Sounds like you should be looking into playing mods since there are some that do exactly that.
While I’m also of the thought that I’d like to see GD chars having a bit longer career before they are finished, having 6000 hours in the game is such a statistical outlier that you can’t expect the devs to cater to it.
And I think there are simple mods you can make yourself even that increase the stat variance range on items if that makes it more interesting to you to keep hunting.
I also don’t get why you think MIs are weaker than legendary items; the consensus tends to go the other way.
Farming countless hours for the perfect double rare MIs sounds like the kind of thing a player like you could be interested in.
I’m a bit late on discussion
I would like to ask about the builds using M.I. that makes a real difference like Allagast MH with green offhand. How nerf politics works on it?
I’ll say it again, but the MI-affix system
is not balanced. Time consumed does not correspond to the value and power of these double-rare items.
I don’t see and feel the strengthening of build and power of the item I have spent 1000 hours searching for (conventionally speaking)
There are so many sources of incoming damage in the game that protective mechanics, items and other things just stopped coping with it. I get level 94 in the middle of the elite, then I quit playing, I don’t need to go on.
I reason in this way. What will happen next with this character? Okay, I’m 94 LVL, so I’m 100 LVL, I’ve closed the campaign, I’ve gone through 50 shards.
Can I improve my character so that he can go through 70 shards?
And I say to myself, "No, I can’t, because I’m wearing maximum items. Then why should I continue to play with them?
And since I’ve been playing a lot of time, I have this question more and more often.
As for mods, there was some kind of mod, cataclysm, but I don’t know how relevant it is to this version of the game.
I’ve kicked the topic of nerfworthy MIs around a few times in the past years. The response is always vague (we are generalizing on ALL MIs), but the takeaway is always the same.
MIs will be nerfed almost exclusively for outlier skill modifiers and only when they are over performing by virtue of their innate stats. If a build is very strong using a single MI it’s either a case of modifiers or all the other collective parts of the build. It has been stated they will not be balancing for luxury multi MI builds that stretch gearing by amassing numerous stats across well rolled MIs.
Canister bomb CDR on rifle? Got nerfed. Build that gets 3% better with a specific MI? Fine. Build that pulls 5min with 3+ specific rolls? Fine
I dont like that. I’m not a fan of excessive grind. For me the current game pacing is perfectly fine.
If you really think that, wait for the 1.1.5.0 patch which will overhaul rare affixes en masse. Or as others pointed out, look in the mod section, there’s probably something that can make the game fun for you again. If I ever stopped having fun with GD (not anytime soon), I’ll be sure to try Grimarillion and a few other big mods.
I agree here, I’d like the overall double-rare drop rate to significantly improve. In dozens of SR 76 runs I found only one single double rare MI, and it was total crap. During campaign farming I found a lot more but none of them was good either. Still waiting for the jackpot but at this rate I doubt it will ever happen.
I’ve never met anyone in 3 years of playing GD who said at lvl 94 “Yup that’s it, that build is done, no way to improve it any further”. It’s not the fault of the game if you can’t see the possibilities of build improvement beyond items and gearing. The endgame still has much more to offer. Imo there’s a big difference between a fresh lvl 94 character with complete gear and a lvl 100 character with the same gear but better rolls, all skill points and attributes unlocked and maxxed devotion skills. And then there’s always the possibility that you may have overlooked something and could really improve your build by a simple item or component switch.
^This. It’s one of the reasons why after all this time I still haven’t done mods very much yet. I’m trying to save them more for when Crate is truly “done” with GD.
Yes and no…Deathmarked is an exception. Warborn too.
+1 to this.
I think my rancor feedback is evident of this. People often undervalue/trivialize the pivotal role piloting styles play in a builds performance.
Everyone who tested my PB rancor build said it was way too squishy, but I found it just fine for my tastes.
Same with @mad_lee’s chaos aar spec. He was hitting 6:30’s with it, and I was hitting ~6:50’s.
This. I was PM’ing maya recently. If the issue is with crucible clear times, then maybe only allow the next wave to spawn after a minimum amount of time
If the goal is to REALLY make 7 minutes the fastest a build can go, then that’s all you have to do - i.e. next wave will only spawn after 21s or until everything has been killed, whichever comes last.
Not true IMO. At higher shards, you’ll only ever really see tanks or pill pushers.
HUGE +1.
@strannik: Crucible allows greater build diversity, and offers sufficienct consistency for crafters to qunatitatively compare builds. Furthermore, it also has sufficient RNG to enrue that a spec is designed well.
ahh…fluff and his 'tato PC brings back memories. It was like watching a flip book animation
@strannik - this is by and large true, save for builds which are reliant on ulzuin’s buff for energy management.
Can’t help but feel a little responsible for this, so apologies if I am.
Very much so depends on the slot. +All, set, and skillmod slots still weigh too heavily toward Legendaries. Hopefully affix and epic rework can address this slightly but outside extreme niches I don’t foresee weapons or helmets meeting much competition with MIs.
Yeah, I meant the slots that people usually use MIs/greens in (pants, boots, etc.)
I’ve been hoping for improved MI helm stats as well but without a +1 on them they can almost never compete with the blue/purple offerings.
I was talking to @plasmodermic about this actually, because we both happened to be coincidentally working on builds using temporal arcblade.
It’s hard to pin point exactly what about the weapon makes it so strong because these are builds which are reliant on a whole slew of different damage sources.
But I think it can be said with quite a fair bit of certainty that it is the proc which is enabling the build to hit such clear times.