Quantity of items...
Almost a week has passed since the patch, and people (myself included) are starting to run out of old towers. My clan and I have been running exclusively in parties with a Rarity Ritualist all week. While the towers still had at least 30%-40% of the item drops remaining, the loot was still more or less decent, along with three 10% tiles. But after analyzing various waypoints, we came to the conclusion that with only 30% of the item drops, the game doesn't reward enough. Not to mention solo play, where things are even more dismal. At this stage of the league, good items are worth tens, if not hundreds, of Divines. Personally, I, my clan, and I imagine many of you don't enjoy spending hours every day collecting crumbs. And believe me, my online game is fine. I can afford to play ten hours or more a day. But what's the point if you can't make a good kill like before with the new tiles? As many have already said, I want to speak up too. We need to increase the item quantity percentage to 20% on the boards to get to 60. And even then, it's more of a compromise between players. Ideally, it should be 30%. Or we need to come up with some other way. I ask everyone who agrees with my main idea of increasing the quantity to leave a comment below.
แก้ไขล่าสุดโดย mnmlsound#7326 เมื่อ 6 ต.ค. 2025 07:08:03 ขุดครั้งสุดท้าย เมื่อ 7 ต.ค. 2025 07:47:48
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I honestly haven't noticed much difference, in facts...I get tons of loot still but I didn't juice towers, I just play normally with 3 mod map and 2 tablets, yup...not even full juiced and I'm getting more then enough loot. The major complain seems to be that not enough tablets are dropping.
Tech guy แก้ไขล่าสุดโดย Warrax#2850 เมื่อ 6 ต.ค. 2025 07:35:28
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I've made over 60div in 2 days in drops. By myself.
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They won't increase quantity again.
They've been stating for years now they want to get rid of quantity alltogether. The direction they've been going in for a long time now is risk-reward. Everything has to be risk vs reward. And so, they like delirium's instillment mechanic, wisps, more map modifiers, more monster modifiers, etc etc etc. What now still remains of quantity is just the last surviving scrap of the sort of 'freebies' mechanics from previous times that they have deemed unworthy and obsolete a long, long time ago. That is why despite general information released pre-patch, it took yet another hit. Their ultimate goal is to eliminate quantity as a modifier in itself entirely and turn it exclusively into an inherent property linked to challenge modifiers [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] แก้ไขล่าสุดโดย keppie#6373 เมื่อ 6 ต.ค. 2025 08:00:44
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" I dont think you can do that. Party needs Quantity increase to function unless everyone gets their own loot which might be feasible |
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You know you ideally spec into rare mobs & rarity now, right? More rare monsters basically results into more quant, so it's fine, no? But yeah, running out of the old juice sure sucks.
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" Of course I know. People have been making builds with 200+ rarities for a while now, sacrificing damage to run such setups. Is that really the solution? There aren't that many builds in the game (considering the limited number to begin with) that can accommodate this for comfortable play. And what will we do if this gets cut too? What if the developers decide that 300%+ rare monsters on the map are too many? And personally, I don't think it fully covers the old item count when we had it over 100%, and some even reached 200% with luck. |
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