Your thoughts on low currency drops (ssf particularly)
" great analysis, yeah, it's very hard to balance! most definitely it can become flooded very quickly as players reach their goals and don't need what they find. certainly some ways to burn large quantities of currency should be added eventually. when I was a tradie in 0.1, I was SHOCKED to find that the uniques I needed for my build were 1 exalt EACH. what the hell??? I felt imposter syndrome playing that build, the insane power spike I got for just spending 2 exalts. had to come to SSF (HC) for 0.2, but geez I am really sorely missing exalts now, I need to upgrade my gear a lot as I go along, and it's painful not being able to target the crafting currency that I need right now. |
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I am lvl 85 in T13 maps. I think either general currency drop rate or crafting needs to be improved. If it were up to me, I would probably make crafting more deterministic, because currency drop rate feels alright to me. A bigger problem is the amount of useless items you get via crafting. 95% of my crafted items end up at the disenchanter or are destroyed by the recombinator - feels bad.
Last edited by Prügelprinz#9311 on Apr 14, 2025, 8:35:00 AM
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" so true!! I had an idea, an orb that can reroll the mods on magic items, and has a 10% chance to upgrade the tier of that mod (raise the min-max value to next tier if one exists) maybe let me know your thoughts on that? |
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Exalts drop needs an immediate buff. The problem is that you can take your ssf char and put it into normal league.
For them to buff currency drop, they have to take this option out or it will fk the market Or they can give you more agency when you are crafting. Increase the control to make something decent, so you can do with the lower general drop rates It would also helps if you could ensemble the useless currency you don't truly have need anymore. Like, make 10 regal - 1 exalt, etc Last edited by Gorvak#5351 on Apr 14, 2025, 8:50:28 AM
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