Why do t1 maps have the same loot as a t16 map?
There's no real difference in the map itself
a 100% quant t1 and 100% quant t16 is like virtually the same thing Yea a t16 gives more exp and can drop better ilvl bases But... that's it Why dont red maps have built in higher rarity and quant? Shouldn't doing the hardest content be the most rewarding? Shouldn't players be encouraged to try and do 100% delirious t16 Currently I cant really figure out why id do 100% delirious t16 and not just settle for a lower tier map There's no real reason to push watchstones that add monster lvl etc GGG should focus on doing something to increase difficulty to reward ratio Make easy content not on the same par as difficult content That's all Last bumped on Apr 12, 2021, 9:54:29 PM
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The problem of answer you is that you already start with a wrong premisse and yet you give part of the very answer. The item base itself is almost the very reason to do t16 maps. Off course XP gain and the maps drops also are.
In other words, you can farm t1 maps if you want, but you will get no base worthy itens, no valued maps and no XP. And I am not sure if there is still drop punishment due to the level gap. And about t16 delirium maps, the main reason that people on the end game don't do it is because this game is VERY VERY BAD OPTIMIZED. Exiles, pffff!
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The reward for playing a T15-17 map, in terms of loot, is the chance to obtain ILvl86 bases, which usually gets modded to be the Best in Slot item for most builds.
Rewards for playing red maps alone, if they did not change anything in years, is a higher chance to find Chayula and Uul-Netol's Breaches (in Breach League, Chayula was a map-only breachlord, with higher chance to be found in a high-tier than a mid-tier, and a mid-tier rather than a low-tier. You could still be lucky and get a Chayula in a T3, but you had more lucky starting from T9+ In plain terms of currency, there is no inherent bonus (so far, or that it is disclosed to us) about playing a red-tier map. Paradoxically, you would fare better in a T3-5 (T2- may be too low to drop lv70 uniques in a reliable way) rather than a T16 because your DPS is assumed to be high enough to melt the whole map in a jiff - not to mention the abscence of pesky mods like the CannotLeech and the way lower magnitude of other dangerous mods like ExtraDamage and Reflect. Kalandras can even drop during story playthrough, at a certain level, and they are no longer the highest rarity currency as, by nature, a Conqueror Exalt can drop only in a 68+ area Another thing that should be noticed: with the new Atlas, once you reach A8 level (and you might want to do it because of the boss drop bonus it gives) you can't literally play "easy" content as the lowest tier map you will find is 14. Also, for reaching it, it is assumed you are already geared for red-tier All we can trust is those new currencies from Ultimatum. Perhaps they will raise the bar and the divide between whites and reds. |
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Its simple - awakened bonuses. You can either gimp your atlas for the sake of running tier 2s or have to buy tier 2s in bulk to sustain at high awakened level. Not worth it.
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Rituals, blight, metamorph, etc all give better rewards at higher tier maps.
If you're just farming pure raw currency then sure, go farm t1 maps. Украина в моём сердце
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" No, for the sake of the drop penalty your character is never considered to be over level 68. This makes drop penalty not valid in maps, since they are always at least "the same level" than you |
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" Thanks. Btw, Harvest (used to be) is other reason that you should at least go for t9 maps. Exiles, pffff!
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My view of the problem is that the issue isn’t with drop rates or loot tables changing between maps
It’s that good items don’t drop from monsters. Anything of value is crafted or otherwise modified after it drops. If it was even remotely possible to get a good rare drop then higher ilvl content would immediately be a better option I think currency drop rates being the same in lower maps is fine. It gives players tools to improve so that they can work their way up the tiers. What is needed is for good item drops to exist so that people don’t remove rare items from loot filters entirely. I’m not GGG though. They probably have a different way of looking at it than I do. |
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Isn't that a good thing that you have a choice how to play the game? Do you have to have extra stimulus to actually play hard content?
Seems like a strange attitude in ARPG genre. And ye, the base ilvl are good enough motivation for rewards you can't get in T1s. I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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There are two tier maps in standard - t1 and t17+. You need lvl 84 white mobs so yellow mobs can drop lvl 86 items. Top 86 bases or just decent but influenced bases sell for around 5-10c unid. The nice ones are influenced top bases which can sell for around an ex.
For league, after a month its the same as standard. |
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