Specific Helmet Enchants you want are too difficult to obtain

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DoEFotGS a écrit :
I want to add option that allow you guaranteed obtain a wanted enchant on wanted helm after a lot of runs. Every league, from time when lab was introdused, I run a lot of them, I completed 100 grinds run past leagues and how much 'non-exist on market' combination I have?

Zero.


Not really sure what that last part has to do with anything, but if I'm deciphering your wording right you're telling me you have every combination after a fuck load of grinding, which sounds about right.

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DoEFotGS a écrit :

If they have no daily or reward for daily is extremely low - just place him on Aspirant Plaza right before entrance after you find him and complete at lest one mission, like it be with Zana.

That's a problem?


Again, crackin' out the secret code book here, I'm not understanding how you want him spawned.
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toiletvape a écrit :
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grepman a écrit :

my suggestion is simple: remove dumb op enchants from the game. thats it. yes,that would remove major source of income from lab farmers, which kinda lowers the profitablity of *doing something else than mapping or bossing* but Im sure they can figure out a way to keep lab farmers going


How about going the chromatic route, make enchants match gear requirements, ex., a Starkonja's is more likely to roll blade flurry damage rather than freezing pulse damage.
I like the suggestion a lot thematically, but in practical use I think its worse than current one.

basically, by weighing the probabilities by skill/helm combos you are punishing those who want to make whacky/"hipster" builds with different helmets for different skills, and you are decreasing their odds even further. right now it's 'fair' because the odds are all the same. but those wacky helm/skill combos already cant buy the helms because lab farmers just roll over the combos...and now its a double whammy as their odds decrease. and you end up pigeonholing builds even more
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grepman a écrit :
I like the suggestion a lot thematically, but in practical use I think its worse than current one.

basically, by weighing the probabilities by skill/helm combos you are punishing those who want to make whacky/"hipster" builds with different helmets for different skills, and you are decreasing their odds even further. right now it's 'fair' because the odds are all the same. but those wacky helm/skill combos already cant buy the helms because lab farmers just roll over the combos...and now its a double whammy as their odds decrease. and you end up pigeonholing builds even more


How about allocated stats then, if you have a shit load of int, you're more likely to roll int shit, vise versa.

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