Drops from high-end map bosses

I'd like to discuss this issue.

By high-end map bosses, I'd consider the ones in 76-78 lvl maps.


First, I never skip any of those bosses except the ones from 78 lvl maps, 2 reasons:

1. Courtyard
- boss triggering is still bugged from the very day GGG implemented 78 lvl maps, and therefore, lasts too damn long in a 6 player party (explanation will come gradually)

2. Palace
- the boss fight also lasts too long with the chance of one-shot, especially because people that play that map are high level players that risk just too much


On point...

Let me ask you, how many maps do the bosses drop on average?
Mind the few rare items that drop, those aren't the issue, they can be increased with MF.

I've done over 100 bosses in the last week, 76/77 lvl maps, maybe 10 maps dropped from them.
And this is not only in the last week, it's like that since always.

Where is the reward in killing those hard bosses? (except Shipyard cakewalk)
Assuming that there were couple of tough mods on a map, I doubt any MF geared player (not 20/100) can do them, maybe there is a very small amount of ones that can, but I don't believe there are more than 10 players overall.

On top of that, if those few can do it, it's with a very high risk to get 15-20 rare items, therefore, not worthy if you're over 90th level.

The problem is here, that those 76+ lvl maps worth much, and I believe everyone who plays them would rather see a map drop from a boss than, lets say, 8 rare items.

There is literally no reward in doing those high level, hard bosses.

Maybe GGG should increase the map drop chance from those bosses?
Maybe xyz?

But something is sure, this is no good.
Already 90% of people skip even vanilla Shrine, we all know why... even that microscopic risk isn't worth it.

I'm sure GGG is aware of those boss skipping, just not sure why they haven't done anything so far.
At first it's maybe pointing out to be a really hardcore game, people run when they see a boss.
But the problem isn't that they're too hard (sometimes they really are), it's because even the 0.5% chance of failing is not worth taking the risk.

Now it's clear why the Courtyard boss fight lasts too long, because on average 2 people fight there, one is the map maker who didn't got refund and seeks it there, and second one is a challenge seeking player who knows/believes he can do it. And those 2 that fight, have to fight in a 6 player trigger environment.


What do you feel?
I feel I don't even drop 70 maps so I'm not about to get 78 maps :D
Honestly they really should just increase the map drop rates in terms top tier bosses not by a lot but slightly to the point where there is an incentive to kill the boss.
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I_NO написал:
Honestly they really should just increase the map drop rates in terms top tier bosses not by a lot but slightly to the point where there is an incentive to kill the boss.


That is what I think too, because right now, there is really no reason to take a risk, even the smallest one.
I've done tons of 76-78s, and in my experience, bosses drop maps infrequently. I had some luck with 75 bosses dropping Shipyard when I first moved up into 77s, but otherwise it's rare in my experience. Unfortunately I can no longer test it as I sold my 93's gear (I had no more currency after rolling maps for so long solo).

But yeah, bosses don't drop maps too much, I usually get then from regular mobs. The last map I did was Shrine and Piety dropped Arcade. I just laughed and switched to my current character.
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tinko92 написал:

1. Courtyard
- boss triggering is still bugged from the very day GGG implemented 78 lvl maps, and therefore, lasts too damn long in a 6 player party (explanation will come gradually)



It is not bugged. If someone gets too close to the bosses while other people are still is instance, the bosses will get the hp based on of the amount of people in the instance.

The easy way to avoid them getting that much hp: make sure that all people who will not fight the boss leave the instance before any of you gets close enough to the boss.

Courtyard bosses are furthermore the most fun endgame bosses (lv76-lv78 maps) in the game. (lv76 academy being in 2nd place)

The cycloner is deadly if you are in melee range against him and the leap Slam + flamestrike (Lightning strike but with fire) combo can be dangerous, but all that is avoided with proper movement.

Proper movement being: quicksilver flasks, brightbeak + leap slam + faster attacks or Lightning warp + Reduced duration.
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Edit:

I think that non-boss enemies should get reduced droprate and give reduced exp then compensate by increasing boss exp and boss droprate.
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Последняя редакция: mazul#2568. Время: 10 янв. 2014 г., 19:23:23
map quantity should vastly increase the chance a boss drops a map.

heck, just guarantee a boss drops a -2 to +2 map if the Q is 100 or higher.
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Nephalim написал:
map quantity should vastly increase the chance a boss drops a map.

heck, just guarantee a boss drops a -2 to +2 map if the Q is 100 or higher.



Sure, but only if you reduce the map droprate in the rest of the map to keep the same average output we have currently.
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Bosses should just have higher chances of dropping higher level maps. that way players may choose between skipping a dangerous boss or attempt to kill it for a potential reward.

Im not saying each boss should drop 4 maps 1 tier above the one you are doing, but just increase the drop rate abit so the risk of killing a high end boss feels abit more rewarding.
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mazul написал:
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tinko92 написал:

1. Courtyard
- boss triggering is still bugged from the very day GGG implemented 78 lvl maps, and therefore, lasts too damn long in a 6 player party (explanation will come gradually)



It is not bugged. If someone gets too close to the bosses while other people are still is instance, the bosses will get the hp based on of the amount of people in the instance.

The easy way to avoid them getting that much hp: make sure that all people who will not fight the boss leave the instance before any of you gets close enough to the boss.


Edit:

I think that non-boss enemies should get reduced droprate and give reduced exp then compensate by increasing boss exp and boss droprate.


Gets to close to the bosses? Where is the boundary? Why isn't it done properly by triggering when someone enters the boss room, like it's done in every single map so far?

I'm not sure have you ever played that map, but the goal is to clear the map, and then those who don't fight - leave, while others go to boss room and do the job.

If the triggering is really done that way (when the map is cleared going by the edges) when someone triggers bosses when walking outside of the boss room, then that is absolutely the worst thing in games overall that I've ever seen or heard about, it's embarrassing.

Can't agree on the edited part, because map drops suck anyway in 78 maps, if they are to decrease map drop rate to non-boss monsters, than the boss should get increased map drop rate by a lot.

Experience, could agree.

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