Why do t1 maps have the same loot as a t16 map?

No reason to put watchstones and increase the ilvl but people pay ~ 300 chaos for the opportunity to do that for a dozen maps.

: >
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- higher tier oils can only drop from a certain tier of maps
- to get certain betrayal unveils you need to run higher tier of maps (trigger socketed spells, +level of support gems from mastermind)
- for harvest crafting on higher ilvl items you need to run higher tier of maps
- shaper/elder guardian maps, synthesis maps only drop from t14+ maps so you can never run endgame bosses like shaper/elder/uber elder without running these maps
- to get atlas ascendancies you need to run higher tier of maps
- to get certain drops from conquerors/Sirus you need to run higher tier of maps

Unless you want to trade for everything and not engage with any content, in that case you're right
Last edited by stalkingjackal#2441 on Apr 12, 2021, 1:23:30 PM
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benjaminbona wrote:
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

map returns and item level of bases is the key here, raw currency is a bit better as well, generally 2-10c in any given t14-16 vs maybe 1-2c in a t2
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"
Fauxxx_NL wrote:
"
benjaminbona wrote:
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

map returns and item level of bases is the key here, raw currency is a bit better as well, generally 2-10c in any given t14-16 vs maybe 1-2c in a t2


i have no data for this,but for me its seems that red maps are rolled a lot better than white maps.
this could be the reason for "better raw currency"

not picking up lower tier currency really kicks in at that point to (for me atleast)
Actually for zoom zoom . Harbinger low level farming is better.

But for red map: dropping influenced item is somewhat have a value than the random dog shit dropped gear in white map
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