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Pocket dungeon item nerfs in P3

Phase 3 has seen all of the previous top tier items that used to drop in the various pocket dungeons in tropics, jundark, and desert be nerfed substantially compared to steelbloom, carphin, and forge gear that drops off trash mobs in these areas. How does everyone feel about this?

Personally, I like that the carphin and forge gear is now top tier, as it was pretty bad before. However I also think the PoI item nerfs have been way too big, and that some of them should still be competitive with random gear drops from carphin and forge trash mobs. Being able to go to various pocket dungeons to farm good gear and get away from clusters of people / fight for pvp spots in the tropics was a big plus of last phase.

Comments

  • LudulluLudullu Member, Alpha Two
    Full items dropping from normal mobs should pretty much not exist at all. But Intrepid can't fix their economy for a year now, so who cares at this point.
  • daveywaveydaveywavey Member, Alpha Two
    Ludullu wrote: »
    so who cares at this point.

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  • SmileGurneySmileGurney Member, Alpha Two
    edited September 29
    Ludullu wrote: »
    Full items dropping from normal mobs should pretty much not exist at all. But Intrepid can't fix their economy for a year now, so who cares at this point.
    I want gear and playstyle variety, so yes POIs should hold SOME value beyond glint and plain crafting mats grind. There is no harm in lower quality gear drops, especially barely anyone is going to craft anything in the Common - Rare bracket, because processing costs are the same as for Heroic+.

    I also don't want to cut down an equivalent of the Amazon forest to craft ONE average bow, or wipe out the whole wolf population to craft some medium armour. The current approach to economy is unhinged, and will sink this game before it even releases.
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  • LudulluLudullu Member, Alpha Two
    edited September 29
    The current approach to economy is unhinged, and will sink this game before it even releases.
    And that is the exact issue I pointed out.

    None of this should be the case. EVERYONE should be crafting white gear, because that should be the easiest and fastest AND FUCKING CHEAPEST way to get gear. Mobs should be dropping specialized mats super frequently (unlike now, afaik) and gatherables should be abundant enough for the entire fucking server to be able to craft AND PUSH NODES fast enough.

    But anything that's above white rarity on all of those things SHOULD BE RARE (imagine that, a rare thing being rare, huh), so if you want to stand out against the crowd with your cool gear - you gotta grind on a massive scale or get lucky.

    NONE of that is in the game, because... "Intrepid can't fix their economy for a year now".

    But I agree that full gear should be dropping in the open world. That's what bosses and named mobs are for. They simply have to be on longer respawn timers, so that the items don't flood the guild storages.

    The game's gearing system is assbackwards as fuck rn, all because the current econ team is doing godknowswhat and seemingly don't have a proper vision for what they WANT to do. Or, if they DO have that vision - holy fuck is it a bad one. Reaaally wish they had their Principal Econ Designer right about now (more like, 3 years ago, so that none of that would've even been an issue in the first place).
  • lamina5432lamina5432 Member, Alpha Two
    If there were an actually drop table outside glint an gear for mob's that then fed into the crafting economy. Players that hunt mob's might see a better view on how to contribute and use the market. If there was also drops for helping increasing rarity from the PoI's you would have even more of a reason to look in those places.

    My Two worries long term right now is the obsoletion of crafters and processors below GM. The other is the permeance of gear causing stagnation in endgame economy.
  • SloanEQSloanEQ Member, Alpha Two
    edited September 29
    I think phase 2 nailed it more or less in regards to named mobs. It seemed like 33% chance on either component, item, or recipe. Recipes actually seemed a little more rare, which is good design imo. The game can be crafting based if green and blue items drop, because everyone wants epic and lego versions that are crafted...but it lets you gear up with lower quality in the meantime.

    Currently, it seems like 90% component, 9% recipe, 1% item. Which is just bad, especially if you cannot even craft half the radiant items that the components are for. I assume they will be switching this up again soon.

    Also, agree on increasing named mob spawn time, 30-35min instead of 20-25min
  • LudulluLudullu Member, Alpha Two
    SloanEQ wrote: »
    Also, agree on increasing named mob spawn time, 30-35min instead of 20-25min
    For intrepid here, I was talking more like "named mobs 4-5h and bosses at closer to 16-24". We simply need more of them in the world. Imo there should be ~100 items a day that come from those mobs. That's ~100 FOR THE ENTIRE REALM. 100 might even be a bit too high, but that's a testing thing.
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