Time to rethink the vision?
|
You are wrong, the game is in an awesome state
|
|
|
Its in such an awesome state, after skipping expedition, I managed playing a whole 10days and returned to playing other stuff. The 3.16.d patch pretty much confirmed there wont be any more meaningful changes for the rest of this league
|
|
" A lot of people dont give a crap if there is so much to do. All they care is how much exalts they can get from league mechanic. Hence all the shitpost on the Forum. |
|
" yes, trade is too easy already. item trades above 5c is a matter of seconds mostly. if you dedicate time to trading skillfully, you're more efficient in allocating currency and items than by playing the game. yes, "fake selling" is still in place and it's intended to prevent "price checking" automatisation and item price deflation by blurring the lower price range for items. if it doesn't do that properly anymore , they probably have to further bloat the affix pool for items (they already do that to a certain point). of course they can't hand out "mage bloods" to everyone, it's not a single player game where this is without consequences. it's supposed to be a chase item. age and treachery will triumph over youth and skill! Last edited by vio#1992 on Nov 12, 2021, 4:02:38 AM
| |
|
HH 100 ex
Mageblood 300 ex. About these black and white all or nothing items which most people will never ever even after 10 years see or touch even once; These items should come with sub tier versions and a broader range. Let's say the main attraction about HH is gaining rare auras. Earhunter: gain a modifier for 60 sec when you kill a rare mob. Max modifiers 1. Scalphunter: gain a modifier for 40 sec when you kill a rare mob. Max modifiers 2. Headhunter: gain a modifier for 20 sec when you kill a rare mob. Max modifiers 3. The respectful drop rate/ price range for these belts should be 1-50-100 ex. So even poor casuals could obtain and use one once with little luck or farming effort. Same with mageblood, different roll range caps. Don't take this literally, I don't know how much flasks scale total dps or defense layers etc. so just get the frame idea for this: 2-4 leftmost flasks are constantly applied with a T1: 100% effect (meaning no increase) T2: 115% effect T3: 130% effect Put in any values that result in a price range from 2 ex - 10 ex - whatever absolutely insane 5000 ex the current price is. Seriously I hate this shit so god damn much, making a game that literally nobody has access to. These mirror unicorns everyone chasing. Slot machine jackpot mentality, should never ever exist in games. |
|
" What, pray tell, would be the negative consequences for having these items be more common? Ignoring the fact that this is flask QoL that was widely asked for and they gated its rarity so that only no-lifers could actually afford buying from trade, what use is it if nobody actually gets to use it? Furthermore, what is this obsession with "chase-items"? Most of the people I know feel that they can actually begin playing the game once they've gotten their gear to an appreciable level, as then it becomes about exploring the actual different mechanics of combat, such as blight and expedition. In fact, the people who grind grind grind for currency to buy the item are the ones who tend to quit after the gear is acquired because of burnout and disappointment of the end result of wasted time. Last edited by Tsokushin#2435 on Nov 12, 2021, 4:17:24 AM
|
|
" This guy gets it. I couldn't believe that they added even RARER, harder to acquire items. Absolutely ridiculous. I highly doubt they do this because they think we want it. They are, as always, catering to the 0.01% of players |
|
" achievements cease to be achievements when you got what you wanted. that's the reason people quit after the game somehow gave them what they want. if they quit cause the grind took so long they better play less strenious games. also, mageblood invalidates builds like headhunter does. so it's not a good idea to have it too common. (invalidate: builds only work with those items). age and treachery will triumph over youth and skill!
| |
|
I can see why GGG and some players want Chase Items. What I don't like is how balanced the game is around those items. Players with those items block progression of so many other players by then playing the economy soooooo much more efficient.
If players can't stand 10 hours of leveling each league why tell them: "JK now you need to play your bad chars for 3 weeks before you can afford to play the new fun build-enabling stuff." Imagine Darkness Enthroned (3.1) being 50-300 ex, or Tombfist (also 3.1), or Farrul's Fur (3.2), or Soul Ripper (3.3), or Primordial Chain (3.4), or Paradoxica (3.5), or Glorious Vanity (3.7), or Badge of the Brotherhood (3.8), or Thread of Hope (3.9), or Accuracy Boots (3.13) would those leagues have been better or worse? I did really like the trend of 3.1-3.9 with cheap build-enabling uniques each league :( Last edited by Goldsmith2011#3708 on Nov 12, 2021, 4:39:07 AM
|
|
" that's the core principle of online games. ggg could hand out more chase items but would have to make them account bound like other games do so tthose items don't devalue. since ggg dislikes account bound, there is no other way than making them sparse. -- maybe there is some way inbetween, like a item is bound to you but you have to go at lengths to unlock it so it can be traded away. age and treachery will triumph over youth and skill! Last edited by vio#1992 on Nov 12, 2021, 4:48:36 AM
|



















































