Does the bonus experience per monster power level count towards Paragon levels ?
No, they made it pretty clear that the exp bonus only counts for pre-60 characters. So MP will allow you to power level up to 60, but won't help as far as Paragon levels are concerned.
Does the bonus experience per monster power level count towards Paragon levels ?
No, they made it pretty clear that the exp bonus only counts for pre-60 characters. So MP will allow you to power level up to 60, but won't help as far as Paragon levels are concerned.
No they didn't, read the first post in the thread, XP bonus also affects level 60 characters.
Does the bonus experience per monster power level count towards Paragon levels ?
No, they made it pretty clear that the exp bonus only counts for pre-60 characters. So MP will allow you to power level up to 60, but won't help as far as Paragon levels are concerned.
No they didn't, read the first post in the thread, XP bonus also affects level 60 characters.
Well, when I read:
in return players will receive scaling bonuses to experience (for heroes levels 1-60)
I thought it meant the experience bonus is limited to "heroes levels", as opposed to "paragon levels".
I don't see the point in specifying "heroes levels 1-60" if it's not to state such a limitation, since everyone has a hero level that's between 1 and 60 anyway.
If that's not the case, then great, but it's still not perfectly clear in my opinion.
Does the bonus experience per monster power level count towards Paragon levels ?
No, they made it pretty clear that the exp bonus only counts for pre-60 characters. So MP will allow you to power level up to 60, but won't help as far as Paragon levels are concerned.
No they didn't, read the first post in the thread, XP bonus also affects level 60 characters.
Well, when I read:
in return players will receive scaling bonuses to experience (for heroes levels 1-60)
I thought it meant the experience bonus is limited to "heroes levels", as opposed to "paragon levels".
I don't see the point in specifying "heroes levels 1-60" if it's not to state such a limit, since everyone has a hero level that's between 1 and 60 anyway.
If that's not the case, then great, but it's still not perfectly clear in my opinion.
They did have a typo in the PTR patch notes on Friday it would be kind of pointless in my opinion if there wasn't a XP increase for raising the difficulty.
Here are the numbers:
Each MP level adds 25% MF, MP levels 1-3 add 10% exp each, 4-6 add 15% exp each, 7-9 add 20% exp each, and 10 adds 25%. The aggregate bonuses for +MF% and +exp% at MP 10 are therefore 250% and 160% respectively.
These are values in inferno and do break the 300% cap
After reading this Im a little more excited to play 1.0.5 ... Seems no change in drop rates for this patch, but none answered about the rates on MP1...
We already know MP1 will turn everything into 63, but will the rate be the same in all acts? act1 MP1 = act2 MP1 = act3 MP1 = act4 MP1 in terms of drop rates? i.e. legendary ilvl63 drop rate 0,000001 in act3 due to mlvl 63 will be the same for act1 as they will also be mlvl63 at mp1?
I think this change combined with the rest of the patch will destroy the economy. The rare market is going to crash hard.
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.
Easier than current in act 3. I don't think monster power 1 in act 1 is easier than 1.0.4 act 1, but rather easier than 1.0.4 act 3.
However, I still don't like how they make items easier and easier to find every patch. It's not fun to sell all your gear before a patch so you can buy it cheaper later, but its starting to feel like it's something we need to do if we want to be effective.
Start at the quest kill ghom. Kill the 3 mobs that attacks. Check what xp you get. I did it on monster power 1 and monster power 10. Fact was monster power 10 made the mobs yield equal to 124% more xp than on monster power 1.. So basicly farming at 10 compared to 1 is like wearing 4 perfect rolled leoric signets.
I think this change combined with the rest of the patch will destroy the economy. The rare market is going to crash hard.
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.
And that's different from the last 4.5 months in what way? They already helped us out greatly with ilvl 61-62 weapons (patch 1.0.4) and as the games goes on it's only naturally that only the best pieces increase in value while the rest gets cheaper and affordable for everyone and even newcomers. Actually we need more of those toprolled rares to compete with the mass of mediocre legendaries and sets floating the AH.
An example, just think back at the start of the game. Only a few people could farm A3/4 inferno and sold lots of blue high dps weapons, about a month later everyone could farm the area and blue weapons wouldn't sell for a dime. Now look at the rare market today, unless a piece got at least 100+ main attribute and a socket (or crit damage or loh or lifesteal for that matter) you probably can't even sell it for 100k even with a solid 900 dps for an onehander. Think back of D2, at the start of a ladder season you could make a solid profit of a Harle - after a week or two people will start selling it for perfect gems...
The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
I think this change combined with the rest of the patch will destroy the economy. The rare market is going to crash hard.
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.
And that's different from the last 4.5 months in what way? They already helped us out greatly with ilvl 61-62 weapons (patch 1.0.4) and as the games goes on it's only naturally that only the best pieces increase in value while the rest gets cheaper and affordable for everyone and even newcomers. Actually we need more of those toprolled rares to compete with the mass of mediocre legendaries and sets floating the AH.
An example, just think back at the start of the game. Only a few people could farm A3/4 inferno and sold lots of blue high dps weapons, about a month later everyone could farm the area and blue weapons wouldn't sell for a dime. Now look at the rare market today, unless a piece got at least 100+ main attribute and a socket (or crit damage or loh or lifesteal for that matter) you probably can't even sell it for 100k even with a solid 900 dps for an onehander. Think back of D2, at the start of a ladder season you could make a solid profit of a Harle - after a week or two people will start selling it for perfect gems...
The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
I agree with you completely. Reduce the drop rate of all rares to 10% of what it is now, but throw checks into the affix algorithm so we dont get wands with strength or dex, for example (not saying all wands should roll int, just should not roll str or dex in this particular example), or a barb skill affix on a crossbow.
I'm really looking forward to farming other acts now with this new feature. Act 1 is my favorite, so I'll be so glad to ditch act 3 for a while and still have the same odds at the same gear.
Honestly I thought the flat difficulty was the way they should have gone to begin with. There are a few things they had changed before release, and now patching back in the way they had it before release. Silly, really. They need to just stick with their best ideas and stop being so indecisive
did i understand this correctly? as soon as i turn on monster power level 1+ then all monsters will have exactly the same loot-table as in act3-4 regardless of which acts i play? (act1 and 2). this means all acts are the same loot-wise when activating monster power level?
if so, why would i want to farm an act higher than act1? act1 is natively easier than act2-4...
It's not as easy as you think (if you go play on the PTR). Sure Act 3/4 may have more annoying mechanics, but Act 3 also has a higher monster density. Regardless, I think a lot of us want to go back to farming Act 1 because we like it
Its like cutting paper anyways at MP1 or no power, so you shouldn't worry about monster mechanics etc.
Plus i think they covered this by adding a keywarden on every act so that you have to do at least once a day every act run, to get a key.
So in June Blizz increased the % drop rates of iLvl61-63 loot (for iLvl63 it is 4.8% in act1, 9.3% in act 2, and 16.3% in act 3+4).
Does the proposed MP system change this so that, at MP1, all acts have the same iLvl63 drop rate as act 3?
It's not about % chance to drop xlvl item, thing is that now every item has the affix budget dependent on what level monster you've killed. So the thread is all about that when you turn monsters to power 1, they all get mlvl 63, making lets say an item of ilvl58 an affix budget of an item 61~63.
Before the game released I said that it has too many stuff that would make me feel like a human filter and I'm not going to like it. But others (including Blizzard) claimed that in order for you to get excited about finding a good item you need to find a lot of crappy ones first. Now I'm not an expect of excitement, but I can definitely tell that people are getting more and more annoyed with it over time. That goes for white items still being in the game, but also the huge number of rare items you have to go through to find a good one. If they reduced the total number of items dropping but keep the number of good items dropping the same, we'd get just as exited (except we'd get excited when we see the yellow rather than after we identify it), but waste a lot less time looking at crappy items and more time actually playing.
I also talked about 3 second identification eating a lot of your time in the long run and it being really stupid just as an "excitement" thing, and guess what, I don't even pick up items under level 63 because the 3 seconds it takes to identify them is not worth it as I can spend those 3 seconds farming for more experience, legendary items and level 63 items. If you're farming anywhere near fast nowadays, you're probably losing gold by wasting time identifying items that have a too low average value. So they reduced it to 1 second which is a great improvement, but I still don't like the whole act of identifying. Maybe if it was like in D2 where you can identify an entire inventory in 1 click...
Of course, the above 2 aren't "THE" problem of the game and its loot, but definitely "A" problem that could be dealt with without too much effort if they only decided it was a good design.
The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
The problem is: there's no ladder in D3 (yet). Thus if we "all" (Joe Average, not somebody playing 600++ hours) can manage to find decent items there's no reason to use the (RM)AH (and no $$$ for Blizzard).
Item dropchance decrease: there's a guaranteed item on every champion pack, what's about that? With your gear you should be able to kill on pack every <2 minutes. If Blizzard reduces the randomness in item generation the market will be flooded with neat 4 stat rares in no times and only the totally dedicated/"addicted" will hunt for 'perfect' 6 stat drops. Imagine every weapon rolling +elemental damage (or %enhanced damage) and every other item rolling +all resistance (or vita?). You'd need to decrease the amount of champs or no longer guarantee the rare drop on 5th stack of NV, well you'd basically have to change the whole (drop-)game.
The difference between D3 and eg Torchlight 2, you can beat TL2 with the stuff you found. That's because the developer probably assumed that you won't trade with somebody else and don't mule stuff on an alt. In D3 there's the AH from the start, they assume that you can trade with everyone.
There are several things Blizzard can (should?) to do to create a more worthwhile experience. They proceeded with some ideas in 1.0.5 and from our feedback they'll develop further changes. I'd prefer having more gold dropped after lvl 60 (or hitting a checkbox somewhere) instead of white/blue items because it's highly unlikely i'll bring those to a vendor, just walking over an additional stackpile of gold isn't that hard on the other hand. An 'idenfity all' button with the new changes will be a highly demanded change for sure. Sadly that's no D3 beta and it will take several more month (year[s]?) until D3 is at a place where it should be from our general point of view. They underestimated our dedication, the influence of the AH (as stated in a bluepost shortly after launch) and much more - but they won't/can't change the game entirely over night.
And please don't forget: if you can get excellent drops in only a couple of hours, why bother logging in every other day? This game is designed to last a decade (well, the items only until the addon hits somewhat 2014ish).
You completely missed my point.
I wasn't asking for quicker drops, I was asking for less drops but a higher percentage of drops that are worthwhile.
For example, currently you could farm for an hour and get 100 rares.. 1 of them is worthwhile. I think a better system would be you farm for an hour, you get 50 rares and 1 is worthwhile. What would this system do? You'll have more hope that a rare is actually worthwhile and you'll be more happy when they drop.
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Well, when I read:
I thought it meant the experience bonus is limited to "heroes levels", as opposed to "paragon levels".
I don't see the point in specifying "heroes levels 1-60" if it's not to state such a limitation, since everyone has a hero level that's between 1 and 60 anyway.
If that's not the case, then great, but it's still not perfectly clear in my opinion.
Here are the numbers:
We already know MP1 will turn everything into 63, but will the rate be the same in all acts? act1 MP1 = act2 MP1 = act3 MP1 = act4 MP1 in terms of drop rates? i.e. legendary ilvl63 drop rate 0,000001 in act3 due to mlvl 63 will be the same for act1 as they will also be mlvl63 at mp1?
ty
Monster level 1 is easier than the current game, so basically this change means ANYONE in Inferno gets Act 3 droprates and ilvl 63 affixes on all items.
However, I still don't like how they make items easier and easier to find every patch. It's not fun to sell all your gear before a patch so you can buy it cheaper later, but its starting to feel like it's something we need to do if we want to be effective.
Currently played toon: https://eu.battle.net/d3/en/profile/Rage-2973/hero/97362116
The difference is that it's the 1.0.4 changes multiplied by 4 or 5. Not only does it not fix the problem with loot, it's using a 1000 ton mallet instead of a hammer.
The problem with the loot in D3 is not that you don't get good items. The problem is that you have to wade through hundreds of crappy items before you find anything that is remotely worthwhile. It's not fun to ID a full inventory of rares and know that each one is likely worthless. I would much rather have items drop at a FAR less frequency but have a better chance at actually being worthwhile for players.
This change is just increasing the number of crappy items we get. The net result will be more items that are usable and therefore people will get upgrades quicker but it's not fun to pick up 50 items a minute and have to wade through them every few minutes. The loot problem had a few issues but the solution they're attempting here is only making the problem worse. I don't want more drops, I want less drops with higher quality. I don't like feeling like I'm collecting trash.
I agree with you completely. Reduce the drop rate of all rares to 10% of what it is now, but throw checks into the affix algorithm so we dont get wands with strength or dex, for example (not saying all wands should roll int, just should not roll str or dex in this particular example), or a barb skill affix on a crossbow.
Does the proposed MP system change this so that, at MP1, all acts have the same iLvl63 drop rate as act 3?
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It's not as easy as you think (if you go play on the PTR). Sure Act 3/4 may have more annoying mechanics, but Act 3 also has a higher monster density. Regardless, I think a lot of us want to go back to farming Act 1 because we like it
D3 Channel: OnetwoD3
Plus i think they covered this by adding a keywarden on every act so that you have to do at least once a day every act run, to get a key.
It's not about % chance to drop xlvl item, thing is that now every item has the affix budget dependent on what level monster you've killed. So the thread is all about that when you turn monsters to power 1, they all get mlvl 63, making lets say an item of ilvl58 an affix budget of an item 61~63.
I also talked about 3 second identification eating a lot of your time in the long run and it being really stupid just as an "excitement" thing, and guess what, I don't even pick up items under level 63 because the 3 seconds it takes to identify them is not worth it as I can spend those 3 seconds farming for more experience, legendary items and level 63 items. If you're farming anywhere near fast nowadays, you're probably losing gold by wasting time identifying items that have a too low average value. So they reduced it to 1 second which is a great improvement, but I still don't like the whole act of identifying. Maybe if it was like in D2 where you can identify an entire inventory in 1 click...
Of course, the above 2 aren't "THE" problem of the game and its loot, but definitely "A" problem that could be dealt with without too much effort if they only decided it was a good design.
You completely missed my point.
I wasn't asking for quicker drops, I was asking for less drops but a higher percentage of drops that are worthwhile.
For example, currently you could farm for an hour and get 100 rares.. 1 of them is worthwhile. I think a better system would be you farm for an hour, you get 50 rares and 1 is worthwhile. What would this system do? You'll have more hope that a rare is actually worthwhile and you'll be more happy when they drop.