Atlas Changes in 3.10.0
The only map mods that really burn my toast are the Extra Damage as (Element) modifiers. Those are almost always something I reroll, because doubling enemies damage is not something a build with middling to bad gear can handle, and by the time you find good gear, you can easily be over leveled on your first build and screw up the exp/challenge curve and have to start a new character to properly scale through endgame.
It would be nice if there was a set of easy-to-find level 68 Uniques for each defense type that helped you get your initial defensive stats set, something that's nice but not nearly as good as the Rare gear that makes up end game specs. Maybe something really powerful for each slot that can't be used in conjunction with any other items from the set, so you only get one and can slot it selectively around your build-maker uniques and already decent items. |
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" What? I've never seen a conqueror spawn in a Zana map, i thought by default they are disabled so the mechanic isn't abused. How the hell does this work? Really hate Maven as a boss and its mechanics! pls give us something cool like Elder/Shaper
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" Man, noone cares about sustaining. That's a terrible concept for a game like hanging onto life support. How am I supposed to farm a certain map say ashen woods if it never drops. My atlas is almost complete so most maps are sharing the drop pool. And yeah "adjacent maps" but they are in short supply too. Also at AL 5 the red map drops are just 5/8 the amount that drop in AL 8 and 3/8 are white garbage as 3 regions are unsocketed. |
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"i think they mean the one you run to get to the conq. fight. it is still a "free" map because you can run the whole map and kill the boss and get all the usual rewards etc. including the extra mobs and drops. |
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To be honest I am quite disappointed to see this.
As someone who spends majority of gaming time farming conquerors, my impression is that it is still not possible to self-sustain maps (despite constant purchasing of chisels) in the end game. The game is about farming and when it prevents the user from farming continuously it beats its own purpose. In the trading section end game maps are being sold at ridiculous prices and we all know how bad the trading experience can be. I understand the dev's plan to try anything possible to retain players by making end game harder to reach, but it does not help this goal trying to prevent people from having a seamless farming experience, by reducing end game map drops even further. |
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I have some ideas:
1. Maybe Vaal side areas shouldn't trigger tempest prophecies, becasue they're too small for Vaal Winds 30c prophecy to trigger. Currently, it forces me to go to hideout first, unsocket Vall Winds, go back to map, enter Vaal Winds area. 2. Other situation, which also seems causing unnecessary actions is, that you have to do exact tier (t14, t15 t16) of given map to spawn influence. So I have to always check, if tier is correct. If you want to "force" players to do t15 and t16 instead of spamming t14's it doesnt work now becasue players would just choose the maps, that are tier 14. Same situation with good players crushing t16's - they will skip all t14's. This kill sfreedom and diversity a bit. I would remove it, so any t14+ map will work (maybe I missed a patch and it's done?) And if you want to force players to do higher maps - maybe spawning the influence should be based on the map tier, like for example: (t14-28% t15-30% t16-33%), so players doing t16's would feel rewarded a bit. Or just remove the exact tier rule, replace it with t14+ and it should be better in my opinion, already lot of "crafting" and preparing map, atlas, prophecies before the map to check the tiers, or being unable to pay map, becasue it's 1 tier higher or lower. 3. Talking of atlas, another time saving thing (i know it also cant be too easy) is to make possible to unsocket and socket all 4 watchstones from a citadel. It would be like a chip tray in casino. A smaller dot in the center of all 4 watchstoens, which shows, when all 4 watchstoens are socketed, and after clicking it you can pick all 4 items. I know this change may be hard to do, but it would really make life easier, clicking so many times to swap stones to the next sector is time consuming, and I think this is how it should work - I finish the sector, go to the other and if I have sextant mods on the stones, its ease to swap them between each other. This clicking takes so much time that somethims I'm too lazy to do that :) 4. Last idea, regarding to target-farming maps (I guess, that divination cards play the main role here) My idea is to create currency almost identical to stacked deck, but with "The Gambler" rng, as we know, stacked deck is stronger. So the normal cards drop would be slightly lowered by about lets say 10%, and this 10% would be these cards. This would bring the fun gambling factor to the game. I really loved lots of stacked deck drops on blighted maps on blight league, becasue random reward is more exciting, like kinder surprise egg haha. This currency could be called "Gambler's deck" to indicate rng rate same as The Gambler. Or maybe Call this currency just "Card" or "Deck", to make it simple. Of course there can also be very rare version of similar card/currency, which would result only with premium, best t1 cards or even from specific list. Maybe it would make less players bring their camping trailers and tents to burial chambers and live there for weeks. Instead of trying do drop a Doctor, or other good card on specific map, players would also count on this drop, so almost every card would be possible on every map, of course with extremely low drop rate. Maybe it should be even more tiers of these cards, like a card with 10X better rng, than Stacked Deck, but also more rare. Name ideas, i don't know: Master's Deck, Awakener's Deck, Magic Deck, Magician's Deck, Marked Deck, Magic Card, Lost Card. I'm also posting this in feedback section. youtube.com/clickachu
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" Did you read the post at all? Theyre not nerfing anything.. they made a change and found out it had an unwanted effect and are then changing it back. Still gonna be better than it was before they started changing in the first place, from before The Conq of the atlas expansion. So by your logic its actually a buff. | |
lets go 9 days!
If you are going to face a real challenge, it has to be a real challenge. You can't accomplish anything without the possibility of failure.
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[Removed by Support]
GGG, love your game and most things about it. I've been here since Open Beta and there's a reason I'm still here and probably wasting my time on a response that you'll never read... But, the reason why the majority of people (to my estimation, not sure who is complaining about map drops feeling bad in cities and the temple, as the cities are still fun and very few people like to run the temple as it's pretty inefficient and not rewarding with or without map drops) actually like the map drop increase is because it's the first time in the game's history that your semi-average player could reasonably sustain high tier maps. Up until a year or two ago it was impossible without some pretty insane investment, and before that it actually was impossible. It would be silly to revert back to that type of system where it's borderline impossible to sustain for a few reasons, but among them being that with Awakener Level 8 T13 maps and below don't drop! That makes it annoying enough with leveling characters again with the majority of your mapping probably taking place in T14+, but also the fact that many, if not most, of the maps that may drop at an increased rate quite frankly suck to run. Yeah, great, we have a surplus of maps, but running the majority of them feels like cancer + AIDS. Please, stop listing to the majority of players on Reddit who... well, aren't very good. Reddit is not representative of your player base, or at least not representative of the player base where these types of changes matter. This is one of the few changes in the 7 years of changes I've been witness to that actually has pretty universal approval from the player base and yet it seems strange that the team finds a way to reason out of it without any real long-term damage on the horizon as a result. I could say more but I apologize, I fear I'd be testing the limits of attention of any staff member who probably won't read this anyway... Good luck. Last edited by Allen_GGG on Mar 3, 2020, 10:26:25 PM
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" Jesus, you dingleberries screaming "casuals are the devil!" are absolute trash, and I hope you get nothing but ilvl 2 quiver drops for the next 4 years. More casual? Please share whatever it is you're smoking cuz I fail to see how this game has gotten more casual in the last 3 years. If nothing else, it has become more scary and frustrating for casuals and newbies due to all of the new content, systems, and mechanics one must learn in order to do endgame content. BTW, Mr. Dingus, mapping is ENDGAME. Once you get there, it shouldn't be random as hell for those who want to challenge themselves repeatedly. Also, it shouldn't be stupidly time consuming for those who only have a few hours to dedicate to it. Excessively time-consuming, rigid, and annoying endgame content that can only be enjoyed when coupled with a league mechanic and requires frequent interaction with the most annoying scumbag-filled trade economy I've ever encountered is BAD DESIGN TL:DR Standard players don't deserve to get screwed every three months, and new players shouldn't need tutors/mentors & 900hrs of weekly playtime to understand and enjoy a... GAME A MF'n GAME PS, I find it hilarious that this "less hardcore and more casualized" iteration of the game kept you from getting more than 18 challenges done. Weird... IGN: @Azuriyl or @Bephany
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