Boss Green MI droprate increase

Please consider increasing Boss Green MIs droprate
it’s 1 thing to fight the huge rng of green boss MIs non-gdstashed affixes, another is to fight the additional layer of RNG on top; that is them just dropping in the first place - when it’s an MI (green) only 1 creature can drop per session…
and ofc then we can add a further layer that is that boss even spawning (aka Lox), while still not having 100% drop chance of their personal Green MI :grimacing:

i get it, it could perhaps be considered “too generous/easy” to just hand them out left and right. But considering the huge affix RNG in the first place, even on a more RNG emphasis/“old school” looter approach, it feels like that should/could be the layer of RNG enough… no?
going multiple Gollus runs, and not even getting a ring, affixes aside, is just… :persevere:

i’m not suggesting boss legendaries unique gets increased to 100%, just their green MIs/the bosses with non-shopable unique greens, or at least increased to a fair shake more than 50%…
(GT suggesting ex Gollus ring is on 35%, tho my current RNGesus isn’t even that kind :disappointed:, with Lox even worse :weary:) - seems fairly low for a 1 shot per run kinda deal, pre affix rng… :confused:

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It has been requested numerous of times, and it would be nice if Crate sets more rift gates too.

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i know, it’s just my recent Lox and Gollus runs for a legit toon reeeaaally made me itch for that GDstash button sooo bad :confounded:
i know it’s likely just regular RNG/drop rates indeed working as intended, despite getting lower than advertised drops +my current affix luck, - but dang did it push me to at minimum highlight this request, because it just feels too absurd when RNG completely goes against you :triumph:

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Ikr, some run routes are tedious (as nothing interesting along the run except last elite/boss), Use GI to teleport to boss locations :slight_smile: . Even with that, it still takes weeks to get a good one.
Hope Z buffs Crucible, its now more like a field for build testing rather than loot glory.

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worst is Lox farm is fairly fast, but when you go 9 runs in a row, and he doesn’t even spawn, and another handful of runs where he spawns, but doesn’t even drop a single Lox blade, it just makes you super frustrated on the SSF front :weary:
and while gollus at least has a 100% spawn rate, and not like the run is unbearably long, it just starts to bum you out when you get multiple runs with 0 drop…
if it were 35% drop chance “per finger” at least then i’d understand the %weighting better :laughing:

Higher drop rates of anything? Nooooo!
You’ve had a bad farming session. It’s fine. It will pass. :hugs:
I don’t like guaranteed items, because they make runs/characters more repetitive. Take the first one you encounter: Francis’ gun. Whatever its affixes, it’s always the best item I find at that point. I have to choose not to use it, to keep the game harder and unique.
I don’t want to be playing Soldier, kill Mogara and think: “Oh no, I was already wearing Fangs on previous Soldier. I’ll pretend it didn’t drop.”
For me, If you want a guaranteed item in RNG-based game, you have to cheat.

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kinda feel like that’s not exactly a 1:1 comparison scenario :thinking:
Francis gun along with Hevil sword and all the others are crutch items, there to use in lack of better options/helping a starting player out
Mogara’s fangs, 100 drop rate or not, does not remotely “force” you to use them on a given soldier build, as its MI stats alone doesn’t necessarily make it a “bis” item for a given build, even if a +1 and flat is good/great
plus like mentioned you still have to battle the RNG hellfest that is getting decent affixes (partially even for leveling)

and if one did want a given OP leveling MI, 50% drop rate or not, nothing is currently stopping them from still getting it; but you are still entering the bigger RNG slog for the same item on endgame farm, since there 2 decent/fitting or usable affixes matters a whole lot more

what i’m suggesting doesn’t change that much for leveling, but it does shave some of the “grind” off for endgame farm, which is where i feel it matters most. At least when the talk is legit or "just stash it, 'cos"

one thing is a purp unique with 1% drop chance, fine, it comes with guaranteed stats etc. But another is potentially reaching same amount of base drop rate on a green MI, because “bad RNGesus”, and then having to battle affix RNG on top(and not talking primo double rares, just fitting/useable affix in general).
Doesn’t seem “fair” that a green, not even coming with fixed double rare affixes, potentially getting the same drop rate as Alkamos rings, just because RNGesus was having an off day
and what makes it more puzzling is it’s not even “even” across the board, with some (world map) boss greens having double the drop rate or such compared to others @_@

Commonly after “fnished” your 1st char, you start thinking to build another ones. Mostly a strong one required good MI gears. And that’s how the RNG story begins. And it’s quite itchy when your char couldnt get the perfect one, you feel it “incompleted”. Some MI runs takes a long time but bad rewards (mostly the drop rate too low, nothing valuable, tedious). For example, farming for Ellena necklace .

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It’s not just Boss MIs. Bound Wraiths drop very rarely for me and they always come with terrible affixes. Bloodsworn Codex are a lot more common and the enemy it drops from is easier to farm as well. I wish the drop rate was a bit better as Wraiths are quite uncommon and Ugdenbog isn’t a very fun place to run through multiple times.

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i’m not talking about “perfect ones”, i tried to emphasis that multiple times
i’m talking regular Boss green Mi’s meaning 1 drop chance per session, before good/bad/great/crap/perfix affixes RNG on top
Gollus is my current example because i’m farming him at the moment, he should have an avg of 35% drop chance on a ring, but with bad RNG, like i’m having now, we are talking alkamos rings lvl of drop rate - this is before we are even adding in cycle farming for 2 usable affixes on top, but just the regular drop chance for the ring itself.
This applies to multiple bosses as it’s a fairly common drop rate sub 50% for a bunch of bosses
^currently made worse by some bosses having a chance of dropping their lvl 84 item, despite character lvl 100 at Ultimate

another great example is Loxmere, he doesn’t even have 100% chance to spawn, and then gives you a supposed 20+30% drop rate on his dagger, but ofc can still not drop any.
That’s 3 layers of RNG, granted for a very very strong green item, but it’s not really that strong without some decent/fitting affixes, which then is still a 3rd layer of RNG even for dual magic affixes

and as a personal note i feel like it’s “fitting” for a boss unique (green) to have high drop chance, like, why would gollus/ellena not be wearing their neck or precious ring :wink:

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The thing i dislike is the discrepancy between drop chances for boss Mis. Balegor has a 50% chance to drop his 2H mace, but then Sister Crimson has 13% for both her Scepters.

It takes about the same time to reach both, so why the big difference in drop chances? Zantai, do not take this as nerfing Balegor MI drop chance.

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Similar thought for Barthollem/Malkadarr having a guaranteed chance to drop one of their MIs in exchange for the walk to them being so long. I feel like several other Bosses have just as long of a walk to get them that don’t have the guaranteed drop as well e.g. Loghorrean or Thalonis.

Then there are Bosses like Pit Master Boris that were given a guaranteed chance to drop an Axe because he doesn’t always spawn. Though I don’t think this holds for Loxmere?

I think the problem that annoys people with Bosses like this is that there’s no consistency on drop rates and distance/effort required to obtain the MI. Perhaps going over and normalising some of them wouldn’t be a bad idea.

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I agree with what you said but the difference between a run towards Barthollen/Malkadarr and Loghorrean/Thalonis (Zaria as well) is that you will indirectly farm some important materials while killing the Bloodsworn while the Kymon’s/Death’s Vigil dudes don’t drop anything useful (there’s two MIs but those are very build specific). The larger enemy variety in the Tomb of the Watchers and Darkvale can also lead to a variety of different MIs dropping and those could be useful for another character if they don’t fit your current one. I believe this is what makes the difference in the drop rate in this case. I’m not saying it is correct but it makes sense to a degree.

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That doesn’t apply to Balegor and Sister Crimson having wildly different droprate chances, since you don’t run into anything of note in runs for both. Even the East Marsh bosses have big gaps in drop rate chance for their Mis, like Galeslice and Abaddoth having 25%~ and Balegor and Kalis Ka having 50%+.

Which pretty much tells me the drop chances for boss MIs are completely random.

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