What Exactly was the Purpose?

Of nerfing the drop rate of “The Encroaching Darkness” card into non-existence? What were they hoping to accomplish aside from making just another thing gated behind ridiculous RNG?
Last bumped on Apr 4, 2018, 9:34:53 AM
Probably trying to add some value into unique maps again. They are still common as salt.
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GreasyGinzo wrote:
Of nerfing the drop rate of “The Encroaching Darkness” card into non-existence? What were they hoping to accomplish aside from making just another thing gated behind ridiculous RNG?


MAPPING NERFS - The smoother your experience is, the faster you "finish" the game so this process is made as tedious as possible. The rarity and cost of mapping is not related to how cheap or irrelevant they will be, it's about how fast you finish the content or level up. Leveling is another reason why Encroaching Darkness was nerfed so hard - too many Poorjoys being ran to powerlevel. The same reason is why Harbinger orbs are made EXTREMELY rare, so players wouldn't powerlevel themselves to level 90 because that's where the "FUN" and wrapping up begins. The aim is to have players mapping and playing for the whole 3 months but almost nobody sane goes to such levels to play this game.
Uploaded an awesome Exsanguinate Freeze Explosion build on the forums - https://www.pathofexile.com/forum/view-thread/3508506
It is possible the card itself now has a higher chance of turning in the more valuable maps.

Opposite to how they made diviner's more common but drop far less vaulable cards.
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They likely balanced it with the beast recipe in mind, also add to this they probably thought players would be able to do this recipe on avg per 8 map.
You just wasted 3 seconds reading this.
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Nephalim wrote:
It is possible the card itself now has a higher chance of turning in the more valuable maps.

Opposite to how they made diviner's more common but drop far less vaulable cards.


pretty sure diviners aren't more common, they do however drop far less valuable cards :p
I'm guessing they want to clamp down poorjoy rotations.
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Kiss_Me_Quick wrote:
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GreasyGinzo wrote:
Of nerfing the drop rate of “The Encroaching Darkness” card into non-existence? What were they hoping to accomplish aside from making just another thing gated behind ridiculous RNG?


MAPPING NERFS - The smoother your experience is, the faster you "finish" the game so this process is made as tedious as possible. The rarity and cost of mapping is not related to how cheap or irrelevant they will be, it's about how fast you finish the content or level up. Leveling is another reason why Encroaching Darkness was nerfed so hard - too many Poorjoys being ran to powerlevel. The same reason is why Harbinger orbs are made EXTREMELY rare, so players wouldn't powerlevel themselves to level 90 because that's where the "FUN" and wrapping up begins. The aim is to have players mapping and playing for the whole 3 months but almost nobody sane goes to such levels to play this game.


I would play three months if the league was fun with more maps like beachhead. Not the opposite.
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ladish wrote:
Probably trying to add some value into unique maps again. They are still common as salt.


what value? most of the unique maps SUCK and aren't really worth running and the good ones were always on the more expensive side anyway.

If you want to make the trash ones worth running, give them some unique rewards, like twilight temple or oba, or make them able to scale and drop maps, like hallowed ground (as Caer Blaidd in trash in War for the Atlas, as it's only t7 map now.) Maps like Olmec, DnT, wakawaka or cowards trial are just way too outdated by now, hell, you KNOW it's bad, when best use of DnT is 3 to 1 recipe to Arsenal...

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