2019-03-10 02:35
#0
Might get people playing more of the game besides just roof and champ spawns?
Merus said:Without an upgrade in difficulty most of the older encounters just don’t warrant the same caliber of loot. It’s the same reason dragons drop better loot than giant rats.
I would support there being more encounters that do warrant the top end loot, but this would require very careful balance... even with 20 encounters that drop the best loot, players will naturally gravitate to the two or three which are the most efficient.
Kyronix said:Defining which specific encounters you are talking about would be a good start.
Conventional wisdom is the greater the difficulty/time-investment of the encounter, the better the loot behind it. I've touched on this topic briefly in other threads, but we do have a substantial imbalance in the core item property loop that needs to be addressed at some point, so dropping high intensity level loot into other encounters before that is essentially a non-starter. That's a conversation for a different thread though. We do have quite a bit of bandwidth with cosmetics though, offering new looks and such which you'll start to see more of in the coming publishes. Expanding that to existing encounters would be a great next step!
Pawain said:
T Rex and Great Ape take a while solo. A loot upgrade there would be nice.
All the peerless could have the legendary drop table increased.
The top end paragons could have the drop increased. We used to spawn a Paragon Ancient Wyrm for a long fight with a crowd,
Night Terror could use a loot drop increase, That is a long fight.
Those life stealers at the volcanco could drop a crimmy and I wouldn't have one.
Right now the only existing encounter that I think warrants a loot upgrade to match the roof/exodus is the Harrower. The time investment to spawn him as well as the risk associated with it being a Fel encounter warrants the highest end loot.Kyronix said:Defining which specific encounters you are talking about would be a good start.
Conventional wisdom is the greater the difficulty/time-investment of the encounter, the better the loot behind it. I've touched on this topic briefly in other threads, but we do have a substantial imbalance in the core item property loop that needs to be addressed at some point, so dropping high intensity level loot into other encounters before that is essentially a non-starter. That's a conversation for a different thread though. We do have quite a bit of bandwidth with cosmetics though, offering new looks and such which you'll start to see more of in the coming publishes. Expanding that to existing encounters would be a great next step!
Let's base these ideas on reality instead of what should be. There are many situations where group play is not available. 99% of the content having no value loot wise is deplorable and frankly it is disheartening.Xare said:@ Pawain Personally, I try to play this game with friends (this is an MMO afterall), so the loot we get should be based on how hard it is as a group, not solo.
Wow!!! Tough with not very good loot. I guess I wont be doing that solo.Acid_Rain said:He’s very difficult to solo. You must have healing, parry, & bushido to survive his paralyze hits. I use a human warrior tweeked out to eat damage: cap all damage eater, swampy w/ excep armor, 150 hit points, and a level 6 no-skill weaving buff for attunement/gift are the basics. Also made a bladed staff specifically for him w/ 70 fatigue. Takes me around 15mins (maybe just under) for a solo run. If things go sideways... +20 mins.
Its really not worth the time other than for doing the chain quest & hope you don’t get a stupid name/title deed. I did get one white tiger rug - ONCE - after around 60-65 runs. Never gotten one since.
Word of street is: The greater the number of accounts afk scripting content, the better the loot behind it. "difficulty" 😂Kyronix said:Conventional wisdom is the greater the difficulty/time-investment of the encounter, the better the loot behind it.
Wow and I took him down with just my puppy. It took awhile but it is doable and I just did it for the journey couldn't care less about the reward at the destination.Arron said:Wow!!! Tough with not very good loot. I guess I wont be doing that solo.Acid_Rain said:He’s very difficult to solo. You must have healing, parry, & bushido to survive his paralyze hits. I use a human warrior tweeked out to eat damage: cap all damage eater, swampy w/ excep armor, 150 hit points, and a level 6 no-skill weaving buff for attunement/gift are the basics. Also made a bladed staff specifically for him w/ 70 fatigue. Takes me around 15mins (maybe just under) for a solo run. If things go sideways... +20 mins.
Its really not worth the time other than for doing the chain quest & hope you don’t get a stupid name/title deed. I did get one white tiger rug - ONCE - after around 60-65 runs. Never gotten one since.
Kyronix said:Defining which specific encounters you are talking about would be a good start.
Conventional wisdom is the greater the difficulty/time-investment of the encounter, the better the loot behind it. I've touched on this topic briefly in other threads, but we do have a substantial imbalance in the core item property loop that needs to be addressed at some point, so dropping high intensity level loot into other encounters before that is essentially a non-starter. That's a conversation for a different thread though. We do have quite a bit of bandwidth with cosmetics though, offering new looks and such which you'll start to see more of in the coming publishes. Expanding that to existing encounters would be a great next step!
All of them? I don't think there should be a prize in every corpse, but I would love to see a slight increase on chance. At the moment, I get the same quality loot off named creatures (Swoops, Rend, Misima, Red Death ect ect) as I do with quick kills. I just get a lot more of it.
Quests could use attention as well. I tried the gammon horn quest from heartwood. The loot still reflects ML specs. I have no knowledge of the other time consuming quests.
Oh and more colorful rideable pets and a crafting upgrade please!
Good for you Tim. Maybe one day I will try again and finish it this timeTim said:Wow and I took him down with just my puppy. It took awhile but it is doable and I just did it for the journey couldn't care less about the reward at the destination.Arron said:Wow!!! Tough with not very good loot. I guess I wont be doing that solo.Acid_Rain said:He’s very difficult to solo. You must have healing, parry, & bushido to survive his paralyze hits. I use a human warrior tweeked out to eat damage: cap all damage eater, swampy w/ excep armor, 150 hit points, and a level 6 no-skill weaving buff for attunement/gift are the basics. Also made a bladed staff specifically for him w/ 70 fatigue. Takes me around 15mins (maybe just under) for a solo run. If things go sideways... +20 mins.
Its really not worth the time other than for doing the chain quest & hope you don’t get a stupid name/title deed. I did get one white tiger rug - ONCE - after around 60-65 runs. Never gotten one since.
Where do we go to talk about this? Because if "imbalance in the core item property loop" boils down to "game brutally afflicted with Monty Haul syndrome" then it's pretty much the #1 thing we should be talking about, because personally I don't have a clue how you ought to deal with it.Kyronix said:Defining which specific encounters you are talking about would be a good start.
Conventional wisdom is the greater the difficulty/time-investment of the encounter, the better the loot behind it. I've touched on this topic briefly in other threads, but we do have a substantial imbalance in the core item property loop that needs to be addressed at some point, so dropping high intensity level loot into other encounters before that is essentially a non-starter. That's a conversation for a different thread though. We do have quite a bit of bandwidth with cosmetics though, offering new looks and such which you'll start to see more of in the coming publishes. Expanding that to existing encounters would be a great next step!
The issue there is that you will wind up with the shadowguard effect. Tons of named armor and 0 No named drops.Smoot said:i would reduce number of items, but increase item intensity for peerless like dreadhorn, lady mel, travesty etc.maybe same intensity as roof or exodus, but only 1/4 the number of items. i feel this would be a good balance in keeping those encounters relevant, but keeping the loot on par with the lower difficulty.
How would you scale the difficulty for larger group. You can't make them hit harder, because one shot kills will just piss off everyone. So the only way is to raise their HP. And if the HP is raised disproportionately to the group size, it will just drive people to solo again. Current system is far from perfect, but at least solo has a correlation between greater rewards and greater difficulty.Aerodice said:I think peerless could use a bump in loot quality, special drop rates and hp/stats based on the number of individuals in the encounter and top attacker lists. Soloing a peerless would cause the boss to have lesser stats but also lesser loot and drop rates whereas fighting a boss with a large group would be more difficult but you would get more loot and better drop rates out of it. This would allow peerless to be viable for both solo and group play.
This is true, careful adjustments would need to be made, otherwise you can end up with a situation similar to the Shadowguard fountain where it becomes too difficult and even detrimental to take a group over a certain size. Nobody wants a situation like that.Sliss said:How would you scale the difficulty for larger group. You can't make them hit harder, because one shot kills will just piss off everyone. So the only way is to raise their HP. And if the HP is raised disproportionately to the group size, it will just drive people to solo again. Current system is far from perfect, but at least solo has a correlation between greater rewards and greater difficulty.Aerodice said:I think peerless could use a bump in loot quality, special drop rates and hp/stats based on the number of individuals in the encounter and top attacker lists. Soloing a peerless would cause the boss to have lesser stats but also lesser loot and drop rates whereas fighting a boss with a large group would be more difficult but you would get more loot and better drop rates out of it. This would allow peerless to be viable for both solo and group play.