Improvements to Item Drops
Remove Archnemesis.
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Dont be clueless and dont get baited, guys.
"We removed 90+% of the drops from the game, and now we give you 5% back". 5% of zero = zero |
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fyi "pissed off very large portion of the player base" no its the same loud minority as always, same usernames every league, get a life. big changes there! people just dont understand math.
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Ok this looks ok and will have to see if it makes a difference.
I say we will have to wait and see because a percentage increase of a very small drop rate number will still be a small drop rate number. Percentage increases without giving the baseline number is largely meaningless and gives no real basis of comparison. So jury is still out and hopefully in time we will see if these changes will make a difference or not. Welcome to Crash of Exile 2
We only cater to streamers here! - GGG 2025 (Probably) |
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" I love souls. Because it's not about rng but about being able to GIT GUD, learn pattern of an enemy and the REWARD you getting defeating it, since it usually drops some specific loot, guarding new area/chest/etc. Here we have RNG even for mobs, that have random modifiers, okay I can protect from build/poison, being ele ailments immune, and THEN it has Haste and has 10 APS with fire damage with my 81+ fire res and I die in 0.5 seconds. You finally kill it kiting for several minutes through map and getting [Cloth Belt]. Not one of these things are fun. Oh, the alchemy sustain, yeah. |
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Removed 3000% quantity bonuses then gave us back 25%?
Not even close to being enough. You lot really think your player base is stupid enough to consider this as any kind of meaningful buff? Last edited by VoidObject#5508 on Aug 24, 2022, 6:48:13 AM
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Changes absolutely nothing, watch PathOfMath video and so on about what this change means, it is tears compared to how much they nerfed drops.
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Can you please just let us buy private servers from past leagues? You get money, we have fun
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That's why people should never buy any supporter packs, new MTXs etc. until they played at least a week or two and see if they really want to support what have been brought to the game. I guess this is the lesson to take.
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Problem 1:
AN is going to stay regardless of what happened Proposed solution: white map - max 1 AN mod - base quantity/rarity multiplier = A magic map - max 2 AN mods - base quantity/rarity multiplier = 2A~4A rare map - max 3 AN mods - base quantity/rarity multiplier = 4A~8A corrupted - max 4 AN mods - base quantity/rarity multiplier = 8A~12A Shows pool of possible AN mods in map Allow player to easily view what each AN mod does Allow player to reroll AN mods if built is not suitable Higher tier AN mod should have additional in-built quantity/rarity multiplier or perks (easier to have higher tier mod, higher item level and etc) Problem 2: Low efficiency for harvest crafting Big nerf to crafting options Proposed solution: Allow drop of lifeforce in maps and other league mechanic Introduce other ways of crafting through other league mechanic to compensate for the lost of harvest crafting option Problem 3: Minion survivability issue in high tier map Proposed solution: Increase permanent minion global defense against AN mods Reduce critical damage taken for permanent minions Reduce permanent minion penalty from non-damaging ailments Allow permanent minion to auto-teleport to player and become passive at low life (gems, passives or other) Animate guardian rework - can be resummon with some costs (currency, unique, killing xx enemies, extra cooldown penalty, lose dmg or life and etc) |
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