Let us talk about mechanics in endgame, seriously

I don’t have a counter argument for that… image

Is there specific number of people which are considered “enough” ? The forum is place where people speaks their mind. But is up to Z and Crate to decide if community feedback/ideas makes sense and is it worth it to implement them.

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Do you realize that being at the mercy of RNG (drop the right item) on top of RNG (with the right prefix) on top of RNG (with the right suffix) is highly dependent on the difference in power between

  • the absoulute top (Skyfallen, Frostborn, Stonehide, Thunderstruck, Of Kings, Of Arcane Winds, Of Featherstep, Of Shattering…)
  • and the rock bottom (wrong type of ele affixes on weapons, vampiric on a non-wd build, Tough, Of Mending, Of the Mountain, Of the Eagle, Of the badger)

of the affixes you roll from?

Adjust the disparity between affixes, and you’ll be more inclined to play the rolling game.

Examples:

  • Give Tough a 3% phys resist.
  • Give mending a 30% increased health regeneration and progressive bleeding resist (more on the higher leveled versions) or reduced bleed duration.
  • Give elemental weapon suffixes pet bonuses to the typed damage.
  • Give Vampiric either a half-sized %all damage or better yet, a %total speed boost.
  • Give stat-based magic suffixes some small relevant stats (Stunres for badger, slowres for eagle, petrify res for mountain)
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That is true, though positioning sometimes is simply not an accessible option because of bosses speed or cc-locks and exactly that was my point. Some layouts do not either have an option for it like the arena of the SR gate in it. When it works, its great, true. Some builds have too much buttons to juggle to squeeze a transport skill there, but the button-mashing is another big issue of GD, I gonna another topic for it, after I get the necessary experience.

To me the problem in green MI items is the fact that for example my Teo scepter will roll 9 out of 10 times with wrong damage type. If it’s aether weapon, them why it can have fire affixes in the pool? Every green btw need lot more narrow number of affixes in order to be reliable to farm. In current state farming desired MI is completely based on luck. And RNG is part of the game, it makes it more interesting and you will invest more time farming. But the hardness of farming MI often leads to no green mentality and there’s plenty of MI items with skill modifiers or just BiS for certain builds.

Sounds like visible or audible feedback, + more dodgeable skillshots (think nets from the trolls when we were young) are a better approach to make enemy debuffs fun instead of annyoing.

I disagree

I wonder if Storm Totem/Wind Devil/Box will be nerfed again if I mention Cyclone and Light’s Defender…

Maybe if farming campaign had a viable way to get loot people would farm campaign. As it is, even normal SR beats Ultimate roguelike dungeons.

  • Both require similar material cost (Waystones and Keys), but SR gives higher returns in normal than roguelike dungeons in ult.
  • Both involve a similar amount of travel.
  • SR can drop from ANY MIs, roguelike dungeons have vendor for more common MIs, occasionally a nemesis can appear and drop it’s MI.
  • Gunning for non-dungeonboss MIs in roguelikes negatively impacts clearspeed. SR has no such penalty.
  • SR also gives back essences, the core mat required for waystones. SoT gives nothing. BoC gives blood directly, but !tag manydoors. Port Valbury has brains, but is a mess to navigate through (and long), Ancient Grove has Ancient Hearts, but at higher difficulty of content.
    • Transmuting Brains from PV or Hearts from AG to Blood involves extra cost from the blacksmith. :moneybag:
  • Oh yeah, and in normal SR you have 50% allres, 25% non-core res. :smirk:

Mage hunter is a high-powered outlier as far as Lightning AAR (or even just AAR) goes.

Is it fair to have only one playstyle, which facetanks literally everything and goes mob to mob with no effort involved, also be the best?

Why not stop the scaling of loot at 60, make the use of celestial give no rewards, but scale infinitely? That’d be consistent with Zantai’s statement on that no plan on making it more fair beyond 60, Zantai’s previous statement hinting at a possible deathly waystone with no limit but no rewards, and various assertions here that past 60 is for build pushing and challenging oneself to the absolute endgame.

It’ll pull the plug on the power creep arguments, satiate those who want bigger waystones, properly separate the “fair” from the “unfair” levels of SR, and improve loot for farmers.

Oh yeah, swap the arenas though. Bigger arenas for SR 45-64, and the smaller arenas for 65+. see Maya’s post above (114)

Are you absolute_lee sure? (Yes, I’ve been waiting to use this for a long time). On a serious note: What if that group doesn’t include mad_lee?

That’s a problem which can be handled in a few ways, but I’m not sure which is the best one.

What you said, limiting the pool of off-type affixes means you need a BUNCH of different loot tables. One for each type, then pets, then there is the case of getting off-build skills (Nightblade’s on a Korvaak Burning Blade or Warlord’s Anasteria’s Arcane Robes c’mon), etc… and that’s a LOT of tables (Insert Phil Swift voice here).

It’s going to be smart loot in the end, which is not the direction intended.

The other option would be consolation prizes baked into affixes. See how a Soldier’s prefix for an offhand can still be good for non-soldier characters? It’s because it has %physique, which is a nice DA boost.

So an Of Scorching, Of Frostbite, etc. affix could have half it’s damage be +0.5*x %all damage.

Another thing, with the elemental prefixes. Chilled, Warped, etc. They are TOO WEAK. Really weak. You usually want the right one only because it at least doesn’t take away from your damage, and because it’s still better than no prefix at all. (And because every bit of on-type flat damage counts on those spectral longswords, let’s be honest)

So, why not go all the way in and make those conversions really hit the spot? 25% for one handed, 55% for two handed non-phys prefixes (Both rare and magical). Not sure about Armor Piercing for Puncturing or Ele to Phys on Superior though.

This way you get the benefits of having consolation prizes (even if the RNG isn’t in your favor, you still get something), and the benefits of RNG (In which case you can find things that are not optimal but still good, or even interesting) variety.

You could maybe make a poll and ask the playerbase before “thinking” people agree with you. In general I do agree with you that increased risk should be accompanied by increased reward, but in the case of SR, which is basically infinite, scaling loot the same, infinite way would result in people playing less builds. Right now a lot of builds are viable for doing SR 65-66 and crucible gladiator 150-170 consistently, which are THE endgame places to farm. If you raise the loot reward scaling further, people would complain more about build imabalance instead as the “standards” would shift towards higher shards.

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I’ve got this for killing Teo the second time:


Is it really so rare?

First, you arent forced to farm rogue-like dungeons, they’re great to farm certain items/goods, but not suit so well for generic farm.
Second, you can targeted-farm certain MI’s, like Alexander’s pants, or Pulsing Shard.
Third, and the MOST important part - farming campain content yields components, which are valuable crafting resource. Crucible and SR drop almost none. Do you know, how many Roiling Blood one needs to craft a single Seal of Annihillation? 36 pieces! GL to get those even after 1000 Crucible or SR runs. The only realistic way to get those is to farm Chtonics, and Bastion of Chaos is a perfect place for that!
Same vould be said about Frozen Hearts. When crafting some items, one has to pour those like water! GL to get even 12 of those need for Living Armour without farming campain content!

Nope, but to fix that, we ned to get rid of ADCTH altogether. Not a small fix to perform.

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I agree, that showering players with too many rewards isnt the right thing to do either.
But cant you see the difference between Crucible loot (where beating 100-150 grants notably more, than mere 130-150, and 150-170 grants more, than 130-150, thought not That more to cover up for risk), and SR (where beating every shard beyond 2-nd grants no extra rewards? If you go all the way from SR 50 to SR 76, you get the same as for mere 75-76. And if you go 75-90, you get literally nothing compared to time wasted, if compared to farming 75-76. Shouldnt it be at least a bit more fair, like Crucible?

It is too late for this, but I’d simply:

-drastically reduce the loot in Cruicible 150-170 and leave it for the community that adores the repetitious + consistency challlenge.

It’s a bit too much P2W-style content for my liking and causes much QQ over drop equality everywhere else. :man_shrugging:

Except that it is not fair. It would only be fair if all boss rooms had the same size. It’s one of the things that’s keeping me from enjoying SR gameplay (the other being mutators that force me to restart). I have several builds which can easily beat SR60+ but have no chance of beating lower shards (those super small rooms where you get rushed by all bosses at once). That’s unfair.
Imho Crate should make all boss rooms the same size. Or better yet, get rid of boss rooms altogether, that would solve a bunch of problems with SR at once.

Oh, one bullet in your head is enough to cause fatal bullet-poisoning, that kind of thing I am speaking about. (It’s a joke)

I think that total risk/reward for the dungeons is perfect! The whole game is a gear progression - first (clean slate account) you farm heroes, than you farm bosses, then you farm dungeons, then you farm nemesis, low CRs, high CRs, SR. It is a long progression, we all have been there. Dungeons learn you to be careful bu do not have those “freaks on crack” fights of CR or SR and their yield of legendarys is really good enough compared to basic game farming. Warlords can breeze through a dungeon in a short time (3 movement skills and no need to kill mobs). Dungeons also scale in difficulty, which is very nice and allow for component/rep farming and also a diversity for content, so that one doesn’t get retarded from like endless GR or maps farming. I would really enjoy to see more faction rogue dungeons, like a human faction dungeon, eldritch very hard dungeon, aether vanguard dungeon, maybe another beast dungeon. Those we already have provide a nice relief after long SR or CR farm.

Speaking of MI rng, I actually like it. I would actually like to see the strongest builds being composed of mostly super-rare rolled MIs, as those might be harder to get than legendary items. Though for that there should be MUCH more types of MIs and rolls should have maybe 1-2 additional properties. That can be the kind of natural gear progression: green items -> blue items -> random legendarys -> refined legendarys and sets -> super rolled MIs.

I agree about that specifically. Loghorrean’s arena should be made larger so all bosses don’t immediately rush you at the start of the fight.

This already happens but guess what: it’s nigh impossible to get a double rare MI in a reasonable amount of time. Double rare MIs can push a build to its limit because they have a much easier time capping res and getting OA/DA, but getting them it’s an entirely different matter. Pretty much every multiple double rare MIs builds are GDstashed.

And even if you make the bad affixes better (which i’m all for), you still have to deal with triple RNG. Got a desirable prefix on MI but a suffix that you don’t need because it doesn’t help you at all instead of a suffix that would actually help you? Too bad, go back and farm again.

The main issue here is time.

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Wait what!? Have you seen what Aether spellbinder can do? Its not like Mage hunter is the only high powered AAR build available.

Well i did suggest to have a smith function for rerolling affixes and values for a fee, but it seems the thread has dropped off the radar for some reason. This is how it worked in Roshpit champions and Path of exile, which made all your currencies valuable.

I have one too, and i never farmed Theo. No intention of doing a build based on that and of course other MIs I’m looking for drop with shitty affixes. RNG gotta RNG

That works too and infact would be better imo. +1