TLDR: i want an imprint to apply to prophecy item drops.
So hear me out, i think when you fulfill a prophecy(prop or props from now on) one of the current four or a new fifth imprint.
Here is my thought process;
- Props are just from global item pool.
- Imprints are just for global drop items.
- Props are all rng and luck with a lil skewing if u know what 2 do
- Imprints only work for specific conditions.
- only work in specific areas or requirement
- CoF is the item drop faction.
- People say CoF sucks
- Players like drops
- The solo self-found players could use this(this is not me)
- This is not about imprint nerf Iâve always wanted this.
- Outside of codding and game crashes if u do crazy things like me. Wouldnât you like to see when you drop 10+ sword for those 10+sword to have a higher odd of being your imprinted 2lp humming bee.
- I forget
P.S. because there is FOMO and faction hate for some reason. If you are a MG main please before u hate on this for not fair or op. Just imagine MG and CoF werenât separate (i know they have to be) wouldnât you like if you did have loot missions for the drops to be effected(no matter how small or big) by a prop imprint.
This is not how imprinting works, though. When you open a chest you donât have a chance that the chest will drop your imprinted item. Opening the chest is simply a trigger.
That means that if you do this it wonât affect each individual drop from prophecies. It will simply trigger off of a prophecy being completed.
I mean, how would this even work? You want to find a ring, you have a sword equipped (maybe even forgot about it) and now you start getting swords in your ring prophecies? It doesnât make sense.
Hereâs how it would work in my mind in the simplest form. You kill your prop target and prop drops loot you get a chance to have extra loot explosions.
In a harder to do but more ideal situation it would be based of of the item imprinted and the matching prop reward. It would probably say something like âwhen an item of matching base type drops (from a prop) there is an (x) chance to be same/similar to the item imprintedâ.
Example you imprint a 1hd unique sword (humming bee) with 2lp. You grab a prop to drop 10 uni 1hd swords on enemy kill. When you complete prop and the reward 10 swords drop they gain an imprint check. Kind of like how when an item drops it gets a check if it has lp or not. Only this time somewhere in the item rng drop checks it would get â(x)% chance to be afflicted by imprintâ. Letâs pretend 4 of the 10 swords dropped pass check. Then it would use the existing imprint system check to see if the 4 swords that now are humming bees are same 2lp or a downgrade to 1/0 lp or crit success to be 3/4 lp.
I play CoF exclusively and I donât think we need an imprint for CoF only. CoF already has a much easier time getting exalted items, which are the biggest bottleneck for endgame gearing. We donât need something that benefits CoF and not MG.
Also, just from a performance point of view, having something that triggers from every single drop seems like a bad idea.
PS: When you get a lot of prophecies triggering at once (which is very often, if youâre doing it right) you have your screen flooded with dozens of items.
Itâs already a hassle sifting through all of those, not to mention that you can only carry what fits in inventory and everything else gets wasted (unless you drag some mobs over there and kill yourself). Having even more drops on top of that is overkill.
So first off itâs cool if you donât like my idea. I have random ideas all the time and some of them I put on here. It may be loved or hated donât matter. As it maybe a good idea just with a bad personal(mine) interpretation, or it could cause a series of events that make a better alternative ideas come out.
So to note in my perfect implementation of my idea u wouldnât get extra items you would have a system to ease the target farm. So say you want (again) humming bee by imprinting one you are allowing to target far a specific (global pool item) to have a higher chance to be the item that drops. So if 10 swords drop and 4 proc imprint 10 swords still drop itâs just 4 are guaranteed gummy bee.
On note of MG vs CoF stuff, mg can buy any item at any time so if they want to buy 99 humming birds they just need to search and buy them. So I donât see an issue with adding more target farming to the item faction.
Plus u said hassle of sifting though this idea essentially would make it less âjunkâ to sift through(my words) and loot filter can do the rest.
Itâs not that I donât like your idea, I just donât think itâs necessary. Iâd much rather have an alternate system in CoF where you donât actually use prophecies but instead have a passive system that improves/targets your drops. Something similar to the tree in PoE where you can say improve the chance for certain affixes to drop (like minion, speed, melee, etc) and you can also block the same from dropping altogether, like say you have a minion build, you donât want melee affixes dropping.
The same could be applied to uniques/sets.
MG has an easier time getting specific uniques because CoF can only trigger general unique drops, so the one you want might take a while. But MG is miles behind CoF in terms of exalted gear. And imprints work on exalted gear as well (and would be what would be most used for).
So this would increase the gap between CoF and MG, when we want to decrease it.
CoF definitely needs better targetting in their target farming, especially for uniques but also for exalted affixes. I just donât think an imprint is the way to go for it. Especially when you consider youâd be adding a node to the weaver tree that half the people canât even use because theyâre MG.
Woven tree should be generic stuff every character can use to properly mold their gameplay experience, like blocking mechanics, enhancing others, etc.
As I said, Iâd prefer a different alternative system. Prophecies are way too annoying and, more importantly, they remove you from gameplay for a long time every few hours just so you can spam farm prophecies again.
Itâs not a good mechanic. Thereâs a reason why PoE removed prophecies from their game and itâs because most players didnât like it, due to being way too annoying to keep rerolling and stopped them from actually playing the game.
An alternative to constantly rerolling prophecies would also be a âbuild your ownâ prophecy system, where you could simply select the conditions you want (for a higher favour cost) and buy multiples. Youâd fill your prophecy window in 5 minutes, rather than 1h of constant rerolling.
Overall your idea isnât bad, but it would work better as a CoF bonus rank rather than an imprint.
This may be off topic, but this is a big reason i asked before to make props not reroll on selection. You roll props till you find one u want, lets say 10x uni 1hd swords in monolith kill rare enemies. if you want/cand afford/have room click it 48 times and have 48 props of â10x uni 1hd swords in monolith kill rare enemiesâ. because lets face it once you understand the power of CoF and how good it can be your gonna be stacking props. Like me with 48 ring props to get 1,000+ rings when i kill emp of corspe(x2 times) xD.
While that does sound like a good idea, it would become a noob trap. Since we have no zone permanence nor do we have access to the stash, all we have is the limited inventory. Having over 40 prophecies trigger at the same time (because theyâre all the same, so they would) means youâd get hundreds of drops and could only carry 20 around. Most of it would be lost even if you wanted to keep them.
This would be fine if the prophecies werenât insta-triggered but rather unlocked. Then you could return to your base and open the prophecies one by one at your leisure having the stash available to you.
Even simply having a chest there that would pop open all your completed prophecies would be better.
Although having all of them at once is also a performance issue. There is a video by The Curse where he pops a full window of ring prophecies on Julra and the clutter is unbelievable. You lose almost an hour just going through everything, tweaking your filter to get the best stuff.
Overall, I would simply prefer a simple passive system. You have some sort of tree where you can focus what you prefer to drop and what you prefer not to drop and then your drops are influenced by it.
That way you never have to actually stop playing.
That only works in a normal map where you have mobs around you to kill you. And even then, thatâs only an option for softcore. Hardcore characters are screwed.
But if you trigger the prophecies on Julra, for example, then you have no solution and most drops will be lost.
i plan my targets 4 vacuum possibility, also restrictive filter. And tbh if u r stacking 48 same props (not saying u as in djsammy) u should have a restrictive filter and bad enough luck to see 2 or 3 items âŚxD
With the current state of the game, yes. But thatâs not to say that the game should improve that. And there are many options for that:
-Zone permanence is something they have long wanted to add, but I understand itâs not easy with their systems. It would the best fix, though.
-Not popping prophecies right away but simply tagging them as complete and you could collect them later. Preferably in your base but going to the observatory to collect them would be acceptable as well.
-Having some access to your stash when they pop off or having some way to trigger send them to your base to review later. A sort of death vaccum but instead you just send your prophecy drops to your base so you can view them when you finish the echo.
Either would fix this issue. Because thereâs always a chance that prophecies will trigger more good items than you can carry. After all, they provided us with this system, they should provide us with solutions for the potential issues the system creates.
But overall I really would prefer a simple passive system that doesnât stop me from playing all the time to go to the observatory and create new prophecies.
A tree with options for stuff like âDrop more minion affixesâ, âDrop more 1h axesâ, âDrop less melee weaponsâ, etc. Then as you play, each drop gets influenced by the choices you made and you donât need to stop playing to get the benefits of CoF.
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i have suggested click to collection toggle on/off option for prop collection. toggle because some like loot explosions all at once.
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