of maps used - 1. it cannot work if there is a >10 tier in the device. It will open only ONE portal to a random map of the resulting tier, with unid stats. you cannot choose where to go. you cannot choose nor see the stats. 1 try. I don't know if keep the 30% IIQ due to unid mod. so: 4+6+10+2 -> max: 10 -> random unid tier 13 map (no unique) 1+1+1+1 -> max: 1 -> random unid tier 4 map (no unique) 1+14+1+1 -> MEH. cannot work. 6+1 -> random unid tier 7 map (no unique) 10+10+10+10 -> random unid tier 13 map (no unique) and so on. |
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