[Feedback] Implementation of Deterministic Rewards and Gold Scaling Improvements

I am proposing several adjustments to the core reward structure to ensure player effort is consistently rewarded across all league types.

1. Deterministic Drops (Bad Luck Protection):
The current purely RNG-based drop system allows for long streaks of zero high-tier currency drops.

Request: Implement a "Pity Timer" or milestone reward system.

Example: Every 15,000 monster kills or X Boss kills should guarantee a high-tier currency drop (e.g., 1x Divine Orb). This ensures that time played translates directly into progress regardless of RNG variance. Also if this allready exists then the amount of kills should be lowered. 15k is just an example.

2. Gold Scaling in Delve & Ultimatum:
Currently, Gold rewards in Delve and Ultimatum do not feel proportional to the difficulty or time investment compared to standard mapping.

Request: Increase the base Gold drop rate in Delve (Scaling with Depth) and Ultimatum (Scaling with Round Number).

Goal: Ensure that specialized league content is as viable for Gold farming as high-tier maps.

3. Gold Inflation & Vendor/Market Costs:
The cost of items/services requiring Gold is currently too high, creating a barrier for average players.

Request: Reduce the Gold cost for core services/items, or implement a "League Start" discount where costs are lower during the first weeks of a league to assist with character progression.
Last bumped on Feb 12, 2026, 5:35:33 PM

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