Prophecy as a Core Game Mechanic

Wonderful. Can't wait to test the STD characters in the prophecy chains (if they will be available).
AND there are still many uniques in need of a fated version.

Time to catch some fated fish :D
Processing tuned down tempest shield MTX [pending...]
Super excited about all of this!

Really glad the Prophecies are being implemented to the core game, it adds a lot of diversity and makes mapping and farming a lot more interesting!
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Ageless_Emperion wrote:
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grepman wrote:
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Ageless_Emperion wrote:


Yeah it is indeed a rare and exciting occasion, I have been playing in the league from the start and so far naturally I got access to:

1 From the Void
2 Jewelers' Touch
about 7~8 sets of council maps

I have not gotten fated connections or trash to treasure. There are of course a lot of other useful non-top tier prophecies that I enjoyed and I made profit from ones that are needed for the league. However, once the league ends those will have next to no value.

I have spent thousands of sliver in the league to get such minor returns and they are using some pretty serious language for the kind of scarcity they are intending to create. I am just advocating for moderate means, not as extreme as I am sure they are aiming to impose now.
Those two prophecies you didn't get aren't just rare. They're super rare. Were you expecting to get them in few thousand coins? That'd extremely optimistic to put it lightly. I mean, how many skyforth drops or non-trash 6l drops do people have on an average in a temp league?


I six linked 2 items this league and had about the same rate for other leagues. So I six linked items twice as often as I got fated connections prophecies, I know this is an irrelevant metric for trash to treasure, that prophecy might as well have a rarity tier between exalts and mirrors.

Also your statement proves the point I am trying to make. If you think those prophecies should be so rare that "a few thousand" coins is not enough to unlock them then how the hell do you expect this feature to function when they want to drastically reduce the drop rate on the coins?
actually, I said 6l 'drops' specifically (and non trash and non tabula :))
Prophecies aren't substitutes for drops, they are a complementary mechanics.

Plus drops are 'free'. Fusing a 6l takes fuses. A few thousand coins, if supply is large like it is now, is only a few exalts. Which you probably spent on 6 linking your items anyway.

Also, think of it this way - making coins rarer can also make them more valuable and make GGG enable rarer prophecies more often.
id like the big ticket prophecies removed (chance and 6link)

these might be 'chase items' but they turn players into greedy ungrateful types that are quick to call everything else 'shit and thrash'

this game already conditioned large enough part of the playerbase to the 'play to be rewarded' mindset (that is extremely toxic in the long tun). these two prophecies obscured all other and forced some into hamster wheel of 'seal burn spam' thousands of prophecies just to get this one chase prophecy

it was so strong of an effect that even players barely in the maps complain about backtracking (lol.. 72character has small exp penalty even in the earliest prophecy zone - merc southern forest) and others wasted way more chasing rabbit than it was worth..

psychology experiment worth writing phd

so fated items are STILL proph league specific right?









on a side-note; Rigwald league was very rewarding in endgame, it was an investment, because a million amulets were needed but it WAS very good endgame material.
pls bring it back, i loved that league.
★ IGN: Pinockio_the_Transexual or PM me on forums ★
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grepman wrote:

Also, think of it this way - making coins rarer can also make them more valuable and make GGG enable rarer prophecies more often.


Dude I don't know if its like a reading comprehension issue on your part or something but that is the point I made with my posts...

Coins can be rare if sub-par prophecies are removed.

If they keep all the junk then coins shouldn't be rare.

I can't spell it out more clearly than that.
~ I am Wreaclast middle class and proud of it!
~ Poor investment =/= entitlement to compensation.
~ Build smart, build S-mart!
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availablex wrote:
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sidtherat wrote:
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RunPuppet wrote:
In regards of the Reach nerf- who has enough exalts to buy a well crafted Harbinger? Rich ppl in Standard. I paid 40ex for a 6l Reach there, equivalent Harb would be +/- 100-150ex.

I have dreamt of playing with a really kick ass bow since I started playing this game but they were always unattainable for me. There are already many bows existing that are as strong or stronger than Reach- I just can't afford them.

If my bow gets nerfed and I am back to staring at Harbs that I can't afford, I'm seriously throwing my toys out of the pram & re-evaluating my gaming choices. I feel like whatever I want to play has a risk of getting nerfed every 3 months, getting thoroughly tired of it.


if you need the obscenely broken items to enjoy the game.. then there are more serious issues

you stupid, he talk about worthless farm, stop reading between the lines
hes absolutely correct.

You don't even need a 10ex weapon to absolutely bend over all content nowadays, much less a 100+ex one. A 100+ ex weapon is an utter luxury like a rolls royce. Let's pause this post and hear the world's smallest violin plays for all the undoubtedly unhappy people who are unhappy because they cant afford a rolls royce.

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Ageless_Emperion wrote:
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grepman wrote:

Also, think of it this way - making coins rarer can also make them more valuable and make GGG enable rarer prophecies more often.


Dude I don't know if its like a reading comprehension issue on your part or something but that is the point I made with my posts...

Coins can be rare if sub-par prophecies are removed.

If they keep all the junk then coins shouldn't be rare.

I can't spell it out more clearly than that.
"removing 'subpar' prophecies" is not the same thing as making very rare prophecies a bit less rare. we arent talking about the same thing. Lets say instead of a one in 15k chance you now have 1 in 2k chance for a super rare prophexy. You still need 'subpar' prophecies to the tune of 1999 of them yeah? (depending on your criteria for subpar, etc etc number can be different)
proportionally it will be about the same.

Prophecy, just like divcards, aren't really meant for you to get better odds of getting something amazing than actual drops.
I haven't reached merciless yet in prophecy, only started playing in it recently, silver coin drop rate seems perfect to me, it's quite the bummer it will be nerfed

reach of the council doesn't sound much more powerful than lioneye's glare, a little bit more damage but less attack speed, lioneye's as hits can't be evaded, while council as 4 additional arrows plus reduced projectile speed, it's not that much better, I don't understand why you want to nerf it
Lel, nurf reach, what a pity)

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