Feedback Release 220

Discussion in 'Discussions on Current Topics' started by teddy.bear, Jun 28, 2019.

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  1. telebrion

    telebrion Forum Apprentice

    This release is worse than bad. It's a mistake.

    It ignores years of player feedback. And takes away the only non-rng way of obtaining the end-game sets.
    If one of the goals is to have a variety of viable builds for each class then surely eliminating the only guaranteed way to obtain different gear sets so that players can mix and match different sets and experiment with them might seem like a significant barrier, no?

    It means that all the players post-patch will have the same gaming experience as players before the gear vendors were introduced.
    i remember that time....it was one of the reasons i stopped playing the game 3 years ago after playing it for almost 6 years.

    I know the counter-argument, we have higher drop rates now. That is true, but just because there is a greater chance of dropping a unique doesn't mean that it will be the unique players are looking for. Before the patch players were rewarded for playing the game by earning the ability to acquire what they needed. Now even the players who have the uniques and sets have no guarantee of doing so. So even for the established players it is a significant loss, since now they have to deal with multiple levels of rng to get the unique with the orange or golden line they are looking for. And even if that was the goal BP could have made vendors themselves an rng reward after a boss kill. That way players still have a chance of using materi to get multiple shots at the uniques that they want.

    Now all the hard-earned materi has less value than before the patch and the timing of only 3 days after completion of leader board event seems especially egregious. It is literally like someone giving you a reward and then turning around and making it almost useless.
    I know the counter-argument: now players can buy the cores instead of the gear, but how is that better? If the goal was to give the players a way to acquire cores other than by killing the dungeon bosses then BP could have easily introduced the core merchant without removing the gear vendors.

    The fact that all the bosses and elites have more resistance/armor/hp just adds insult to injury. And i say this as someone who welcomes challenge. If all that was done is buffing of the bosses i wouldn't have as much of an issue with the release. i agree with the idea that the content should be harder, since i was able to solo inf4 bear pre-patch even though my gear is mostly un-crafted legendaries with the exception of t6 witch set.

    As a reminder i want to point BP to the way they treated Gnob. They still gave us multiple Gnob cave passes and ways to access him even after he was no longer present during the events. The gear sets provided by materi merchants are at least as valuable as the Dark set/tear holder/blood tooth accessories.
     
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  2. kankerkanker2

    kankerkanker2 Forum Apprentice

    you devel9pers really had a few great ideas, just did not implement them in the right way. if next patch wont have any drastic changes regarding pve, this game is going to die. anyway i wont be Playing until i see r221 this is goodbye.
     
    Last edited: Jul 7, 2019
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  3. Burn84

    Burn84 Junior Expert

    I dont understand why everyone complains about new changes...

    Back in days to kill a boss or to play an Qs we needed a strong grup and time to finish it....now is same like it was long time ago :D
    The onli thing i can agree with every one Bosses shuld have maby 10% less Hp that all
    Inf 3/4 shuld be onli for Op Toons ...where is the fun if everyone can do thouse inf... ????
    If samone dont like it, u can change game and stop complaining here...

    I know games, where to run a dungeon u need 4/5 h....so u do it in 10 mins now and not in 4/5 like before ,so where is the problem there?
    Wen they add inf 5 ppls still gone complain becouse they cant play there ..

    Games are onli to be a pass time not real life...u cant do inf 4 np just go and have fun in lower inf...

    And Dont forget that to get 1 unic intem(predator) i needed 4k+ kills each boss ,and now we get tones of unics , is bad too they shuld lower the drops for unics more :D

    Ppls forget that this is a game ! :D

    Ps: i hate Boters!!!! ( Bp still dint bring the Hammer of Justice on them and that is bad!)
     
    Last edited: Jul 8, 2019
  4. KulawyMao

    KulawyMao Exceptional Talent

    this isn't an evidence
    u could have lucky day or lucky event where u get everythink....

    1 person can't say that lootrate is better/worse.

    but i can belive that dev's raise lootrate but from 5% to 6%(~) its no diffrents
    if u need to use 2-3 more resources and fight 2-3x longer u should have much better lootrate than 5-10%...
    i was on 2 maps = 2x3 trees and 2x2 spiders = 0 uniq so where u see better lootrate?

    and diffrents?
    before r220 i killed spider i4 in 40-50sec on BLUE, now i need to use second buff bc i cant kill this spider on 1 buff on RED so raise % should be much better than it's now
    and in the first place = we shold can get much more ~tree(for buffs) per map...or buffs should be longer
     
  5. sargon234

    sargon234 Commander of the Forum

    Considering the increase in difficulty and the fact that uniques have random values, yes, drop rates should be much higher

    Also i tested the bosses, drop is bad, very bad

    And have you tried doing the tree quest in blackborg?No you didn't and you would notice that the drop have worsened
    Also, genius, where are you supposed to farm the belt of witchseeker set?
     
    Shansurri likes this.
  6. ZantezukKken

    ZantezukKken Someday Author

    The only broken thing is the unik drop of trees/golem. The unik rate on spiders is increased, and it's enough.
    after 213 trees 5 chest 1 shoulder... a thing that we can obtain with 3 runs before 220^^
    on boss r219 there was a lot of time 0 unik.. perhaps 75% of try, now it's rlly increased, you can get 2 cloaks with the second boss , a thing who never happen before...

    Use more time online, and less time on forum to complain it will give more realize statistics about game.

    The only thing to think now is to give better rewards for LB solo cause it's finally easier in grup than alone.. not too late !
    Think to rework all pts to push up a lot bonus time, and bonus boss, and bonus of the difficulty.. and a last thing,
    where is the code? we collected enough fairy fire :) :)

    little sad thing : why the hell change cloak of heroes or kahlin if it's to give them the same bonus, basic stat than before?
     
  7. Μorfeas

    Μorfeas Junior Expert

    This release (220) is the worse release ever!!
    Karabossa event before this joke release 5 times boss (3-4 uniques) after R220 11 times boss (double ess and woods) 2 uniques drop. Nice increase drop.. Keep going!
    Trees before R220 in 2 runs 6 trees kill 2 unique (pauldrons sometime in one run 2 uniques) after R220 16 trees kill 1 yassak boot! Very nice increase the drop once again. Keep going like that!
    You make the decision of the most players more easy to stop this game... You need hotfix fast to change some things the game has no fun anymore and no reason to play this game anymore..
     
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  8. MaxDisappointed

    MaxDisappointed Forum Master

    Yes, I did. I always do :)
    Same answer: "this isn't an evidence
    u could have unlucky day or unlucky event where u get nothing...."

    2 runs to determine that drop is bad? HA HA HA.

    Drops are better and enough, you guys just pretend to drop the uniq you want when you want and with 3 golden base lines the first time, ridiculous.
     
    Last edited: Jul 8, 2019
  9. KulawyMao

    KulawyMao Exceptional Talent

    have u lootrate list from devs?
    lootrate is better on roshana set and many other useless sets but if u want good sets like q7 they don't drop as it was before 220

    i know u are forum troll and u always 'have' other opinion so i will not answer for ur useless posts anymore
     
  10. sargon234

    sargon234 Commander of the Forum

    You see, you're attacking a strawman: i want more uniques to drop, to balance the increased difficulty
    This didn't happen, as the drop rates from trees showed

    that last part about the 3 base gold line uniques is your invention and also a strawman
    i said about uniques without specifying the quality of them: obviously i don't want 3 gold lines uniques to be common, i expect them to be rare
     
  11. Tilwin90

    Tilwin90 Padavan

    After experiencing this release a bit more I have some more feedback:

    Increased unique drop
    - From my experience, the unique drop chance has indeed increased. In order to get a good grip on what the drop chance is, you need a lot of runs. A lot does not mean 3, 5 or 10, I would say from 50+. The only bosses I have extensively killed were Fatal Grimmag, Medusa and Heredur (most relevant being Grimmag). I still have yet to farm them more, to get a better opinion, but from a very light Grimmag farming I got way more specific uniques that I used to.
    - Regarding the New Moon event, I would say the Karabossa/Magotina drop rates are better. Of course this varies, is subjective, and it's difficult for only a few runs to get a good opinion. But this event I've seen more uniques from them than in the past events. I suppose I need a few more events to get a firmer grasp on the drop rate. Please note that I always play this event with my partner (just the two of us), so I get twice the data set.
    - Also from the New Moon, the second quest trees now gave me the impression of horrific unique drop rate. I am not sure if prior to this event it was bugged, but this time around out of 7 runs neither of us got any Witch Chaser uniques. In past events we got even two Witch Chaser uniques per run from them (once I got from all three trees on the map). I smell that there was a bug there, but this is my subjective experience. Having had so few runs it's tough to say if it wasn't just an unlucky streak for both of us. I'm curious what other people experienced here. On the other hand I still find it stupid that they drop green items (on infernal 4 nonetheless... what?!)
    - The increase in useless uniques (the ones that are melted for 4k only) is annoying, but that's just that. As a side note, I finally got the Lapis Lazuri boots like a gazillion times (they are really interesting for fast farming as they can boost your movement speed)

    Increased general drop
    I did notice an improvement in this direction especially from farming the Great Desert, Loxley Caverns and Stonekeep (to not be confused with Stonewall :D ). I am getting more legendaries than before, which can really make a difference on infernal 3/4 (those stats are impressive and do help with speeding up crafting... I am not a yellow lines purist yet). Overall from this point of view I'd rather have slower runs and better rewards than just bad drops (for those I can always go on Painful...).

    Sentinel & Mini-Bosses Difficulty increase
    Most of them were already vulnerable to armor break and other status effects, so we can't really talk of them being rebalanced. They are stronger, more dangerous and more difficult to kill without really balancing my making them more vulnerable to something else. Some mini bosses are crazy powerful now (I am looking especially at the Death Knights, especially THE knight people farm for the Mortis Ring - for which btw I did not validate the increase in drop rate as of yet - my partner already has 300 kills and no ring).

    But what is SUPER annoying and I am certain was overlooked is the Sentinels. They were already immune to taunt effects, armor break effects and some other debilitating effects, making them now more powerful than some end bosses. On top of that, the most blatantly offensive effects are the regeneration effect (dude, seriously?! they are now crazy tough and also regenerate SUPER fast!) and the life saving aura effect (since now they are much stronger, the timing is quite tricky). Out of the two, the one that requires urgent fixing is the regeneration. These effects were previously confusing anyway, because anyone who hasn't read them on the forums has no idea what they do (in spite of killing many such sentinels, I never realized what the "summon minions" and "self destruction" icons meant until I read about them here)

    End Bosses Reworking
    - For the non PW, I only played Asar so far and on Fatal (farming Limestone for my last Improved Royal Ruby). Didn't really notice that much a difference. There is no non-PW boss I am interested in right now since Khalys no longer drops the cloak (which I have probably killed around 500 times and still didn't get!), so I'm not in any rush to experiment with non-PW Inf3.
    - PW end bosses are really tough now. After just recently increasing my power level (I pretty much doubled my minimum damage over the past 3 months from 15k to almost 30k) I feel like I'm back to ground 0 now. It was definitely shocking at first!
    - However, the more I got to experiment with them, I realized it's a skill I just have to relearn. So now I'm getting pretty good at it, and have actually gotten better at it than I was on Friday (sure, I can no longer kill Grimmag fatal before he casts his burning destruction, but I can center the singularity on him and it's super effective). The vulnerability to the debilitating effects makes the whole experience more balanced and the various classes more relevant (different armor break effects DO stack).
    - I expected Inf4 to be crazy hard, and to be honest, Magotina is a challenge that I can no longer handle in 2 minutes. I think the real culprit there is the woods timer, not the fact that it takes longer to kill her. Sure, I died a couple of times and we still have yet to find the right way to kill her, but the debilitating effects sure made the fight much more interesting!

    Removed merchants
    People used the merchants for two purposes and I am going to address what I see as the current problem behind each of them

    a) Get a new unique, completing a set - I've gotten so many Q7 requests that it's crazy. People asking me to help them get the weapon, regardless whether it was on inf2, inf3 or inf4. People needed that set that badly. Similarly I had requests for M'edusa and Sigrissmar.
    Does this change matters in a way or another? No way, people will still require help, and now they will require it much more because they are subjected to RNG. But is the RNG that's the only problem here?

    I think the real issue is the existence of one (maybe two) top builds. Some items are useful, some items are useless. I have yet to see a top Spellweaver farming Arachna or Heredur for their respective sets. Without diversity we need to rely on that one or two specific sets and you need them so badly without them you are just super weak.

    And yes, at the same time, it seems that you have right now a bit of an "egg or chicken" problem. In order for players to become stronger, they need to farm better items, but in order to farm those better items they need to be strong. Merchants helped fill that gap and speed things up for the new players. Whether they are carried by much stronger players in one run or multiple runs in the end is the same philosophy. The increased drop rates are meant to bridge that gap naturally.

    And finally, let's forget a bit about "but hey, I had a hard time when I started playing the game". Nobody says the game was perfect back then. Back when some of us started the lowest level was level 40, so each expansion came in time and gave us the time to perfect and grow. It's normal that a new player should not need a 5 years growth to where we are now - it would be way too boring for them anyway. If we want this game to continue we need fresh blood and those new players need to enjoy the game and be attracted to play it. If it's nonsensically hard and feels like a chore nobody will bother with that.

    b) Upgrade your unique to better stats - I fell into this category, farming materi to be able to buy staff after staff after staff from Herald. Guess what, I never got a staff with damage above 68% (my current staff is at 34%). And it feels stupid that I would have to rely on a silly shop to upgrade my weapon.

    A GREAT alternative to this are the equipment refiners, and honestly they are a brilliant idea. As long as people can farm those, it's awesome that they can reroll their item. Sometimes they get better stats, other times worse (for this reason I always keep a secondary and tertiary unique item in my inventory just in case I want a reroll, always keep the best).

    But the real problem with the refiners is the 50% chance to destroy the item. This kind of ruins any strategy around them - not only can you roll worse stats, but you can actually end up blowing your hard earned unique item apart. That's just silly! Refiners were difficult to obtain before, and I don't see them being any more frequent now. Remove this clause from the refiners and atleast you give hardcore players a somewhat more predictable quest for the perfect item (for which they still have to farm like crazy, cause so far I have gotten my hands on one refiner alone).


    Reusing low level items now as regional items
    I don't like this and won't go much in depth. It's fun, but it ruins my efficiency in terms of farming and quickly clearing up my inventory. It puts a ton of pressure on my memory too - I have to remember which is what, and the "read the item" clause feels more like justification than anything else (why else would we have icons if not to help us determine what type of item we have in the inventory?)


    Oh btw, farming for 1000 yarns for an "introduction in cloaks" is plain stupid, nonsensical and boring. It's also the reason why right now I have no feedback regarding cloaks other than "boohoo" on not getting my hands on the Khalys cloak (everyone lucky enough to get it now gets to keep it, I no longer have a consistent way of getting it).
     
    Last edited: Jul 8, 2019
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  12. MaxDisappointed

    MaxDisappointed Forum Master

    Lootrate always was better on Yachak and regional uniques, so obviously now there are better chances to get those uniques compared to PW bosses uniques, was always like that :/
    Yachak drops more now, PW bosses uniques also drops more now. Before r220 I've done 2 consecutive PvE ranks (not stopping at 18 golds, but farming way a lot more) and didn't get any PW boss unique.
    Testing drops after r220 I got q9 amulet, q5 shoulders, q1 boots, q7 weapon, q8 adornment, q3 helmet, in add I got 4 uniques from 4 runs in spiders of new moon + 1 shoulders + 1 torso from trees.
    In this event trees seemed to drop less uniques? Well, tell me now, the drop before was "good" or excessive? Dropping each run or every 2 runs 1, 2, even 3 uniques from trees wasn't excessive? Didn't you got enough torsos and shoulders this past months to equip yourself by now? The droprates that were bad has been corrected.
    Some posts are not troll posts just because you don't like them, there's a lot of people who agree with me, here in forum and out of the forum.
    You are basing your arguments in the quest of trees, I honestly prefer to have better drop on spiders due to the limited resources to enter and kill them, and have a lower rate in trees that I can kill easier and without requiring some limited resources as wood or scrolls.
    But hey, this is just my logic :)
    Farm and you will drop what you need, instead of complaining for drops you don't even need.

    You can ask for dropping blue, purple, red essences on Infernal modes (instead of asking for "1 run=1 unique").
     
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  13. thouvou000

    thouvou000 Forum Expert

    You have no idea what you are talking about. If you call that "increase of drop rates", i gotta call this a big joke.All monsters got buffed immensely and so should the drop rates. But no, once again the drop rates are still terrible but the monster buffs are huge. If they wanna buff the monsters they should make the drop of items very good. They are not even good , they are horrible. If like the drop of uniques was 1% before, if they increased it to 5% thats theoritically alot, but its not. When the bosses got 10xtimes if not more health and you need at least x5 more time and resourses to kill them, what good will it make to have 5% chance to drop uniques. Not to mention that not only they only made the drop rate of uniques slightly better, they removed the shop and they also did not increase the chances of platinum lines. How do they expect especially newer players to even have a chance to kill those bosses now? If before this update the PWs were hard for new players, now they are real hell. Even players like me who are old have it rough. Only maybe dwarves have it somehow better, but even dwarves dont enjoy this new patch. Bosses are not stronger, not smarter. They are just sturdier and thats what makes this update a joke. Its not more fun to have to waste more of our valuable real life time to kill a boss, its even more tiring. Its one thing to make bosses smarter and another story to make bosses with more hp. I hope one day you understand how buffs and nerfs work. Check out other good games out there and you will notice maybe that when their devs buff or nerf something they buff or nerf another feature to the same extent.
     
  14. nyssienna

    nyssienna Forum Greenhorn

    hi

    here https://board-en.drakensang.com/threads/release-220-patchones.77488/
    you say
    • Nefertari can now drop Nefertari’s Robe Fabri
    after 200 run i drop 0 item so you are the biggest liars
    you say
    • The drop chance of unique items has been increased
    after severals run in altera nova I note that it is false concerning the unique of the essential q to equip itself


    I wish a lot of courage to those who need to equip themselves
     
    ΣMiwel likes this.
  15. -hexhunter-

    -hexhunter- Forum Greenhorn

    Sorry for long post... It wasn't suppose to be this long I swear!

    Firstly I would like to say I am in favor of R220 I think it was needed. (I know I'm the minority)

    I understand why people feel frustrated taking a step backwards, however the game was far too easy for end game player tbh.

    I am a returning player, been back for about a month and have played since 2013 the game has changed so much and to be honest it is so easy now to get good fast it needed a little nerf.

    I consider myself an intermediate DK not end game but not a novice and I was running inf3 maps (Not PW Bosses) on a half crafted 2h build with 0 plats and 0 royals. I've seen other players soloing inf4 PW Bosses with less than 30k base damage (Pre R220) like seriously? Those maps are supposed to be reserved for the absolute end game pay to win content are they not? They are suppose to be insanely difficult. Unlike back in the day where bosses like destructor were purely for the best players now you can choose what difficulty you would like to kill a boss on!

    For people complaining they can't do it on the highest difficulty when there account hasn't got full royals+plats+runes+reds what are you building your account for if it can already do everything?

    Since R220 I've been doing some runs both PW and Normal and yes it could use some tweaks (always does after a big change) but people complaining that they can no longer viably do inf3/4 maps I advise you to go on YT and watch the true end gamers soloing inf4 with 100k base damage (reds) who look like there bored. There is nothing wrong with fatal/Inf1 if you are not rocking a 350%+ weap damage 2h and full royal+runes. Inf4 was meant for the absolute top players and something for the rest of us to strive for. Why do red essence even exist if everyone soloing inf4 with grey/green? You even get 250 red ess FREE from a daily? Back in the day that stuff was expensive!

    *cough* godofmages soloing all inf4 bosses in less than 10 seconds *cough*
    Muhmonsta soloing inf4 khaly Post R220 could of stopped to have a tea break half way through :)

    As for the removal of shops. It does ofc disadvantage new players but to be fair the game will still progress. Farm painful to get the uniques then use the MF you get to augment core those uniques and move on. The fact that people were carrying other players through inf4 means that clearly inf4 was not challenging enough in the first place.

    The game needs challenges!

    -Feedback-
    I know some bosses are more difficult than others but... Inf3 khaly (normal) is super easy lets be honest poor khaly (not PW) could use a little damage buff with 11k andermagic resist i didn't really take much damage compared to other bosses (inf3 gorga pretty much 1 hit me at 140k hp)

    Desert Beetle - I feel like some of his phases need some adjusting, slightly more time before he exploads maybe? To compensate for such a HP hike.

    PW Bosses - I feel like some PW bosses on Low difficulties (pain/exc/fatal) maybe need a slight nerf Q1 grim hits fairly hard especially for new players who would have low Resistance I have roughly 100k hp on my 2h Dk build and I took some serious damage on excruciating runs. Also I got 1 hit from Fatal heredur ice attack (yes i made a mistake) I was using buffs and had 140k hp my res was low only around 9k+ but I thought 1 hit was a little harsh :) making bosses slower means more chance of errors I think asking mid level players to fork out 120 ander per mistake is a bit cruel.

    Refiners- I agree now that you can't buy uniques the potential to reroll worse stats is the risk the item should not be destroyed

    unique drop rates- pretty good I feel there fairly common even from PW bosses and world uniques well its raining glyphs!

    I think the specific Resistance on Items from each area will be a bad idea. It takes a very long time to craft a nice build I don't think we need all these switches for different bosses in my opinion. But I love the fact that armour looks different in different areas!

    Finally Love the not cloak of power (definitely cloak of power) look on the new capes a touch of nostalgia my only criticism is that forcing us to use gems to craft is a bad idea. Have it as an option for people swimming in gems but give us an alternative gold/items?

    Sorry for long post I love a good essay from time to time :)
     
    Last edited: Jul 8, 2019
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  16. Akageshi

    Akageshi Forum Duke

    Good question.

    I agree with you on everything, actually.
     
  17. sargon234

    sargon234 Commander of the Forum

    nobody is asking for 1 run= 1 unique

    More like drop rates for uniques should be 30% on inf 3 and 4, 25% on inf 1 and 2 and 15% on fatal and 10% on painful and excruciating

    No, the drop rates were good,as most uniques were garbage anyways
    You still haven't addressed the question of how to obtain the witchseeker belt and shoulders, as the former doesn't drop anywhere

    I bet that if someone proposed drop of higher essences on infernal modes you would be here whiteknighting BP
     
  18. ΣMiwel

    ΣMiwel Forum Ambassador

    This.

    Now, regarding the "challenging" thing...
    The whole problem is that the battles are slower, not really more challenging. Boss fights should be more complex.
    Destructor, Balor, PW Khalys, PW Sigris and PW M'Edusa have currently some complexity elements. PW Khalys could even be the model (for now)... if only she wasn't favouring certain sets. Of course, that's not the problem of her, but rather of the lack of proper uniques aside of the Q7 set for rangers. Every build other than Q7 is based on piling up heavy amounts of concentration and concentraion cost reduction. With the changes, all the efforts into building up lots of concentration get cut down, while Q7 set doesn't depend on the concentration.

    Regarding the essences, I think they should drop from lockpick chests, and the higher essences should have a slightly higher drop rate, especially in higher modes.
     
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  19. sargon234

    sargon234 Commander of the Forum

    not to mention essences should drop in higher stacks in higher difficulties, you know, as it used to be prior to R185
     
    ΣMiwel likes this.
  20. Jhinstalock

    Jhinstalock Active Author

    I like how the game is overall harder now. This type of game is good when the hardest stuff is out of reach for the vast majority.
    Equipment refiners shouldn't be able to ruin your items, agreed.

    Higher tier essences should definitely drop, buff those lockpick chests!

    Polishing required to make the game consistent. Read that the trees for new moon drop a lot of greens and the witch belt issue. They can probably fix that quick if they just know about it.

    XP gains still don't work on painful/excrutiating/fatal for players leveling up. What a pain (no pun intended).

    XP gains not increased on any bosses from what I've tried. Still a meager 10000 or so from Gorga when I was level 40.

    Many uniques that can be bought for ander in the shop sell for very little and melt for even less, presumably to prevent abuse, but this should be fixed so that only ones bought for ander are worthless instead of the drops too.

    The merchants being removed could be interesting for new players. I'll look into what options I have now that going Q7 with an OP friend one time isn't an option. I'll update when I've looked into it more on my fresh lv 55.

    Everyone who used less than 100 runs to justify their ideas of the droprate changes shouldn't talk by the way. Try a larger sample size lol.
     
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