It seems like a difficulty barrier meant to bottleneck the top 25% of players, which I suspected (and seems correct by the comments) leaves many others in a bind. Just doing a search for manticore eye drop rates left a sour taste in my mouth. Crate has made some excellent changes to help the less hardcore crowd in recent updates, and loosening mats would be a great next step.
I took a level 40ish toon to get the eyes today, and I was successful within a couple hours…but that forced me to use that defunct character instead of playing the one I love right now. A system where I have to stop playing character A to use B to farm items for A breaks the story for me. If I find things on A for future toons, that’s fine, but I want to be able to play from 1-50+ without having to bounce around for success. At least sharing stash for mats would allow me to stay in the story more so than having to exit back and forth. If we are still allowed to care about the story and plot anymore, which would be great since Crate did a wonderful job with it, more than most ARPGS.
You can just die and not recover your corpse multiple times. This doesn’t take long to do, and will prevent you from leveling. Find something that can kill you quickly, make a portal right there, die and port back over and over.
I want to hear a good argument in favor of limiting when mats drop relative to level. And why this is something GD needs and DII didn’t.
There’s a point at which you really need to just admit that there’s a problem (even if it’s not something you personally care about) and stop making up “solutions”… especially those that exclude a big chunk of the playerbase. You know, all the Hardcore players.
I can understand Crate’s theory as it helps give rarity to items etc, but when it’s getting this irritating then hopefully once Crate get the manic rush of the after release mess (sorting out all the merchandise etc to be posted out) they can take a look and maybe do something about the level restriction on items dropping… maybe make it 20 levels difference before they stop dropping.
I feel you need something otherwise any char from late normal - early elite onwards will simply go back and farm with no risk to their char in the slightest.
But honestly… I don’t understand the logic behind making crafting mats: Soul-bound, sort of rare drop and their drop rate affected by your lvl, when Grim Dawn:
-Doesn’t have, nor is based around an economy.
-Doesn’t prevents players from cheating/duping.
-Doesn’t promoves any kind competition between players.
It only makes things worse for everybody and I definitely agree that changes definitely needs to be made, because the current system is pretty flawed.
Can’t that be addressed by just making them, well, more rare? I’d rather grind longer than have to worry about missing a timing window. They could even do some scaling calculation to make them very likely to drop in a level window and then reset to a lower drop rate later.
I don’t really see why it’s a problem. What’s the point of gaining experience, getting skills, new items, etc., if you can never go to old areas and use all that? I don’t like to play catch up and chase the game and feel like progress is worthless or detrimental. That’s always how PoE and Sacred and other auto-level games felt to me, like getting stronger was bad if you were off some imagined power curve - I don’t need devs deciding for me how powerful I need to be when.
In DII, I wouldn’t really go that far back, because I liked also being able to get good items. And that was also kind of the charm of MF runs. You’d go to an area where you do not necessarily need all your best gear but you can up your MF and lots of good stuff could still drop.
Nobody is going to go to some level 10 area unless it’s absolutely necessary (in which case it should also be absolutely allowed or some scaling option needs to be applied, you’d think this is obvious).
Not sure… and only on my 2nd coffee, but I believe the drop rate has been bumped up a few times already
That is a very good point. the only thing I was thinking is that if Crate want to make them “not easy to get” then allowing chars to stroll around collecting the items with no risk to themselves is sort of backwards to the “not easy” idea.
Not that I have any problems with a char going back to earlier levels, for the very reason you say… you have all this wonderful new toys and it’s satisfying to go back and just stomp the shite of of a mob that gave you grief before
Although I personally don’t mind either way, I vote for allowing to turn off xp because farming for gear can be fruitless for a long time. You’re trying to farm gear/materials to make yourself stronger/strong enough yet as you level up monsters become stronger too. So ,if you’re hard up for gear, you’re slowly sliding further downhill until you get some good drops.
If you can turn off xp, you can farm up to a point where you’re as strong as you want/need before moving on. This way you can build yourself up to killing a boss without leveling up to the point that you’re still gimp because now that boss is significantly stronger in being higher level as well.
I had issues with this on my first character. I was trying to kill Alkamos and my constant farming just kept leveling me up without giving me any good drops. By the time I managed to replace a few pieces, optimize my build, maximize my resistances, and whatever else, it had barely made a difference because I was now 5 levels higher and therefore Alkamos was too. I finally had to resort to stacking as many beneficial potions as I could and that gave me the edge I needed. Elixir of the Ancients is a pretty significantly buff though.
This could be very beneficial for both hardcore and softcore players. However, I suppose this wouldn’t be as big a deal at higher levels where the leveling rate begins to slow down dramatically. It would definitely help newer players, like me, who are trying to learn how to make their builds work and kill bosses.
I honestly don’t want to steam roll lower level mobs for easy mats. I just want things at my current level or some type of conversion blacksmith like at Necropolis. I didn’t like being unable to, at my character’s current level and area, be able to find things my level to kill for the manticore eyes. It kills immersion to bounce back and forth between characters. I tend to level a toon from start to finish and them move on from there.
there are several BPs that require it, so that is a rare case. You could also farm them ahead of time in anticipation of a BP.
Finally, you can always farm in the next difficulty if you find the BP at the end of normal and are now too high to farm them any more. At that point stopping to level would also not help you any more, since you are already beyond the range.
I do quite a bit of reading, but I don’t research every blueprint because who the hell knows if and when I’d ever even find it. I like to play and see what I find. If I find a level 60 item blueprint that requires 3 manticore eyes, I’d hope it would be possible for that character to farm them. In this case, it isn’t, unless I worked up to a totally different difficulty, which is unreasonable for a majority of players IHO.
At that point stopping to level would also not help you any more, since you are already beyond the range.
Right, and we are kind of forced to get a character to a certain level to farm the mat. In that case, I’d like to park a manticore eye farmer toon at level 40ish with no experience until I’m done collecting the eyes I would need. I don’t feel like dying 10 times on purpose to counteract xp is reasonable either.