What is the point of loot goblin?

i dont get it. are we supposed to make a separate MF character and waste time leveling it and currency on decking it out and then log in and out from our main character whenever we find a special mob? who on earth thought that this was good idea? do you just flat out want to waste our time or what? and if we dont want to do this then we miss out on potentially 50+ divine drops from single mobs?


i seriously wonder about your choices lately. why do you add mechanics that benefit the 1% only?
Last edited by Lyutsifer665#1671 on Oct 10, 2022, 10:38:27 AM
Last bumped on Oct 12, 2022, 8:56:26 AM
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Maybe someone was getting nostalgic for Golden Axe?

Those were fun games after all.
"
zlefin_actual wrote:
Maybe someone was getting nostalgic for Golden Axe?

Those were fun games after all.


its just so poorly implemented. why not let everyone have a chance at loot goblin not just people who waste time making a separate character? is it really that hard for GGG to imagine that some people have lives outside of this game?
The point is probably to funnel more rewards behind uncontrollable RNG. They're probably playing into the dopamine rush of feeling lucky, thinking it would make you play more than you do when you're making "steady income" by juicing your content.

Anyhow, whatever the point is, or whatever they were trying to do; they failed.
Bring me some coffee and I'll bring you a smile.
"
Phrazz wrote:

Anyhow, whatever the point is, or whatever they were trying to do; they failed.


I'm leaning towards an honest lack of foresight. They went through with archnemesis. Surely the rewards should scale depending of the difficulty of the nemesis mods ? Lets makes each mod add / multiply rewards. So far so good.

Hey, remember scourge ? There was a bunch of players loving the league because they could do MF in T3 Towers / low maps. Why not make MF scale the archnem rewards, so MF players could be happy too!

The only mistake is not recognizing how different the consequences are when the loot are concentrated on one mob vs spread out through packs like they were in scourge.
^you forget that along with all that, they also nerfed drops in general to the ground so that now it feels like you ONLY get loot when you hit a pinata. It would be much less damaging (imo) if they hadn't also paired it with the global nerfs.
If I still ran maps, I'd probably not like it. All my friends hated the ultra rare loot-balloons.

Of course, not many of them still play...

I don't like gambling of any sort however. I'd sooner incrementally gain smaller rewards in a more deterministic way. I basically hard pass on any sort of gambling.

Admittedly, since I am not an endorphin junky, I'm likely not this game's target demographic.

Probably why I just sell things and flip things from my stash-tab store.

Gambling is foolish.

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