**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
Outside of that I don't really see the difficulty. Now act 6 and LOL before they got rid of the dull node was pretty bad. Even the Abyss is tuned better than expected. If they removed the hit count it would be easy.
so it sounds like they really are listening....
hopefully they don't just hear us, and they actually listen and the changes are and plan is what we wanna see......
They didn't need to do that, and most game studios probably wouldn't have done that. That doesn't mean they are just going to do whatever we want, to the extent we even all agree on what that is, but it is something.
That is all,
Strong
Act 5 exploration rewards are a lot easier to get than Act 6 exploration rewards are, obviously. And so they should be less valuable. But I think they should also be less vulnerable to RNG, for exactly the same reason. You only explore Act 5 once. The rewards you get should be less random, because you can't keep going after them until you get what you want. If you miss, that miss is forever.
Repeatable rewards, however difficult they might be, can be more random. You can always go again. Your luck can average out. But yeah, Act 6 exploration, today I would make that gem generic. Not to acknowledge difficulty, but to acknowledge the once in a lifetime achievement.
The rule I now believe is difficulty should determine reward magnitude. The more difficult, the larger the rewards. But repeatability should determine randomness. The less repeatable the content is, the less random its rewards should be.