0 Monsters Remain - 0 Waystones Dropped
This is in a map with 150% "increased Waystones found in Area" and 12% "increased Quantity of Waystones found in your Maps" on the atlas tree...not that this should matter. In my opinion, formal Completion of a map combined with complete or nearly-complete defeat of all resident monsters should be rewarded with the item(s) necessary to continue mapping at a similar challenge level, the baseline requirement for continuing to engage with this core content, regardless of waystone rarity and inherent bonuses. Bonuses to the chance for waystone drops should provide drops over and above that baseline.
Alternatively, some other predictable (and reasonable...not the purchase of Tier 1 waystones) avenue, via direct engagement with game content, to obtain waystones of a level relevant to the character in question should be available. Availability of untradeable waystones, as a baseline for continuing to be able to map at an appropriate level, would be a fine way to achieve this (Edit: Even if these were of normal rarity and uncraftable, or only craftable as Magic items and not Rare, that would be sufficient). On the side: It is ironic that a principal game challenge is Attainment of Privilege to engage with core content meaningfully...specifically because that privilege is granted randomly, transiently...and as such, that granting is the diametric opposite in implied meaning to the word "grind"...largely if the intention is that a company name have meaningful, symbolic connection to that which it produces. Last edited by MoonPeace#1394 on Jan 1, 2025, 4:17:39 PM Last bumped on Jan 1, 2025, 7:00:11 PM
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" Same. I juice my stones, tablets etc. I am stuck in a Tier 14->15->13->14-15 style loop. The thing about this game is they include a heavy amount of zero's. Zero tablets times zero equals having to backtrack and do old maps :( Its all random. |
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I would say that, on average, you should get at least 1.25 "same or higher tier" maps when you run at least a semi-juicy map, on a map boss node that is juiced, ...
Sometimes you may get three good waystones, sometimes zero. I think the issue is at the extreme high end where you may not get enough T15s to corrupt into T16s that can in turn be juiced further [gear, atlas, tablets in towers, ...] I would like to see overall higher drop rates but the people [not me] that are juicing properly, I understand, are swimming in T15s. |
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" This is at the core of the issue. I think there should be consistent availability of waystones which are relevant to the character in question. As I mentioned in my edit of the original post, untradeable waystones which have zero or limited crafting potential would be (I think) a reasonable solution to fill in the gaps when the RNG system has failed or when a player has had a string of deaths. Thoughts? Last edited by MoonPeace#1394 on Jan 1, 2025, 3:56:28 PM
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150% is not really high, and just 12% increased on the node is also not very high. 300% is what I aim for on maps that I want to get good returns on, and then use them on boss maps (that have been juiced by towers).
Use stones with lower waystone drop chance, or even lower tier ones, to setup your other maps (hitting towers, getting good tablets in them, etc). Then use your good waystones on the juiced ones. You don't need to always run your highest tier map (or the tier the quest says to run), there is no problems running lower tier. I regularly run T13-15, I treat them all the same as I'm juicing the nodes enough that they all are giving decent returns. Last boss map I did (running some new towers right now) dropped 8 T15 maps, 4 T13 maps (no T14, odd) and a bunch of other smaller ones. That map had 525% waystone drop chance on it's own, when juiced by my atlas (I don't have all the tier chance nodes, but a couple) and towers it was 946% drop chance. The boss dropped 6 of those T15 maps. |
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" It's not random, it's a lack of understanding how the system works. |
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" I hear you...but I think the ability to engage with level-appropriate waystones, should be easier to achieve, for players who have either: - successfully completed a map - had a string of deaths ...and that's just about anyone. 0% increased waystones should be enough to play at an appropriate challenge level. Significant investment in improved outcomes should be gravy, and not that which is required to scrape by. By the way, I respect disagreement...just restating my current position and expanding on it somewhat. |
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" My personal solution would be to make the atlas choices work. I have all the waystone tier+ and drop+ related selections and it didn't seem to do anything. If it was more impactful I think people would feel more rewarded. I think that would be the best solution. I have just been around long enough to know that everything can still change. This is like the 4th completely different build of POE2 we have seen over the last 5 years. |
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There should be a pity drop when you kill all the monsters and no waystone was dropped, you should get one guaranteed from the last monster at least on the level of current map.
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" Considering my understanding of relevant mechanics (which, to be fair, may be lacking as you suggest), that's going to take some explaining, especially if you want it to be convincing. Neither a lack of understanding on my part, nor the claim that "it's not random" will be taken as implied truth. Last edited by MoonPeace#1394 on Jan 1, 2025, 4:21:23 PM
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