Some loot filter / crafting suggest

  1. Let dropped recolor ltem set in the loot filter rules, showing that small octagram icon on the mini map like set item with green icon / key item with red icon.

And maybe with some special sound effet to boost the excitement.

The recolor ltem for some rule maybe need 1000 runs to drop, if player just move a little too fast to miss it, it’ll be really suck.

  1. A way to withdraw the rune from material bank.
    Rune of creation is such a rare item, if player miss click it when they try to use rune of ascendance, it will be a horrible experience.

Maybe make runes can be withdraw so they can be put in item bank, or make special double / tripple check window for rune of creation before using it.

The devs have commented on more loot filter options and they said that the loot filter will most certainly being improved on in the future, but they are quite happy with it for now, it serves its purpose.

Things like missing loot is something, that should not occur in the first place and using the loot filter to solve this “issue” is only a band aid.

The devs also said that thigns like custom sounds, map icons and beams of light etc, to highlight loot is something they don’t jsut wanna give to player without ruling out cases, were you can decrease your gameplay experience. (Performance and visual clarity).

Regarding No.2 we don’t know yet how tradign and crafting will work in a MP environment, but I woudl expect that withdrawing materials from the bank will be possible, if they are tradeable.

If they are not tradeable, I personalyl don’t see a reason to withdraw them.

Using the wrong crafting material on something is somethign that should not happen and if it does its on the player IMO.

The crafting menue already is very clear what the current craft will be, that you wanna execute.

3 Likes

This is the biggest issue though, mostly because there is no distinction between drop sounds for things you don’t see and do see. This is especially troublesome for loot dropping offscreen.

In monolith case, I think I got an idea.

Add an option to tick in loot filter : If check, let those loot you set to “recolor and emphasize” automatically go to the reward room’s chest if not being picked up, during that monolith run.
(while in dungeon, maybe auto collect those specific loot to boss kill drop? )

So to solve the problem of missing important loot during fast playthrough, and no need to deal with heavy require of visual effect and sound effect those loot could make.

I would actually argue not implementing any tools to further incentivise this gotta go fast playstyle and rather implement other things that will make more slow and deliberate playstyles feel good.

While I understand there are a couple of builds or skill “styles” of gameplay that occansionally will make mobs die off-screen or “behind” you, these are more the exception and not the rule.
Even most ailment buidls kill mobs within seconds and you usually don hit a mob once or twice and then run away. (Yes it does happen sometimes but its not that common)

So finding a “solution” for this problem is not necessary IMO.

If you decide to play this playstyle just stick around and wait for mobs to die.

2 Likes

Mate, people are gonna make gotta go fast no matter how hard the devs try to stop it

The issue is when things drop off screen without you knowing that it happened.

this especially happens with dot builds

EDIT; also putting dropped loot in mono chest is good even with slow playstyle

I know, but that still shouldn’t mean the devs need to implement thigns to make that kind of gameplay even more prominent.

Also dot or ailment buidls leaving behind enemies that die off-screen is actually not that commin, because most dot or ailment buidls kill mobs within fractiosn of a second anyway.

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