Devaluation

One simple fact I just thought about (probably obvious for years to everyone else)…

I had been burning Runes of Ascendance trying to get a specific item, and failing, when it occured to me that they are noticeably less powerful than when they were first introduced.
For a very simple reason: there are a lot more uniques. Therefore the odds of finding the one I am looking for are lower.
And as new uniques keep appearing in mass with each patch, the poor little Rune of Ascendance loses more and more value.

Now, I am wondering if it also affects the drop rate, or rather, the odds of finding a specific unique…
I am not sure how the system works, but I have always assumed it would be something like 1. Determine if a unique drops. 2. If yes, decide which unique it is. 3. Assign LP and values for the unique.
If that is the case, doesn’t that mean that with unchanged drop rates, each and every patch reduces our chances of finding what we are looking for?

Just a random thought, maybe the system doesn’t work at all like that, or the drop rates already get adjusted with each patch to make up for it. I have no idea, just thought it was an interesting thing to consider.

Game uses a reroll system, its kinda weird and complicated.

but tldr; you are not wrong.

This is why I think people who are saying “they need to nerf runemaster caches, we are getting to much rune of ascendance!” are insane.

You can not keep RoA/Unique item nodes the same rarity they were a year ago. As every patch adds more and more uniques making trying to get a specific one harder.

Im not really sure how they will tackle this, but it will become a very big problem in the future imo.

Currently the way it works is there is a “rerolling” system. so take for example bastion of honor, it is something like a 95% reroll chance iirc.

The way it seems to work is that a unique shield is dropped, and it has an equal chance to roll to any of the shields. Then it rolls against the reroll chance. if it gets a “reroll” its trys again, this process can happen over and over until something fails to reroll. Thats what it looks like from an outsider looking in. But I dont think they will ever clarify the exact way it works.

But what it leads to happening is, I go “I want item X” I then do 25 RoA, and get 18 of the same item, because the system heavily favors the no reroll/very common items.

I dont know if they drop rate for items is actually that bad, but it feels extremely frustrating to be chasing something listed as “common” which has 20% reroll chance, and you have to use 20+ roa to get it and get dozens of the one other common item that cant reroll lol.

I think they are aware of this however which is why as time goes on we will get more and more access to RoA. So while each RoA is weaker, we get more to balance out to the correct value they want them to give.

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It’s quite likely that RoA will lose even more value once trade is in, much like the unique reward echoes. If most of what you get is commons, and you can, supposedly, get them in trade relatively easy, you tend to ignore runes a lot more.

On the other hand, depending on what they do for the SSF faction, they might become more relevant there. There aren’t many details yet about the prophecies or how they work, so we’ll have to wait and see.

No, it’s exactly the same as before, it still upgrades an item to a unique of the same base. The fact that the pool has been increased doesn’t devalue the effect, it just makes it harder to get a specific unique.

Yes, though for normal drops (ie, not Rune of Ascendances), you’ve got 2a where the game rerolls & if it fails you get a normal item.

For the trade faction, yes, but not for the CoF faction.

100% agree with this. I thought the increase in this was because the legendary pool is going to get much, much deeper starting with 1.0. I think this is essentially EHGs version of ‘rerolling’ duplicate set items to get the one you want (in a sense but aimed at legendaries.)

Then let’s change “less powerful” into “less useful”.
A distinction without a difference.

This £ coin in my pocket still has exactly the same value as 10 years ago, £1.
It is “just” that I can buy considerably less stuff with it…

Errrr, what?

Not really. Powerful and useful have two very different meanings, even in games. If you have a thing that can convert an item into a unique, that’s pretty powerful, but if there are no uniques that are good for your build then it’s not particularly useful. But it’s still powerful.

No, because value is an entirely subjective qualifier. £1 now is less valuable than £1 10 years ago as it buys less stuff.

Which is a definition of less/lower value.

Like in Grim Dawn and D3 where you can get mats to roll a duplicate set item into another item of the same set to try to get a piece you don’t have. It’s a way off “rigging the system” to help you as the pool for more and more diluted. making RoA more abundant is kinda the same “rigging” but for uniques.

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