Map Drops in The Awakening
thx for making me spawn haast against my will on an ele weakness map and that great reward: a -1 map. nice balance. urs sincere
PJSALT :'( Never in a rush - always in a mess.
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GGG does the developing, community just does the crying.
Last edited by Laurium#0077 on Jun 9, 2015, 1:41:28 AM
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1.4 sounds more and more like a game I don't want to play. Good thing we still have another few months on live before it's forced upon us.
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Currently map droprate is terrible. Why even worse? Why do you making leveling harder and harder? Why, GGG, why? My last expirience is 0 (!!!) 78th maps from 25 77th... And it seems to be like in old times before Atziri and Uber people will sell high tier maps 1:1ex or even more...
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" It's nothing but the illusion of difficulty gated behind a rare drop. This direction is anti-fun. |
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I too am mostly a solo player, and getting maps I actually want to run(standard) is already quite hard. Personally I love maps that you can easily fully clear, maps like mountain ledge, plateau, gorge etc. Players like me do those maps not because the bosses might seem easy, but because they are easily fully cleared(straight line), and it's mostly impossible to skip mobs.
I can do about every map, and don't really want to skip bosses...but the reason I do skip some of them is simply because they have a 1-shot mechanic. It's not worth the 10% exp to risk it. Buffing bosses, and deciding the correct amount of map drops based on the highest tier of players is very BAD. The less equipped, non-rich and non-group players will only get harmed by this. If you really are going to buff all bosses, some players might NEVER do them again due to the risk. In my opinion, you should tone down the overpowered bosses, not buff the weaker ones. All this change will do is force weaker players to only 1 or 2 possible to do maps. Personally I'd want to see a 100% guaranteed way to get specific maps. A merchant that sells every map 66-75 for 1c each in unlimited supply, or as mentioned above a full clear guarantees a 100% map drop of the same level as you are in. Something to always have maps, and the maps we find fun to run. Another thing I highly dislike is limiting map drop levels in regular story content to the lowest level of maps. Example: Dominus should be able to drop maps appropriate for his level! This should be a zone level +2 from unique boss map level drop. (sane with carto boxes in story content) The above 3 solutions would help ALL players of the game to easily sustain lower level 70(69-72) maps. Therefor allowing them to keep hoping rng will drop maps 1 or 2 levels higher, thus more easily opening up endgame maps for them. Another change I'd like to see done to maps themselves is change their levels. Make it possible for map drops to be every level(66-78). For exampe: A level 75 tropical island, a level 73 mountain ledge etc, every map should be every level. PS: Another thing that really really bothers me about this game, is reflect damage, I'd love to get that entire reflect mechanic removed from the game. It's just stupid, and it's actually forcing me to quit playing certain characters/builds. I like experimenting with builds, and some build cannot counter reflect. (At the very least, please change the reflect damage reduction ring to 100% reduced reflect damage, so there is atleast a sure way to counter it at the expense of a ring-slot) |
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" community pays the bills or do they? IGN @dime
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" making maps and map bosses more challenging and difficult, while making a high map pool less sustainable, as a reaction to the ease with which your best players currently reach high levels is going to make the game at high levels more inaccessible, and frustrating for your average player. Last edited by awave#0377 on Jun 9, 2015, 1:59:51 AM
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" We need a "+ map level" mod! @Moylin (Beyond)
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" True. And that's not even getting to the elephant in the room that getting bottlenecked by increasing rarity of map drops isn't an inherently fun mechanic. |
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