as mentioned 100x times already on the forum, CoF should buff boss drops somehow. I did drop 9 0LP shakles in a row. 1LP shackles is basically mandatory for multiple builds due to the fact how unbalanced ward is right now. So I decided to swap to another character
Yes, that is what I said twice already on this thread, including the post just above yours.
yes and you were right
I have killed Formosus (frost lich) over 100 times on 1000 corruption at that (should be 10x increase of baseline rarity). The very best loot I have seen once, in 100 kills, was lp1 frostbite shackles.
I am not complaining about low drop rates, I am in MG and I am fully geared in LP3/Lp4 legendaries with the right rolls.
I believe COF boss drop rates are buffed, because some items I had from bosses, had COF marked (not all of them). Items you get from COF will have COF emblem on IT.
But the buff is insignificant when you see the real baseline drop, like 0.0001% or 0.00027% it matters not, you can still have 1000 boss kills and not drop lp2 unique once.
I have one observation, which I think you do fundamentally wrong.it seems like you pushed corruption and tried to farm bosses at the same time. While you can initially do that, this is not the ideal way.
These two statements show me that your method of farming the boss is far from optimized.
The amount of stability you get from echoes scales with two things:
- Depth within the echo web
- Corruption
It sounds like you farmed the boss over and over again while simultaneously resetting the timeline over and over again to increase corruption. This is far from ideal, because resetting the timeline with a Shade of Orobyss only gives you a short burst of stability but then you loose a lot of stability gain, because the echo web is resettled again and the first few echoes give very low stability.
You said it requires dozens of maps to get a shot at the boss kill. That is really only true when you constantly reset your timeline.
When you have a very developed timeline at 100 corruption you can get a boss kill in 10-15 echoes.
But with 200, 300 or even more corruption we are already talking about less than 10 echoes to unlock the boss.
When I farm boss uniques and have the timeline prepared in a adequate manner it requires me 20-30mins farming stability for a boss kill, which is very reasonable IMO.
One thing I partially agree with you now after the 1.0 update is the low boss drop chances. It seems they lowered a lot of the boss drop chances and Coyf does not have anything to increase boss drop chances.
What makes this even worse is the new corruption scaling. I donvt want to go I to detail but TL:DR is, you can t stack as much %Inc. Item Rarity as Pre 1.0 and thus don’t have a good risk VS. reward anymore, where you can pump up the difficulty with a bunch of enemy modifiers.
I made a very detailed post about that here:
Made some nice profit selling double corrupt runs in POE loll
I can’t be sure about this, but I think Mike said that the base drop rate was nerfed by 30%? Maybe he didn’t give a specific number and I’m getting it confused. Either way, the nerf was global, as it should be because it’s meant to balance MG. The oversight seems to be that CoF doesn’t compensate for that nerf regarding the boss drops.
At least, that’s what people are saying. I don’t know because I haven’t tried CoF. But if that really is the case, it should be fixed.
So did the people selling LP4 items on the market.
Another one pseudo fen on arpg bites the dust… im happy!
I think things like this are never really easy to discuss, because drop rate changes should not be stated in detail by the devs to vegin with.
If they would literally write “Reduced drop rate of Twisted Heart of Ulkeiros by 30%” people would instantly spam about it and how bad it is and blablabla.
The best kind of feedback always comes from people naturally thinking drop rates are too high/low.
Obviously a single person can always have bad luck but then it comes down to enough people giving feedback.
From my personal experience I can pretty confidentially say that boss drops were lowered. By how much, I can t name a number but I would have said 20%.
Maybe they can give one of the CoF ranks an extra effect. Maybe Rank 9(because it is the single most critisied rank).
“Boss have are X% more likely to drop rare items from their exclusive drop pool”
I know Mike said that base drop rates were lowered and he said that CoF started getting better drop rates, as compared to 0.9.2 at rank 3 (maybe that was where I got the 30%?). It’s quite possible Mike didn’t say a specific number.
Maybe it wasn’t even a single number across the board but flexible according to the type of drop.
But I think it’s reasonable to expect that if you get a drop rate nerf across the board that it will also nerf boss drops. MG makes up for it because there are thousands of players farming it, CoF should also have ways to offset it. Which is what is being discussed here. Not that boss rates dropped, that is a given, but that they’re the same (allegedly) for CoF.
This is not salt.
Yes it is.
I’m trying to give constructive feedback.
No you’re not.
Taking six paragraphs just to say “the best loot is hard to get and this makes me mad” doesn’t make this post constructive.
It depends. Different people find their fun in different parts of the experience, and often see the other parts as chores that are getting in the way of the fun part.
I think that’s the underlying issue in a lot of these disagreements.
I still haven’t dropped silly things like, a Smoke Weaver. That’s just the name of the game. If you were meant to get 1 of every unique every cycle and special and more powerful unique items were just handed to you, the game would be less worth playing, you’d lose that chase element to it.
I can understand that it feels bad not to get drops, and that combined with the fact our end game is fairly bland right now, with LE being relatively new, that it sucks not to have the things you want to play the game with. But RNG is RNG and some things are just rarer than others.
Taking two paragraphs just to be toxic.
First thanks for for the reply. My farms were indeed not optimized. I didn’t rush objectives for faster corruption gains but I also didn’t linger in monos for stability. I thought higher corruption increasing droprates would offset this.
Second, does this mean that the double LP chance from rank 6 does not apply to boss uniques?
That’s the whole point of my post.
You’re preaching to the choir. I never said I wanted to be able to max out in 50h like in D4 or that the grind is inessential. I said there is a problem with boss uniques, which in my opinion drop too rarely given that:
- success with LP is gated by multiple rng checks
- boss farms aren’t single encounter or single map farms but over a dozen maps to clear for a single roll
- some boss uniques are build defining and essential for some struggling low-tier and mid-tier builds
Fair enough, I can agree with you there.
tbh you might need to lower your expectations, like shackle/heart are rare items, it took me much longer to get my shackles. I had to kill something like 17 formos to get my first non lp shackles.
Twisted heart with 1lp is an entire build itself. Earlier you mentioned uniques being understated, but twisted heart and shackles specifically are the opposite of that. Shackles is some of the most bonkers broken item in the game, and twisted heart is %health implicit on a relic with t6 up to t7 strength, as well as cast speed in a t5 range. so its like a t16~ item by itself without lp.
It does. I was only talking about getting uniques to drop in the first place. LP is calculated after the drop is “confirmed”.
Which is the point of it in the first place.
A LP 2 boss drop is generally a powerful and rare item which is stronger then many uniques commonly dropped during monoliths.
The limitation in LP acquisition there is so those don’t become the outright strongest options and de-valuating all the other uniques.
The LP system was implemented to create a baseline power level for all available uniques in the game as you progress and not making any of them completely useless at any given time.
So yes, having a 1 in 1000 chance is fine… even a 1 in a million chance given you’re not supposed to ever drop those reliably in the first place. It’s a jackpot, it’s great to have jackpots, it’s nice to find them.
Are they needed? No.
Exactly, and this is something which simply needs to be adjusted.