It would be nice for changes to dungeons be implemented.
1st-once dungeon has been completed have an urn drop a dungeon key that permanently keeps it open as to not constantly needing to craft keys for that dungeon.
2nd- after beating a dungeon have a way to instantly teleport to dungeon entrance.
3rd-if 2nd isn’t doable then once beating a dungeon have monster infrequents drop in shattered realm or crucible
having accidently rage deleted a character forgetting I had both lord alkomos rings in it’s stash i find myself in the same boat I was constantly running that dungeon over and over and over again (mainly for the touch of dread…again!!!) do I just grim dawn stash it and say who cares I found it once so who cares? But the real problem with horrible drop rates is boredom skipping everything to get to the end just to rinse and repeat till it drops again. I’ve already done the incredibly boring task of getting the morgonith set as well as Nightbringer (oh my god how many times do I have to run to the end)
1-material wise no big deal I can make 180 some odd keys but whats the point?
2-way points too far away when target farming skipping everything to get to where you want to… boring, add teleport like d2 sorceress if anything
3-again target farming for certain items is very boring
Higher up on my wishlist for GD2 (because at this point I am 100% sure that it won’t be implemented in FOA) is some kind of instance reset, where once you kill the target farmable boss, you are teleported at most 20-30 seconds away from him and are able to run him again without having to go to the main menu .Also, 20-30 seconds, because running for 4-5 minutes, spamming movement skills, and ignoring everything on your path from the rift to the boss, as some bosses require, are very tedious and boring.
Disagree. Skeleton keys arent that expensive and although you have to run some for eg Alkamos, it would kill the joy of looting one of the rings. If you dont like it then use gdstash
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" Imagine an Arpg game force me to grind/farm for my items and use resource management"
Crate statement was very clear not long time ago ,no shortcuts for the dungeons will be implemented, they rather will add something along the way to the dungeon than make it a zoom fest
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It’s not about being a Zoom fest, adding more worthwhile stuff to look after is also a great solution because currently running and spamming movement skills for 4 minutes without any engagement for a 10-second fight is far from ideal. If you do it like 10-15 times, it’s fine, but if you farm for 20 hours, it becomes a real slog.
Resource and material management is great, and I wish it would stay the way it is.
I agree that skeleton key dungeons could have more side objectives such as higher tier totems. Maybe add a chest for all the side bosses so there is more incentive to do them.
If you’re not looking for “more worthwhile stuff” as you go what drops your target/grail item, you’ll just ignore that anyway and be in the same boat, so, borderline, what’s the point. It literally DOES NOT MATTER what the other stuff is if it’s not your sole objective. It is at best a distraction and at worst an impediment, and either way, the complaint still persists.
My general take on this is that this conversation boils down to someone not wanting to say out loud “i want my item while playing the game as little as possible” because at that point it’s obvious you should just GDStash it. Every time something like this comes up it’s seems to me that the person needs to internally reconcile with themself that that is the truth, and no amount of solutionising is ever going to change that.
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Your assumption is not correct. As I said, it’s about engagement. I farm for an item for 20h for example; whether it drops or not is irrelevant. RNG is RNG if it drops amazing , if it doesnt it is what it is.
I will give you an example. If I farm Grava my run takes around 3.5 mins, but I have no problems with it .Why? Because it’s engaging, I have to kill stuff in order to summon him. This is the difference.
Firstly, yes, what a crazy assumption I made.
Your Grava example describes adding impediment - adding a pre-requisite to your target. (I think that might be a pretty unfair equivalence and worth noting that with whatever type of crafting arrives in FOA, the need for this kind of farming might diminish quite significantly, but that’s a known unknown, and straying off topic)
In general, I can’t imagine adding impediment to dungeon runs would be a particularly popular option unless it was entirely opt in - maybe a timer-based chest with [enhanced?] MI loot roll if you kill all minibosses+boss in time? It won’t change the amount of travelling you have to do but you could engage yourself to your heart’s desire. “Other people” will still work out the maximised legendaries/hour and do that though, even if it’s single drop chance runs - don’t pretend like “they” won’t.
Oh and FWIW portals to dungeon outskirts exist (plus the genius PV wall break) in the community league and I think that on balance this is a good thing because for those where the travelling time is an outright deal breaker for farming dungeons, it was a solution to keep them engaged. Crate differs philosophically on that which I also respect, I wouldn’t bother trying to change their minds on that one - they’re on your side for the “make the journey there fun” outlook - but when grailing they could put anything they like on the way there, it simply would not matter: distractions just get ignored.
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Yeah I understand why you made the assumption about wanting to get the item, because, of course, shorter runs mean more tries.
About Grava impediment It was just an example, not a solution; that’s why I didn’t suggest it, in the end of the day there arent many solutions. Its either shorten the run via some tp on the SK dungeon door after finishing ,so you can immediately repeat (shortening the run by more than half) or add some totems or whatever with a big increase in the drop rate of the crafting materials needed for rerolling or something.
Of course, Crate has their own vision, and I respect that , but that’s why feedback exists.
As the meme says: Just doing my part.
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Well I have over 6000 hours into this game been playing since build ? when the end of act 1 was the end of the game. level 35 was the level cap. I have a bad habbit of deleting characters on death (same as hard core but I don’t play hard core incase i like a build, i’ll keep going) I farmed for the ring set for ever then by rage deleted my new build at level 12 forgetting I had already transfered the rings. Now having played the stupid dungeon 100 times since and have 6 rings of anguish, and have left sooo many soulrends on the ground and have yet to see the ring touch of dread again. I have resorted to just using grim dawn stash to get it back, I’ve reached the this game hates me rng and don’t have the patience anymore to mindlessly farm the same dumb dungeon over and over. I already beat my head against a wall getting ever single morgonith piece and nightbringer.
I still stand by if items are going to be locked into only dungeons then they should be faster to get to, running from the broken hills to steps of torment is a waste of time, running from level 1-3 waste of time. running from level 4-the boss=pointless. Easy fix is let crucible or shattered realm drop said items.
If SR drops all the items that means anything in the campaign becomes pointless and target farm will be lets farm SR , if you don’t like the drop rates use substitutes or make the build on budget but saying " give me teleport to the boss cause RNG didn’t loves me " is a bit silly , I don’t like Alkamos rings so I don’t play cold Nightblades instead of asking for completely dungeon rebalance . You don’t have to flex your in-game hours when you want to make a point ( especially when most of us here can double your numbers )
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Yeah I think Alkamos should be just hanging out outside devil’s crossing gate, that would be a fair amount of running time for the run.
Also the dude (assumingly) has 10 fingers so increasing the drop chance x10 would also feel reasonable.
/s
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