Is it impossible to make profit from T16 maps?

"
Nephalim wrote:
I had a discussion with someone on the long term viability of extremely efficient non stop T16 mapping with the strategy to sell the fragments to recoup losses.

The issue is that after 15 trials and data collection it seems to break even and in most cases result in a net loss after factoring in total cost of maps and materials minus total gains from drops and fragments.

Is there anyone farming T16 non stop and profiting from it?

All this stems from my belief that you should not pick up small orbs like alt orbs because you make more money just by going faster. Is conventional knowledge wrong? Have I been doing it wrong all these years? Should I just relegate myself to brain dead farming strands with a vaal skill?


Doesn't this sound similar to a post I made recently?
"
Deadpeng wrote:
"
Nephalim wrote:
I had a discussion with someone on the long term viability of extremely efficient non stop T16 mapping with the strategy to sell the fragments to recoup losses.

The issue is that after 15 trials and data collection it seems to break even and in most cases result in a net loss after factoring in total cost of maps and materials minus total gains from drops and fragments.

Is there anyone farming T16 non stop and profiting from it?

All this stems from my belief that you should not pick up small orbs like alt orbs because you make more money just by going faster. Is conventional knowledge wrong? Have I been doing it wrong all these years? Should I just relegate myself to brain dead farming strands with a vaal skill?


Doesn't this sound similar to a post I made recently?


Where?
IGN: Arlianth
Check out my LA build: 1782214
"
LowBudget780 wrote:
The entire mapping system needs re-worked in this game imo. You should get rewarded for doing higher level content with a high level character not the polar opposite. Not only that but there's only a handful of maps worth running and you get screwed over if you decide to run everything instead of shaping your Atlas tree around Shaped Strand.
I would agree, but then that further enforces a meta. Atleast with the current game you can choose to go fast doing lower tier content, build around doing all content, etc. If they made the game like that it would force us into a nasty meta and effectively would ruin alot of the variety the game has.

Things that are badly balanced now especially will suffer, many of which already are even in the current mapping system.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Until you find a skyforth...
Git R Dun!
"
Nephalim wrote:
GGG stated in a prior podcast they intentionally allowed high tier content to be less rewarding because they did not want to make players feel forced to run end game content non stop in order to feel like they were making progress.

What this means is that a janky build that runs strands is making more exp and money per hour than a ridiculously powerful T16 boss crusher.

I just do not like the entire premise. High level content should be at least as profitable if not more so than T11 spamming.


Another way to look at it is if you're face rolling 16s what more power/gear/income do you need?
Git R Dun!
"
Aim_Deep wrote:
"
Nephalim wrote:
GGG stated in a prior podcast they intentionally allowed high tier content to be less rewarding because they did not want to make players feel forced to run end game content non stop in order to feel like they were making progress.

What this means is that a janky build that runs strands is making more exp and money per hour than a ridiculously powerful T16 boss crusher.

I just do not like the entire premise. High level content should be at least as profitable if not more so than T11 spamming.


Another way to look at it is if you're face rolling 16s what more power/gear/income do you need?


The continual accumulation of wealth and exp and the goal to increase both factors - exp/min and loot/min as high as possible.

The opposite side of the coin is stopping when you reach dried lake and re rolling.

IGN: Arlianth
Check out my LA build: 1782214
When high tier and low tier content both relies on trash mob to profit, it doesn't seem right. T16 guardians should be the key to getting more profit, but their drop table is pretty lackluster. The allure of t16 are the guardians and I think they need a loot table revamp. Maybe more useful unique introduced, or guarantee unique drop (not necessarily guardian unique). More powerful uniques should be given iLvl requirement (like Skyforth).
My builds:
https://www.pathofexile.com/forum/view-thread/1809378 - Lazor Inqusitor
https://www.pathofexile.com/forum/view-thread/1781498 - Burning Arrow Raider
https://www.pathofexile.com/forum/view-thread/1800999 - Perfect Formless Inferno Slayer

Report Forum Post

Report Account:

Report Type

Additional Info