Quitting game, drop rates too low

That’s a neat solution. One of many self-found LE needs. At first I thought, hey, using Rune of Removal to increase Julra rng doesn’t make sense, the odds are almost exactly the same. But ofc you’re saving your LPs till you get the right affix isolated.

But first and foremost they need to boost rare unique and boss unique drops A LOT in CoF. The multiple rng checks only hurt because the droprates are so low. They are actually an interesting feature. The game needs an extent of rng, nobody disputes that. Only the size of that extent is being criticized.

Which is a lack of understanding the basics behind the system rather then the fault of it.

If you have 1 LP… you get 1 positive stat.
That’s something improving your gear no matter what as the exalted item should have 4 useful stats for you on it anyway.
With 2 LP you get 2 useful stats hence.

Yeah, you might not get the ‘perfect’ ones… but they’re an inherent positive to your build and that’s it.

So the main question for me is ‘why are you complaining about getting more positive effects then with a 1 LP in 100% of the cases?’
Doesn’t make sense.

Because… it is?
It’s a stop-gap measure for acquisition.
They could’ve also simply reduced the chance for dropping said LP items in the first place and made it fully deterministic for the crafting. Would that have been better in your eyes?

Because the chance to acquire it wouldn’t be any different, you just switch it around from one to the other. The sole difference would be the amount of exalted items needed… hence making the currently existing system superior in terms of naturally creating a sink for them as well as the crafting materials you pick up during your playtime.

Yes, has also been a thought above already. Interesting idea at the baseline but also problematic for acquisition rates.

The system as a percentile chance of an outcome for a reason. The variance in drop-rate between 1 and 2 LP is surprisingly low. Which hints already that EHG thought it through that the crafting will take more materials to get the optimal outcome.

Also it would heavily reduce the usage of crafting materials since now you’re not in need to get 4 useful affixes for you onto a single item in the first place.

But the basic idea is a fun one!

Yeah, but that won’t happen, simple as that :slight_smile: You need to pick your fights, the devs won’t change one absolutely functional system for personal gripes which are already inherently adjusted through the drop-rate of the respective base-item aquisition.

That’s the part I’ll pick out.

Why?

They’re perfectly in line and 100% functional in the current state. That would be nonsensical to do.
Up to 24 chances per prophecy to drop the unique of that type. What more do you personally want?

Boss drop rate clearly needs work. Core-drop uniques of any kind… why?

Yes, the extent of the rng is created with playing several years long personally. It’s so you can’t realistically personally acquire those items even if you invest tons and tons of time.

If you want → MG awaits.
Otherwise no, for good reasons.

Already people complain a lot ‘there isn’t enough to do in the end-game!’ and they quit and wait for the next cycle and hence the next addition to the game.
We’re not even a month into release yet and that began heavily after 1 1/2 weeks despite server issues!

So making acquisition even easier? Absolutely not reasonable, you’re supposed to come back and nigh always be able to theoretically find an upgrade for your character.
You’re not entitled to ever have a singular perfected character on the other hand. That’s not how those looter ARPGs work by design. If they do then you get a D3 situation and that’s not good.

1 Like

I think we can discern two groups of players participating in this thread. Group A wants to almost fully eliminiate the difference in powerlevel for item-acquisition between CoF and MG, whereas group B does not want that, but wants CoF to be only a tool that makes the itemhunt a little more fun, without becoming as strong or deterministic as MG.

The reasons why individual players prefer one or the other certainly vary a lot. I, myself, am a member of group B, for two reasons, a subjective and an objective one.

Subjectively, as a player, i prefer the journey over the destination. When i reach a certain gearing point i loose interest in the character and stop playing. (In PoE this happens very rarely to me, but when i play trade it does happen from time to time. In Grim Dawn it always happens sooner or later, because Grim Dawn is very generous with its drops.) There are certainly other players, who enjoy playing a perfect character and “making money” or living the powerfantasy for a while. I don’t. I enjoy watching the character grow, and once that process has come to an end, i make a new character.
For this exact reason btw i prefer trade over SSF in PoE. Because in PoE’s SSF the character grows so slowly, that it often seems like there is no growth at all.
CoF in LE is just about the right middleground for a player like me.

My other reason is less subjective. I think, that making MG and CoF equal in power actually would mean that MG would be at a certain disadvantage due to its inherent “friction”. Now the MG players would feel like the game treated them unfairly. Because why would you go through all that hustle checking and buying and collecting and pricing and listing items, when you don’t even get better gear than the CoF chumps? It wouldn’t make sense, would it.

2 Likes

MG isn’t going to see much of a nerf, if any. Trade is trade, and it will always be the more efficient source for specific items. Nerfs won’t change that, so there’s no point in nerfing.

CoF, however, will see buffs. As Mike said in yesterday’s dev stream, they want the choice to come down to whether people enjoy trading or not, and nothing else.

I agree. Low drop rates are what gives you something to chase for. They give something value. Especially with an “auction-house” trade mechanic available. The fact that there is always something difficult to obtain that can make you better is what gives you a reason to keep playing. This same player would quit immediately once he “completed” his build.

Funny, I stopped playing for a while partly because I felt drop rates had gone up. I’m not a fan of how EHG appears to fiddle with the knobs and dials.

Line up the map mods to maximise Item rarity for the boss fight. Don’t just blunder in. I never saw a Twisted Heart in hundreds of hours, then once I learned to do that, I dropped quite a few when I next farmed them.

Yes, a lot of people are roughly in those camps.
During main progression I’m camp ‘A’, since that’s a mandatory balance to give a baseline experience to players before diverting.

Afterwards I’m ‘B’ where it can divert in whatever direction is wanted, but the first aspect needs to exist or it’ll lead to some players having a completely different experience to others, and both sides causing people to quit for different reasons without looking back.
Would simply be missed opportunities to provide a stable experience.

Because it has a inherent disparity in the end-game experience. For CoF players they’ll acquire tons and tons of uniques, with lots of rare once as well. This allows branching out into other builds, SSF style. You personally acquire everything.

MG on the other hand demands you focus on a singular character mostly as soon as the end game comes around. Rare drops mean high costs… but the stuff you can acquire on the other hand will be more powerful with the respective investment then during CoF.

But for that the progression experience first needs to be aligned roughly together. Not fully… but at least with a semblance of balance between them, which currently doesn’t exist.

Yes, at the current state CoF trivializes progression gearing, which they need to make up for in 1.1 with the extra promised content.

Man I am playing on 1200% rarity and it is all bs. Those drops are RNG as it goes, I can kill 5 times in row it drops nothing, then 2 times in row it drops heart, but I have never seen LP2 or Lp3.

But on MG you can buy several LP3 hearts from auction house.

Twisted Heart’s chance to go LP3 is 1/14k, LP2 is 1/153. And it’s a rare drop to begin with.

That’s not BS. That’s just math.

No, since none are listed.

Also none with 2 LP

There’s though a whooping 13 in total listed in legacy with 1 LP for the whole community.

MG is not a wondrous miracle creator, it’s a redistribution mechanic and gets less loot then CoF personally, hence the supply is overall more limited.

2 Likes

I just told you there are 3 LP3 hearts on cycle, nobody is on legacy as it is first season. The mass influx of players are all on the cycle.

LP1 hearts are free on auction house, LP2 there are plenty at moderate price.

1 Like

I would dispute this only because there is no difference between legacy and cycle right now, other than leaderboards, which the vast majority of players don’t care about. If we had some cycle-exclusive content, I would agree.
As it is, many players preferred to stick to legacy since cycle doesn’t give anything.

And yet, despite all those legacy goodies sitting in legacy stashes, no one is posting much on the market. That suggests that Legacy is being ignored by most active players.

The game will never be balanced around legacy. I hope legacy players are having a good time, but they’re irrelevant with respect to the future of the game.

The market in legacy has a lot of stuff. I don’t know if players are selling their pre-1.0 uniques or not, since the rule for being able to trade them is kinda wonky. But the market certainly isn’t empty.

Once cycles start having exclusive content, sure. Until then, there really is no difference between them other than a fresh start or leaderboards, which isn’t something that appeals to that many players.

I agree that cycles are what will keep the game alive. But, unless they changed their minds in the meantime, cycles and legacy will continue to have the same content until 1.2. So not much incentive to join cycles for now.

Legacy isn’t just about “cycle content”. It’s where all the gold and the best items have their resting place, just like D2 non-ladder and PoE Standard. You can’t balance a game around everyone having access to all the best gear, and it’s therefore irrelevant.

Again, I agree with you (though not on D2, since you couldn’t use the best runewords in non-ladder). But right now, in 1.0 and quite likely up to 1.2, both legacy and cycle will have the exact same items. And the exact same mechanics.

So until we get anything new from cycles, there is objectively no difference in balance between the 2. And for players that don’t enjoy the fresh start, there’s no reason for joining cycles.
Which means that in PoE or most other ARPG that uses season mechanics, yes: the majority of players will join cycles because you give them incentives to do so. It’s why I played so many leagues in PoE.
But in LE, since there is no difference whatsoever between the 2, many players that might have joined cycles otherwise, will simply go to standard. So I expect that the actual difference between them to be smaller than in other games. Certainly much higher than the 10% PoE has on standard.

This is not salt, this is saltpeter, lol. Drops are fine. You just want all things, all the best, now now now.

I mean, your post would sound so much better without that dramatic “quitting the game” and “many other people”. Then it would be just a feedback about the drop rates.

With D2, you can definitely use the best runewords on non-ladder. You just can’t make them on non-ladder. No ladder items are disabled when they’re moved. It’s always been like that.

The reason people play cycles isn’t only because of mechanics (which don’t currently exist). It’s the fun of starting fresh*. There are PoE players who barely engage with the newest league mechanics, especially before getting to maps, and yet start over every league.

*Not to get too psychological, but part of that might stem from the longing some may have to start over IRL, too.

Yes, I did point out the fresh start and the leaderboards. But that’s a minority. If PoE stopped doing exlusive mechanics and MTX rewards for their leagues, their numbers would drop. Many people would stop playing altogether and quite a few would simply move to standard.
Much like some people like SSF challenge, but they’re a minority.
If all things are equal, most players will follow the path of least attrition.