Okay I wasn't gonna complain at first because I figured it was just me seeing things but reading the forums I decided to actually test drop rates. That and add my thoughts on the changes.
Towers
Now I do agree when the towers first came out the primarily blue and higher drop raters were a little high. 50% blue and higher to get us into the towers and spending money on the ship tokens might have been worthwhile.
However I thought I would test the current drop rates on the Towers I went from 1-60 with a 2386 GS monk. Nothing special I know. However the results were a little odd.
I got 2 purple level mats, 5 blue level mats, 2 blue armour. The rest were a green/white mix and also about 40% of the waves dropped nothing at all (I'm fine with that part). My total drops for the 1-60 wave run was 134. Oh and without selling any items the total amount of cash that drops was 20k for that whole run.
Note: selling the green/white items for that run was about 40k
Also I noticed the sell price for the bulk of the green/whites has been halved some as much as 70% less then they were pre patch.
I don't endorse going back to the pre patch rates on the towers. I do however think that if you want to coax me to spend gems on ship tokens the drop rates should be about 30% of what the original drop rates were or about... Well it's hard to say how much more then current because current is so insanely low.
Pre patch content
Now for the pre patch content. The stuff some of you have been farming for a lot longer then me. Before patch I could go do a boss and 1/10 runs usually provided at least a purple. Now it's a lot closer to 1/30 runs on bosses which makes clearing normal dungeons almost completely pointless because we all know the drop rate from trash is next to nil.
Since the boss my GS allows me to kill no longer drops any upgrades for me and hellboy (yes I know those with more skill can kill him - lets just agree I'm a newb) I had to use 3 health pots just to down him to unlock legendary mode. If he gets one hit off on me I lose like 80% of my hp. I don't recall that happening on my attempts pre patch. Also pre patch I only has 1800 GS so I should have lost more HP previous attempts not less. I've been told that a warrior with 1800 ish GS can complete that fight and I would not be surprised they have excellent damage deflect abilities, however my monk not so much and sorry but 80% hp gone for one attack I could not dodge seems a touch high especially when my GS is well above the "recommended" number.
I spent about 2 hours this morning farming one of the lower legendary modes (1650 ish I think) and managed to get 2 blue drops pre patch farming for 2 hours of any dungeon would have netted me something at least 3 orange most likely 2 items I already had and 1 mat.
Bottom line. Personally I'd like the changes to the pre patch content undone the current drop nerf while I understand it can extend the game also makes it rather unenjoyable. I enjoy being able to upgrade if I haven't upgraded something in over 3 hours and I'm farming an area that drops the next tier of equipment over what I have something is a little off.
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Comments
and yup, looks like min %drop for legendary start is above 120
Are you sure that is quality, not quantity?
I would like to see some stats if anybody has done them with 2 sets of gear (one with one without high item find) on the same character for drop rates on bosses.
Lol I notice you guys are pretty bad about informing the players about anything in advance like patches or anything for that matter Some patch notes might be nice sometimes. anyways...
Back to topic..
having over 120% IIF definitely helps drop rate on legendary I'd suggest anyone else just starting on legendary make sure you have at least that... And anyone getting close keep that in mind when choosing stats on gear.
Lol, do you realize how incredibly moronic that sounds? The people who are creating a game will in no way ever discuss their means behind making their game. You know what? Because all the game design choices in this game are based off of a Vegas style number game, where no game design or fun value is taken into play. It's really sad that essentially legalized gambling exists all over the world now, and now our kids and young adults have access to it. I blame the old school korean browser games that started essentially legalized gambling in game form.
Now you might ask me "well then why play the game." Honestly this game has GREAT gameplay, the dodge/block mechanic opens up all sorts of skill related gameplay which makes you feel that you winning is in your hands, and I enjoy skill based games. Unfortunately everything else in the game took a back seat. Terrible skill system with non-existant customization, same goes with uninspired weapon and armor stats. Mindless trash killing, with the only thing saving the entire game is actually pretty inspired and fun boss fights. Oh yeah did I mention literally EVERY COOL THING in the second game not making it to this game? Its a single player game with a glorified chat room, when the second one had full PVP and co-op.
Sometimes I just dont get game developers....its tough when developers get your hopes up with what could be a good game and instead go the business route.
Yeah I actually think each boss has its IIF point where it starts dropping legendary gear more often. Ive noticed that once I get more IIF bosses that didnt use to drop legendaries that often now drop them all the time.