Quitting game, drop rates too low

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.

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So did the people selling LP4 items on the market.

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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”

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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.

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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:

  1. success with LP is gated by multiple rng checks
  2. boss farms aren’t single encounter or single map farms but over a dozen maps to clear for a single roll
  3. 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.

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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.

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I have all lp2 boss items and some lp3, I need and it did not take me more than 2 days to get them. It is just stupid in CoF because you can never get them.

You have a big oversight here calling Lp2 boss item a great item, it is not. 1st it can roll shit stats, bad roll lp2 is worse than good roll lp1 in general. Secondly, you need to take this item to Julra to slam stats, you can still slam worthless stats.

I have gone through multiple lp2/lp3 items before I got the right slam. One is not enough in 90% cases.

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Talia Winters :smiling_face_with_three_hearts: :wink:

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That’s the issue with online ARPGs. They’re designed with an economy, and trade. While they did the factions, CoF will never be as great as MG can be when you want specific items. MG indirectly allow you to target farm anything, you just need a single drop from any player, the fact (s)he doesn’t need it, and the currencies to buy it.

Still, compared to SSF in PoE for instance, which is just a limitation, that’s a welcome addition. But it’ll never be at the level of any offline ARPG, because they’re totally not balanced the same way.

On a side note though, the game just released its 1.0. Until they’re totally against such things, it’s not impossible they add more ways to target specific items, maybe reserved to CoF, or globally. 200 echoes doesn’t seem that big to get a specific item however, LP aside, as i’m talking specifically regarding build defining items here.

You don’t NEED specific uniques with a certain number of LPs and good rolls to play this game. Why people feel that they are entitled to find them ALL is beyond me.

Stop watching build videos and play with what you got. Tailoring builds to items and transforming your character along the way.

I think that is what was intended and what a good aarpg should be. I don’t understand why people all feel entitled to have all the best gear.

Handing out the final prize on the first day make the entire game pointless. And, it also takes away the rewarding feeling you get from finding something that actually has some rarity, value and meaning to you.

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Exactly, which is why CoF needs adjustments for boss drops.
We’re on the same page there definitely!

It is!
How long have you farmed for it?
A ‘rare’ unique from bosses has something around a 20% chance to drop… then it has a 15% chance to become a 1 LP item, then for another layer it has around 1% chance to drop as a 2 LP item.

Hence to even get a 2 LP item you reliably need to tackle said boss 500 times.

If we farm half-way efficiently that means around 5000 monoliths! That’s a lot and far beyond the expected amount to be done.

Even with 1 LP we would still need around 35 times, which makes it 350 monoliths… which is something that actually can be expected for target farming.

Hence through this we can already see that 1 LP is ‘achievable’ but 2 LP is not reasonably so with the expected time investment of a player.
That’s for the elites, the people sinking in loads of time!

3 LP as you mentioned would reliably need much more without CoF, it’s a 1 in 10000 chance roughly to be upgraded to such a measure, which makes it 50000 boss-tries, hence 500k monoliths. That’s unreasonable in any expectation.
That’s without CoF, that’s how the game works baseline and has been balanced before 1.0 already.

CoF already inherently increases LP chance though so that’s the only reason you can even expect such an item to drop in the first place without extra bonus drops there. Which… is a bit too little given that prophecies fail to properly affect the drop chances. It creates a disaprity.

But by no means is it expected, reasonably or even sought after to give you even a single of those items.

Hence it is great, a 2 LP boss item is boast material, a 3 LP item is a fantastic find.

Agreed 100%.

Join Merchant’s Guild. Drop rate = 100%