What is up with Item Quantity gem? Is it bye-bye?

Some guy whispered me in Nemesis wanting to buy ALL my HC ones for 3 chaos each... When I was playing the Standard HC I remembered them being an alch each and easy to get. Is there a change that we don't know about yet? I didn't sell them, dude showed his hand.

So another stupid legacy coming our way?
Dernière édition par IamtheAxeMan#6525, le 22 févr. 2014 à 18:58:08
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Chris a écrit :
Item quantity will be revisited in 1.1.0. We are highly likely to prevent the Item Quantity support gem from dropping in 1.1.0 and to prevent the Item Quantity mod from spawning on magic or rare items. Item Quantity will continue to exist on Unique items, but we may review its magnitude.


From the announcement thread about domination/nemesis ending.
Dernière édition par Bunnu#1083, le 22 févr. 2014 à 13:42:15
All but unique IIQ will be left in the game... lame. Unless you have legacy items.

Good time to find something else to do.
I was really hoping to see an IIQ ring someday. Welp sigh
The removal of all this MF will end up producing a healthier game.

I don't have any math to back this claim up, I don't have long spreadsheets collaborating my points.

Just my own frustrations from playing certain builds that can't afford to gimp their raw stats/real supports to run lots of MF. It feels really bad running something for the 100th+ time and getting dumped on because your build can't afford the stats lost to Goldwyrm, Sadima's, Perandus, etc..

That my friends, isn't fun in a loot based game.

Take away MF, adjust drop rates accordingly, and let more dead enemies = more loot.
"Witty remark."

Talisman SC
IGN: HerbalD
Dernière édition par TheDancingDead#4148, le 22 févr. 2014 à 14:36:35
IIQ on uniques is still kinda OP and can be nerfed, but standard league quant levels are OP af
Multi-Demi Winner
Very Good Kisser
Alt-Art Alpha’s Howl Winner
Former Dominus Multiboxer
Dernière édition par Manocean#0852, le 22 févr. 2014 à 14:46:42
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TheDancingDead a écrit :
The removal of all this MF will end up producing a healthier game.

I don't have any math to back this claim up, I don't have long spreadsheets collaborating my points.

Just my own frustrations from playing certain builds that can't afford to gimp their raw stats/real supports to run lots of MF. It feels really bad running something for the 100th+ time and getting dumped on because your build can't afford the stats lost to Goldwyrm, Sadima's, Perandus, etc..

That my friends, isn't fun in a loot based game.

Take away MF, adjust drop rates accordingly, and let more dead enemies = more loot.


This is a pretty flawed perspective imo, if you nerf MF you are not magically closing the gap to a build that is superior and could typically sacrifice more for MF, they'll get to use other advantages instead. One build being awesome with MF and another not being able to afford MF is not the fault of MF itself.

I used to like having options, this was ruined in Nemesis and apparently only gets worse from here.

Imo, the only justification for this is globally lower drop rates and slower inflation.
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TheDancingDead a écrit :
The removal of all this MF will end up producing a healthier game.


This would be completely, 100% true, if they didn't allow legacy versions of items to exist.

Because they do, players with Goldwyrm, The gem, Perandus, crazy MF rares, etc, will simply gain further advantage, because they will be the only players with such items.

It's not all sunshine and rainbows for builds that can MF either;

People pick on summoner a lot, which is always my favorite classes, and say they are 'so easy' to make MF etc.

While it's true, you don't lose a lot of DPS, you lose a metric fuck ton of other things; Multiple auras, surivival, resistances, defenses, DPS, and even more summons;

Like, I'd love to wear my booties:



But nope, gotta wear these:



Giving up another specter, and zombie which is a massive drop.
You want even more MF, you're going to need to give up auras which are a summoners life-blood, or make yourself so defensively weak that near anything can one shot you.

Sure, you keep enough DPS to do runs, but so can any class, we're just talking about farming Dom here.

I got a bud that farms dom in all MF gear, more than me as summoner even, with a ground slam marauder, he just stun-locks Dom with heavy strike and culls him on a weapon swap with loads of MF.

Again, I would agree, but legacy items prevent this being a reality.
Also, no one give me that 'four month' league shit either. This is an ARPG which takes months to years to accumulate certain things, even the smallest things like an Empower gem can take over half a fucking year to level to 3, so please, spare me the game is balanced on character wipes. That's just shit balance then.

Cheers,
The flip side to the negatives of MF is that it gives the player control over what is important to them for a given play session. Want to kill stuff faster or progress through quests quicker? Use more damage oriented gear and gems. But what if you're grinding and want some better rewards? Stack on some MF gear and gems at the expense of damage. This is especially important for me as I spend 95% of my time solo and only play self found. Having the option to tune how I get my rewards or how efficiently I progress adds some real depth of choice to gearing and gemming. I personally will miss IIQ even if the game is technically better without it.
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gr00grams a écrit :
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TheDancingDead a écrit :
The removal of all this MF will end up producing a healthier game.


This would be completely, 100% true, if they didn't allow legacy versions of items to exist.

Because they do, players with Goldwyrm, The gem, Perandus, crazy MF rares, etc, will simply gain further advantage, because they will be the only players with such items.

It's not all sunshine and rainbows for builds that can MF either;


Fair enough, consider me swayed.

What a dilemma : (
"Witty remark."

Talisman SC
IGN: HerbalD
Dernière édition par TheDancingDead#4148, le 22 févr. 2014 à 15:36:58

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