It feels like the days of rinse and repeat farming have past

Luxury problems. I don’t even have that item. Nightbringer is the only legendary in the game that never dropped for me, and I’ve killed Morg well over 100 times (I’m not really counting but it must be in the 3 digits given the number of my characters that cleared ultimate + many dedicated farming runs). On top of that I had really bad luck with the magi rings too, so I’m a little burned out on farming that area.

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It took me a long time to load a pair of Alk rings and I don’t even use them. The drop rate shouldn’t change though from my PoV with how cheap and fast the dungeon can be run’d. If your gonna sit there and hardline run it you’ll likely suffer burnout which is why I took so long to get mine. Just ran the dungeon when I wanted or for rep on different characters and they eventually dropped.

Anyways, I spent a great deal of time playing some other indie arpgs and found (I may be repeating myself here on prior things):

There is something fundamentally satisfying when you build an item from the ground up, to me. Though PoE losses me because I don’t want to spend 10k alteration orbs to do it nor do I want to use an AH. But most of the ones I played were too easy…there needs to be some friction.

I also don’t really care for maxing the affixes I finally get on the item. When you have enough wealth, a system like that gets boring unless you reset your save file after each character (can’t just throw everything away because there are secondary systems you have advanced that need to be removed too - like PoEs atlas tree). These games aren’t seasonal either.

Out of everything I played the system (that was good) that they all had in common was the transferring of one stat from an item to another through either by currency or by investing into that secondary system - atlas tree - to force items to occasionally drop with a random stat that takes up an affix slot but doesn’t roll normally on the item.

This could also happen to uniques but the affix would just be included and not replacing anything.

This is what is happening in FoA to non MI greens in a way so win win. I do wish there was some sort of ground up crafting and I do sometimes want to grind with the same character for some kind of tangible gain but that’s a me thing.

GD is still one of the few games that when I see a legendary quality item drop it’s still exciting even after 6k hours. The grind here respects my time.

Fun fact - I made two different builds to speed run that dungeon, only the Assassin of the 3 Acid SS Sentinel was fast enough:

Made farming so, so much damn easier. It’s slow in SR though sadly, but it’s otherwise pretty fun since it has 2 SS’s basically and murders single targets easily and can Vire around too.

But yeah, drop chance for it should be around 8% really, 10% at tops. Make farming for it a lot more rewarding and less of a time sink. Since usually I’d prefer to build stress test in SR34-35, though I’m now finding 36-37 provides a certain more stringent testing procedure lawl. Even if I die a buttload due to piloting errors and swear like a soldier in the process.

I wanted to chime in that I farm for ‘completionism’ and ‘collectorism’, and while a lot of it is a chore after a certain point if that’s the entire point, there are so many damn items in this game that I didn’t even remember could exist, but require crafting and reputation and the right specific item at base.

I don’t know how popular this kind of engagement is here, but it’s less about ultimate game power and more about having every potential on hand?