Drop rates during the course of PoE
I am wondering what people think. Especially the closed beta players.
Are the current drop rates of currency and good items... 1. Lower than closed beta drop rates. 2. The same as closed beta drop rates. 3. Higher than closed beta drop rates. What do you think? Go! | |
#3 because at cbt i don't use mf build, lol
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* Forum Avatar - $500USD ... -- Bex_GGG |
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Your definition of "good items" has changed... not the drop rates.
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" That's false. Please let your vote know. | |
You asked what I thought. I told you. Get bent.
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In terms of unique drops it wasn't really any different. I still found no uniques until I got all the way through the game.
Standard Forever
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Uniques drop more often, everything else is about the same.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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I believe the chance of chancing a unique got a lot worse.
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its higher,without doubt.And back then you needed tons of rarity to get the same results you get now with very little investment.
But one could arque that on cb you got lootxplosions with high iiq.which is irrelevant because you need to had an mf char which you limited your builds to certain specs. If one doesnt remember how was cb compared to ambush,i can only say that one would troll if they say cb was better Bye bye desync!
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Still far worse than CB but better than on OB release.
Same goes for item quality. The modpool spawning on rares was far bigger and they had an equal chance, you could easily craft alchs and chaos orbs. Same goes for chancing uniques. If you wanted to chance Kaoms you needed the same amount of Chance orbs if you wanted to chance for example Shiversting. In fact I chanced the last unique undiscovered in CB with my Legacy League Chance Orbs and it took around 300 Chances, which was around the same amount players needed to chance Kaoms. Because of equal chances on mods it wasn't difficult to alch/chaos a 350+ dmg Karui maul during a 1 week race for example. Now the higher the level req the harder it is to roll the mod so you are mostly finding junk or rolling junk. Random Chests dropped far better and there were far more random chests with OB they got turned into white item garbage chests. Now they got stealth removed just like they got stealth nerfed it seems. To find uniques was harder in CB because maps started at level 60 and ended at 69. The uniques not found most of the time were uniques those having higher level req. Quality of items was only far better because you had a full mod pool at level 64 maps(aside 2-3 mods needing level 68) OB create a huge modpool gap, stealth removed mods from items and created barely better mods. If you do the math you get the same power you had in CB on a far higher level in OB and release. The CB killspeed was much higher than in OB/release. You needed around 1/3rd of the time to reach merciless than you do now. There were some rare items with good rolls I remember finding the strongest woodful stuff ever seen in Dark Forest Cruel during a 1 week since it had like almost 400 max damage with level 37 req. Other players had insane ele cleave weapons. The only thing where rolls didn't have equal chances was the "players have blood magic" roll on maps. CB was more like a real ARPG because crafting had equal chances and wasn't like winning a lottery. Let's see: estu87 according to postings never played CB Shagsbeard never played CB tinko92 never played CB |
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