Increase drop rate and quality of loot in campaign

Actually, having looked at the data tables, it’s more like SR6, so my conservative estimate of SR10 already overcompensates.

Looking at data tables seems to be abit of in a vaccum isn’t it? At least to my experience Valbury, Bastion and Ancient grove isnt pure faceroll in my decked out AAR character, like if i don’t time my defensive right i’d still be instagibed by some combo of rares or the final boss. I never have to worry about anything at SR 6 lol.

And if you had the exact same enemies spawn in SR as you did in one of the roguelikes, the challenge would be equivalent to SR6.

Due to the randomness of SR and the limits we set on what bosses spawn when, it’s not a perfect comparison, but claiming SR30-40 is the equivalent of a roguelike dungeon is really exaggerating the difficulty.

I’ve based that assumption on my personal experience, as SR10-15 i’ve never encounter any bosses with concerning abilities, but i start seeing skeleton key dungeon boss from SR20 onwards i just assumed thats where i was at.

Another comparison…let’s say we take SR20 rewards into consideration, as you mentioned that as a rough guideline.

At that reward tier, you have 3 guaranteed Unique items with a chance of those being Legendaries.

Meanwhile, in a roguelike dungeon assuming you clear all of it, you are looking at 4 guaranteed Unique items, one of which will always be a Legendary. This is not counting all of the random loot you will encounter along the way from trash mobs and heroes. A Nemesis boss may spawn in the dungeon, dropping its own high-quality loot as well.

So I’m not sure where the Campaign needs a boost in loot quality/quantity.

I will mention though that we agree that the loot penalty on some Nemesis bosses is outdated and will be removed in v1.1.5.0.

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Fabius, Maiden and Zantarin main campaign farming. :100:

This is actually great news thank you.

Campaign could have a boost in MI quality for sure, since you have to search the mob for it AND reset the whole game if you want to farm that mob again. When it comes to dungeons not only is this a much longer process than SR loop, but if your MI happens to be in a skeleton key dungeon you have to farm the key materials in between, but SR is self sustaining.

I think campaign legendary yield is in a good spot, but if we can buff the quality of MI (not much may be by 10-25%) it makes farming campaign content have a much more distinct advantage than crucible and SR, while also compensate for the time spent hunting those mobs.

Nemesis for example, some like Aleksander is so difficult to find yet when you finally find him you get no MI drop, which is very disheartening. Some of the more difficult or harder nemesis could have garentee MI drop and increased chance to drop 2 of their MI, again to compensate for finding them through all the spots.

Theres this suggestion that i really like too:

A way to pump up difficulty abit and also provide some more rewards

Impossible, Nemesis MIs are 100% drop rate.

But all Nemeses have 100% chance to drop either of their MI variants. I never had Nemeses NOT drop their MI, at least in the main campaign.

Yeah! I still need this 1 Blueprint!

Life is a bitch...

Ironically it´s Mythical Bloodrager´s Cowl…the only set all my toons use…after 2000+ hours…

Ah in that case im mistaken, thats great to hear. Then i think a 10-25% buff to their chance of rolling a rare affix wont hurt honestly. Say 10% for those that are easy to find, higher for harder/more difficult to find nemesis.

Now they need to not be cancerous to unlock (upping the negative rep basically) and it’s amazing.

It’s not a bad idea to introduce new “dangerous” bounties with increased rewards. Maybe not a Nemesis, but some new “bounty specific” enemy.

But like Lokarr their health bar would need to restore itself upon death so you can’t just cheese kill them after 50 deaths.

Also I play Campaign pretty much exclusively and think only the drop chance of MI’s needs to be adjusted. Other than that I’m comfortable with the drop rate.

How about a new bounty for each faction that randomly picks a shrine in the general area of that faction and re-desecrates it so you can cleanse it again? A re-desecrated shrine could spawn 2 to 3 waves of enemies incl a bunch of heroes and you get the same amount of loot from the shrine as the first time (ofc no devotion points).

I’m glad that nemeses’ drops are getting some love. About nemesis-related bounties, I think it’s an awful idea. If you could make a Nemesis spawn in a specific location what reason would you have to ever pick another bounty? Unless the other bounties had have rewards as good as the one you get for killing a nemesis, but then why would be the point of having a nemesis system?

That’s unrealistic for most players. I just took my fastest build (alternates between 2 movement skills all the time), skipped every mob except Ilgor and that kill room right after the gate and it took me ~6 minutes from the riftgate to Alkamos’ death. But I think players usually don’t rush like that. They kill hero mobs, open chests, pickup loot along the way which all takes time. Some builds only have one movement skill and maybe less than 135% run speed. So I think 8-10 Minutes is a much more realistic average clear time for SoT than 5 mins.

You got a point, but what if the bounty doesn’t explicitely say where the nemesis is located? Just some random directions, eg. “Kuba has been seen seaching for you around the areas between Gloomwald and Barrowholm, go kill him before he shows up in the Coven” or “You’re the reason why Fabius is threatening DC, New Harbour and the Rover camp, now deal with him”. Have the nemeses spawn like they always do, just give the player an extra reward for turning in the bounty in the end. Or another idea, have the nemeses run around the map like that crazy crab in Ancient Grove :laughing: No nemesis chest but better rewards when turning the bounty in.

That brings me to another idea. I never did bounties for loot, only for reputation. And since mandates exist, I never do bounties at all anymore. Bounties are great for the fresh players (and those who delete their save folder every major patch) but they lose importance with every mandate you buy.

So how about changing the bounty reward system from the single random component given via dialogue to an actual loot chest next to the bounty table which drops a bunch of items and mats (or the bounty table itself drops the loot). That would give veteran campaigners like myself a good reason to do bounties again.

Drop rate in compaign is fine. Except for double rares … If one wants to gain gear more quickly then there’s SR and Crucible.