Remove Gambling, replace it with this!

There’s clickbait if ever I saw it. But seriously …

We currently have a Gambler in the game and we can (at our own discretion) dump our gold there hoping for a tasty morsel to fracture at the forge. (Sorry, sounds a bit negative, but it’s the general mood of the process right now).

What would be a more rewarding experience for players is to use their gold to tilt the rewards from a Monolith run in their favour a bit more.

The new blessings that increase the drop rate for certain item classes is great … but I’m not sure how “26% increased chance to find belts” really helps me. I can see my “64% chance to ignite on hit” and “41% chance to avoid critical strikes” in my stats page.

Finding “more” belts doesn’t really help me find the “right” belt … which is what players are playing for … finding the right gear for their build. This has been addressed in various topics on loot filters. Why are low base level, useless-to-me items dropping?

And so we have gambling as a method of implementing “I want a pair of Solarum Bracers with these stats on, because the implicit crit strike chance is very useful to my build”.

That is the ultimate “sweet spot” items that we play for … however we personally decide what that sweet spot is and however we decide which acquisition strategy we choose to employ.

I would like to suggest a way to allow players to focus on items above and beyond the blessings boosts by paying gold to weight drops a bit more in their favour, making the risk/reward a little bit more reward.

It would be a simple mechanism like “pay 10k gold and if by chance a pair of gloves drop they will be guaranteed to be a base of the item I requested”, in this case Solarum Bracers. Allowing for levels, ofc, can’t pick level 74 items in a level 55 Monolith!

This would not affect the drop rate of gloves or any other items (making the blessings still pertinent as they affect the quantity of things dropped not their base or quality) - only if it does drop, guarantee it’s base by paying gold upfront. It’s still a gamble, I suppose, but one that doesn’t require a gold accumulation strategy and hours in town not killing monsters!

It would not affect the drops from Monolith chests … only the drops from kills and chests etc within the Monolith itself.

We can, right now, gold-sink to re-roll Echoes but in my experience it’s only worth it if the 1st 2 are mods I’d rather not do, rather than paying gold to increase my chances of better loot from tougher mobs when the loot from said mobs has such low base values.

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Actually this is an intriguing idea. It would obviously have to be meticulous because you don’t want to make RNG TOO easy but I like when there are small ways the players can manipulate the RNG.

or not. I would like to use gold like the merits in grim dawn. Use it for a specific boost, at increased cost. Items hopefully will be fixed maybe, and then u can chase some things in a better fashion.

This would make it too easy in my opinion. And I’m not sure how the merits analogy works here. In GD all those do is let you unlock the next level of difficulty, which only has three levels. But it doesn’t do anything for the endgame play.

i like this idea. it could be manifested in the form of “timeless forges” in each endgame timeline area (fall of the outcasts, the stolen lance, etc). the forge has a single item slot which you can place an item into. then that item base drops more frequently than other bases of that item type.

if a gold sink is desired, the drop rate of that base could be boosted further for X echoes by paying gold at the timeless forge.

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