Solaris touched, Lunaris touched etc. should have a high, but unmodifiable rarity/quantity.
Title.
Calling for MF cullers while searching for loot goblins is terrible gameplay. These mobs are rare enough that they should be very rewarding baseline, and not be infuenced by rarity/quantity gear. Instead for MF culling to be relevant one of the more common AN mods should have a smaller currency drop, so that loot is more consistent and MF has a use case. Last bumped on Aug 26, 2022, 7:28:52 PM
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That goes against one of their explicitly stated philosophies that boosting difficulty should boost rewards.
Perhaps the better solution is to not make these things multiplicative. If you find a monster with +million% rarity and quantity, maybe your magic find gear should add to that and make it a +million% and change instead of +billion%. (though I do contest the idea of having such high variance in the first place. 100 maps of garbage and 1 map of loot explosion, completely unpredictably, is not fun) Украина в моём сердце
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All I know is those "Arbitrary numbers" league monsters had felt good to play with. They scaled well with rolled maps and as you added other map investments to increase difficulty for loot. You always made that investment back in returns. They worked fine for years.
Investing in maps now feels like a crapshoot, if you can't afford juice 40-60 maps at a time to deal with the high variance of mobs, you don't get anything. 50+ raw divines from one monster isn't an exciting reward, its straight up broken. Nothing ever dropped 50 raw ex. Items worth that much, sure. But they came from anything. Now its like the monster announces what it can drop beforehand and this entirely killed my excitement around loot. Making it a VISIBLE MOD that creates these huge payouts is already leading to unhealthy strategies. Discords are starting farming parties to hunt them exclusively. You can request an MF Culler to join your party if you run into one, usually by way of essences. People are feeling like they need to have an MF gear swap for when they run into these monsters. Increasing the difficulty also feels extra punishing because of Archnemesis rolling multiple damage mods. Your build might struggle in a triple damage mod map pre-AN, Now you get a triple or quadruple damage mod monster that just spawns everywhere and scales with those mods. In combination with the loot changes, it feels awful doing anything but alch and go. The variance in monster difficulty is too high, most are just as bad as pre-AN and others are OP. Item drops are even more boring in high tier maps, because the options for fixing rare drops with harvest has been severely limited. More of it is straight unsalvagable junk. I don't feel like I have a good path to continue working on my character post drops other than to farm currency and trade. And the best way to farm currency is to make an MF build and join one of these boring goblin hunt parties. I hate how these reworks feel. Combat feels worse, loot feels worse, crafting feels worse, I'm more reliant on discords to progress than I was pre-harvest rework. The state of the game is breaking my heart as a long time supporter. Last edited by jerot#5117 on Aug 26, 2022, 7:42:04 PM
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