Currency Farming in Early endgame

Right now it seems as though it is better to farm the campaign than endgame maps for currency. It's easier and faster. Here is my suggestion to improve this.

Change disenchanting to something like the following:

Magic Items
1 mod - augmentation shard
2 mod - transmutation shard

Tier 1 Rares (Campaign Rares)
3 mods - 1 regal shard
4 mods - 2 regal shards
5 mods - 1 exalt shard
6 mods - 2 exalt shards

Tier 2 Rares
3 mods - 2 regal shards
4 mods - 4 regal shards
5 mods - 2 exalt shards
6 mods - 4 exalt shards

T3
3 mods - 5 regal shards
4 mods - 1 regal orb
5 mods - 5 exalt shards
6 mods - 1 exalt orb

T4
3 mods - 1 regal orb
4 mods - 2 regal orbs
5 mods - 1 exalt orb
6 mods - 2 exalt orbs

etc.

I'm sure GGG would know the better amounts for this, but the basic idea is that any piece of gear dropped will help players move towards getting more crafting currencys if the gear itself isn't what they want. This way higher tier rares have value not just for what they actually are but also for making currency to craft with. I think it makes sense that the campaign currency drop are high, but it doesn't seem like the game is in the right place if farming the campaign stuff over and over is faster currency per hour than mapping harder and harder content.

I'm not a min/max player and I'm not crazy far into endgame so maybe once I'm further endgame will feel "Worth it" in terms of the loot rewards. But I just thought this would be better than showering us with more and more drops to make up for it.

Just an idea.

Thanks for making this game GGG. I've been having a blast playing it.
Last edited by KnightlySleeps#5934 on Dec 15, 2024, 5:14:29 AM
Last bumped on Dec 15, 2024, 2:26:57 AM
You seen the video i get it but you are never coming close to what juiced mapping is dropping.
Step 1 is to self reflect.
Which video? Sorry I don't know what you are talking about.

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