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On March 07 2013 00:39 Xinder wrote:Show nested quote +On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity.
What groups allow is to play safer in HC and clear maps faster.
If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play.
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On March 07 2013 01:32 -Archangel- wrote:Show nested quote +On March 07 2013 00:39 Xinder wrote:On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity. What groups allow is to play safer in HC and clear maps faster. If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play.
Ah, I did not know that.
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On March 07 2013 01:32 -Archangel- wrote:Show nested quote +On March 07 2013 00:39 Xinder wrote:On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity. What groups allow is to play safer in HC and clear maps faster. If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play.
This.
I feel like even playing with 2 players maps get sooo much easier and the ''hard'' mods just get easy and you can faceroll them easily, especially if you have a player who focus on a team play build (a lot of auras/summons/dual totem etc.)
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On March 07 2013 03:16 T0F4sT wrote:Show nested quote +On March 07 2013 01:32 -Archangel- wrote:On March 07 2013 00:39 Xinder wrote:On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity. What groups allow is to play safer in HC and clear maps faster. If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play. This. I feel like even playing with 2 players maps get sooo much easier and the ''hard'' mods just get easy and you can faceroll them easily, especially if you have a player who focus on a team play build (a lot of auras/summons/dual totem etc.)
Dual totem and summons just make the game lag ^_^ Conduit auramaster is the real party king. Most people frenzy/endurance themselves but it pays to be lazy.
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Once partied with a dual totem GMP arctic breath witch...needless to say that party ended quite quickly. My computer sucks.
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Aiya, finally decided to try out a dungeon map, went into boss area got hooked into like 14 champion mobs .. that's probably the last time i try that boss I guess. mashed every potion i had ran away and logged out, thankfully didn't die
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On March 07 2013 05:17 LagLovah wrote: Aiya, finally decided to try out a dungeon map, went into boss area got hooked into like 14 champion mobs .. that's probably the last time i try that boss I guess. mashed every potion i had ran away and logged out, thankfully didn't die I have this image in my head of someone smashing all buttons at the same time, logging out and then curling up in the corner of the room to cry.
T_T
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On March 07 2013 05:17 LagLovah wrote: Aiya, finally decided to try out a dungeon map, went into boss area got hooked into like 14 champion mobs .. that's probably the last time i try that boss I guess. mashed every potion i had ran away and logged out, thankfully didn't die
If you didn't stick around to get desync ground slammed a few times you didn't even get the full experience.
Think I built my marauder too tanky. Things don't even damage me anymore
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anyone been banned for jsping? ive been dumping all my shit for fg, starting to worry
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On March 07 2013 05:51 r.Evo wrote:Show nested quote +On March 07 2013 05:17 LagLovah wrote: Aiya, finally decided to try out a dungeon map, went into boss area got hooked into like 14 champion mobs .. that's probably the last time i try that boss I guess. mashed every potion i had ran away and logged out, thankfully didn't die I have this image in my head of someone smashing all buttons at the same time, logging out and then curling up in the corner of the room to cry. T_T
Close enough to the truth hah, had to log off for a while, quite the rush.
as for JSP guy, I hope people get banned for it, d2jsp is a plague upon the arpg community
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On March 07 2013 01:32 -Archangel- wrote:Show nested quote +On March 07 2013 00:39 Xinder wrote:On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity. What groups allow is to play safer in HC and clear maps faster. If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play.
This is the problem. Group play is indirectly influencing map drops, since a group of 6 is op enough to clear any map mod combo on almost any map, sans maybe Maze. Just as importantly, parties can pool their alchs and chaos to better maps, and thus can afford to re-roll for high quantity mods much more easily than a solo player with more limited resources.
Kripp's group, for example, alch's maps as low as 69, sometimes 68, and can afford to spend multiple chaos or scouring+alchs to reroll higher modifiers on 69+ maps. I'm sure not every mapping party is on the same level, but most can do alch's on every 70+ map and maybe a chaos or two on 71+.
I certainly can't do that, and I'm not exactly poor. Hell, I don't even have enough alterations to re-roll blue maps sometimes. A week ago, I ran out of maps, and I'm back to farming docks at level 84 in HC. I've temporarily stopped playing because of that.
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can anyone trade me a reduced mana gem? pm me! will trade for any gem available for the shadow quests of the same level ^^
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On March 07 2013 06:45 Qaatar wrote:Show nested quote +On March 07 2013 01:32 -Archangel- wrote:On March 07 2013 00:39 Xinder wrote:On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity. What groups allow is to play safer in HC and clear maps faster. If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play. This is the problem. Group play is indirectly influencing map drops, since a group of 6 is op enough to clear any map mod combo on almost any map, sans maybe Maze. Just as importantly, parties can pool their alchs and chaos to better maps, and thus can afford to re-roll for high quantity mods much more easily than a solo player with more limited resources. Kripp's group, for example, alch's maps as low as 69, sometimes 68, and can afford to spend multiple chaos or scouring+alchs to reroll higher modifiers on 69+ maps. I'm sure not every mapping party is on the same level, but most can do alch's on every 70+ map and maybe a chaos or two on 71+. I certainly can't do that, and I'm not exactly poor. Hell, I don't even have enough alterations to re-roll blue maps sometimes. A week ago, I ran out of maps, and I'm back to farming docks at level 84 in HC. I've temporarily stopped playing because of that.
you can't compare any player in the game to what kripp is able to accomplish. kripp is an anamoly. if you watch his stream it's basically cheating. He finds all range of items from medicore to high end, links it to his 5k viewers and gets massive whispers trying to buy his shit (mostly overpriced). The rate at which he is able to turn any quality of item for currency is something that any other player playing the game will never be able to achieve. I watched him clear 2 stash tabs of decent rares in about 8 minutes. This would take a normal player hours, days, weeks, months if they could even sell all of it, at all!
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Cold penetration vs Added cold damage for Freezing pulse Crit witch?
Pros and cons?? So hard to decide
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On March 07 2013 06:53 crms wrote:Show nested quote +On March 07 2013 06:45 Qaatar wrote:On March 07 2013 01:32 -Archangel- wrote:On March 07 2013 00:39 Xinder wrote:On March 07 2013 00:22 Ryalnos wrote: The endgame still sits...oddly with me. I like the idea of maps with random mods etc. but it's kinda weird that you can 'run out' of endgame content (no more maps!). I guess you can group, but it would be nice to solo...
My lev. 66 bowranger has found only three so far, mostly farming docks + fellshrine last 10 levels. I think GGG is in a hard spot in terms of balancing map drops. They're trying to make solo mapping as easy as group mapping, but you can't up map drops to help out solo play without causing group mapping to get flooded with maps. I don't envy their position that's for sure. I don't know if there's any way to separately balance the two and up the map drop chance if you're solo, then leave it where it is now if you're grouping. I hope you know that extra members in party don't influence map drops, it only influences orbs and other equipment. Maps drops are only influenced by maps own improved quantity modifiers. That is why it is important to alchemy maps and play maps with dangerous mods that give lots of improved quantity. What groups allow is to play safer in HC and clear maps faster. If they want to improve map drops they can do so, but at same time make group play more dangerous to make is better for solo play. This is the problem. Group play is indirectly influencing map drops, since a group of 6 is op enough to clear any map mod combo on almost any map, sans maybe Maze. Just as importantly, parties can pool their alchs and chaos to better maps, and thus can afford to re-roll for high quantity mods much more easily than a solo player with more limited resources. Kripp's group, for example, alch's maps as low as 69, sometimes 68, and can afford to spend multiple chaos or scouring+alchs to reroll higher modifiers on 69+ maps. I'm sure not every mapping party is on the same level, but most can do alch's on every 70+ map and maybe a chaos or two on 71+. I certainly can't do that, and I'm not exactly poor. Hell, I don't even have enough alterations to re-roll blue maps sometimes. A week ago, I ran out of maps, and I'm back to farming docks at level 84 in HC. I've temporarily stopped playing because of that. you can't compare any player in the game to what kripp is able to accomplish. kripp is an anamoly. if you watch his stream it's basically cheating. He finds all range of items from medicore to high end, links it to his 5k viewers and gets massive whispers trying to buy his shit (mostly overpriced). The rate at which he is able to turn any quality of item for currency is something that any other player playing the game will never be able to achieve. I watched him clear 2 stash tabs of decent rares in about 8 minutes. This would take a normal player hours, days, weeks, months if they could even sell all of it, at all!
This is true, but I used his mapping group as an extreme example of imbalance. The problem is that, like I said, even an average high level mapping party can afford to run maps that use chisels, alchs, and chaos much more frequently than a solo player due to resource pooling.
Edit: also, one would think that having access to 6 portals as a solo player would mean 6x inventory space, but that's almost never the case. I've run hundreds of maps, almost all of them with either mob pack size/magic monsters or 40%+ quantity, and I can't remember the last time I've actually had to use an extra portal due to lack of space. There is practically no benefit to mapping solo.
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On March 07 2013 06:57 Archers_bane wrote: Cold penetration vs Added cold damage for Freezing pulse Crit witch?
Pros and cons?? So hard to decide With the way resists work I'm pretty sure cold penetration gives you much more damage overall.
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On March 07 2013 06:57 Archers_bane wrote: Cold penetration vs Added cold damage for Freezing pulse Crit witch?
Pros and cons?? So hard to decide
Cold pen should be better than added cold damage, but I think there are better options than it. Faster casting or projectile speed should be better.
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...am I alone with being horribly annoyed with the Shadows body posture? He runs completely normal, stops and suddenly collapses on himself and looks retarded.
GGG FIX PLEASE I CAN'T LOOK AT IT. TT
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I'm irked by the pot smashing animation, specifically, ranger's. It seems to be the slowest by far and it's super annoying. By comparison, the witch is lightning-fast, which is weird
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They will eventually make everyone's pot smashing animation as fast as the shadows.
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