Corrupted zones + currency(+additional non currency method)
" Because their purpose is just not to expand the xp-ing curve like that. There's a fact that in a grindfest like POE (or D2 or whatever), the xp-progression goes exponentially down on the "upper end"; and even more if the range of the existing content is much below the char's maximum level (comparison: D2 classic with 1 single monster above level 81). Otherwise the whole game/genre would be turned upside down... And the other 'reason' is, that it would need another instance of balancing for these areas - we actually already see how hard it is to stay on the thin line between challenge and fairness... invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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I don't think you should be able to re roll corrupted zone simply because based on the current game you're not allowed to reroll corrupted gems items or maps why would zones be an exception
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" Since you clearly did not read the thread i shall just quote myself. " " The balancing is an accurate point, but since the content is already implemented and created it would just need some number tweaking to provide a challenge equal to "max lvl 78" content. I am not saying this would not be time consuming, just saying it would be less time consuming then creating a whole new wave of maps for instance. And the rewards would be just that, a set of additional zones that could be approached like maps if you are willing to roll the currency on them to get +level (or like i suggested before an alternate method of enhancing the zone level, currency was just the most straight forward way of doing so) This point i can agree with, however about thx xp, since no corrupted zone could bypass lvl 78(the current highest zone is 79) the xp curve would remain and the currency sink would justify this. If my suggestion that i made here is implemented, the xp curve would stay entirely intact, since it would require the defeat of either a courtyard boss/palace boss in order to gain a lvl 78 corrupted zone. And since maps are based on a pyramid model, so would the access to high level corrupted zones. Freedom is not worth having if it does not include the freedom to make mistakes
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Sounds reasonable. But, AFAIK are the +x to level affixes (actually) only from the pool of the strongboxes, and neither related to maps (or areas in general), nor to corruption.
" but this would be a 'slightly' more difficult (to implement) addition, and completely different to the 'model' with +x to area level (which would offer the possibility of jumping across the pyramid by these level shifting) invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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" The statement you quoted was based on my thread in suggestions. There i propose that map bosses have a 50% chance to drop "sacrificial blood" when slain. This could then be used to "feed" the corrupted zone :p? Making it a more potent zone(higher zone level) The way i see it work is, you kill a 72 map boss, his blood raises the zone to lvl 72. Same with killing a 75 map boss, the zone would be raised to lvl 75 when used on a corrupted area. This ensures a boss inside a map would have to be killed first (keeping the pyramid model intact) It also makes killing a boss "feel" more rewarding overall then it currently is and also allows the farming of act1 and act2 corrupted zones for midnight shards since you could buff them to a maximum level of 78. (making them 60+ allows midnight to drop) Like i mentioned earlier in this thread, the currency was used as an example in the OP since it is the most straightforward way of handling this, what i perceive to be an issue for high end meta players. (i came up with the boss kill method two days after making this thread :), and to be fair i think it would be more fun that way since it would also make killing bosses inside maps more rewarding and it would have a sort of "lore" to it. Killing hard bosses "defenders of atziri" and then using there blood to farm for shards in CA's and it would fit the "sacrificial" theme perfectly) Freedom is not worth having if it does not include the freedom to make mistakes
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That would actually be rather cool, and a nice way to keep intact the "can't orb-modify anything that's corrupted" piece of lore. Kudos! :)
The more you depend on forces outside yourself, the more you are dominated by them.
--Harold Sherman |
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I always thought they should be rerollable
I dont think you should increase shard rates on IIQ of zone, but at least let you reroll because like you said some mods are impossible for some builds and in the case of map mods, you simply can reroll until you get the mods you want so I feel they have no argument to begin with It just seems arbitrary and not well thought out to me personally B E E F
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" did you read my non-currency based method of implementing higher levels of corrupted zones? (just saying you should, so i can get some more feedback about it, muhahahahaha :P ) Edit : also i agree, people seem to fixate on the "corrupted" afix as a means to say it should not be allowed to be rerolled. But this is not set in stone, GGG made this rule and can remove it as they see fit.(they can retain it on items, but remove it from instances for example) And the additional shard drop rate based on IIQ% was to give a better risk vs reward ratio, but was also entirely optional. Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Apr 25, 2014, 10:09:34 AM
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" I did, I just don't know exactly how I feel about it, on one hand I feel map bosses should drop something that makes farming midnight frags easier so high level players don't have to run low level zones mindlessly. It is an interesting idea though being able to increase the level of corrupted zones, more challenging and gives higher level players something that isn't so entirely faceroll as easy 61-67 corrupted zones found in the regular game. B E E F
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" No this part is separate from the midnight increased drop suggestion. It would only increase the corrupted zones level, not give enhanced fragment drop rates. The ability to get a better xp%ratio should be it's own reward and remove some of the trouble of running them. (like farming a few bosses map lvl 77/78 to gather blood sacrifice pieces and then starting a story content run to encounter CA's and use the blood on, the story content run would be less rewarding, but this is currently already the case. However the CA's would not be and feel more rewarding as a result. I would love to do some act 1 CA bosses on a lvl 78 setting, that would be very interesting to say the least) Basically if a blood sacrifice dropped from courtyard/pallace, you would get a "mini lvl 78 map" in the form of a CA. Which would be a cool rewarding experience. Freedom is not worth having if it does not include the freedom to make mistakes
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