![]() ![]() ![]() ![]() I only read the very first 4-5 pages of this thread, since it would take me a good couple of hours to really read and comprehend all that is written in these 24 pages, but here is a my take on the whoe item/farming/loot topic. ![]() If you have a 10, 20, 30% bonus to “attracting enemies” then surely you would fight more “packs.” Of course I don’t know how TQ or GD will do mobs, so this is all theoretical and I’m of course not a designer ><Īllright. D2/D3 has bosses that don’t always occur like champions or elite packs. “Oh I fight more stuff and get more loot/gold/exp.” It could also be scaled based on RNG type bosses, or even stats. I think it’s okay to have a handful of items like this, but the general “end-game” stuff should be reasonably possible to find in a solo play with some decent effort.Ģ0% more monsters would be simple to understand: Personally I hope GD doesn’t make things 1:1,000,000,000 like d2/d3 do. It also doesn’t rely on RNG and diminishing returns like mf% does. (Even called Adventure in the detailed stats) Well D3 has this system where gold/magic items/experience are all unique modifiers (which is okay, they were in d2, so d3 naturally would), but the idea here is simply allowing a player to maximize or minimize how he wants to adventure. Yes, it takes you a while to get out of the first area and is dangerous, but you level up so fast, that it compensates for the additional monsters. Actually, I am not sure it gets more difficult in the long run, based on xmax ![]()
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