or for not just playing the same map over and over because it’s the most effective for Loot grinding. (Not that it means that hte MM won’t give you the same map 5 times in a row…e specially if you hate it…)
Right it’s to prevent us from chain running Horn of Magus again.
not necessarily prevent, but to make chaining the same map again and again more unattractive/making a more risky “random map” more attractive… that this falls abit flat if Ranald in the End screws you over anyway is something i wont talk about
While quick play is convenient, I would have also liked to have seen something that rewards intentionally playing underplayed maps. Wouldn’t be too hard to roadmap, dunno about implementation, but could be done something like:
- track analytics of map play frequency and completion rate
- maps that are played and completed the most receive penalty to the loot generation process
- maps that are played and completed the least receive a boost to the loot process
- this information is clearly labeled and displayed on the map selection screen
If people want to grind out loot on the easiest maps, they have that option. For people looking for extra incentive to play the more difficult to complete maps, they could specifically choose to do so and be rewarded for it. Maybe apply the penalty to the top 3 most played maps, and the boost to the least 3 played maps?
Until they dont change or fix that playing any map with all tomes, grimoires, dices and quick play guanrantee you an Emperors chest. An then that the emperor Chest guarantee a reward at the height of the effort done. Like it should be with deeds, I doubt that they do it.
But your idea is ok. Anyway, you know allready that lots of people just suicide when they see maps they dont want to play. Usually bosses ones.
That was a bug that has been mostly addressed I believe. He seems to reset properly when his adds are dead now. The boss has become considerably harder due to this, and a respawn point / item spawn before the boss should be considered. He’s much harder than War Camp, and much easier than Halescourge.
i still feel he’s an easy boss. his add wave is standard: 1 stormvermin + 2 shieldvermins, everything else is slave/clan rats. i normally save my cooldowns to dispatch the vermins quickly, then it’s back to killing adds and slaying the boss. i feel that the bossfight is the most predictable vs the other 2, where you can have marauders and chaos warriors entering the fight - that’s quite a killer
I agree with you completely. I primary Sienna because of her boss utility.
I just got through with an into the nest quickplay, and it was infuriating. As soon as the map loaded, I kind of knew that we couldn’t beat the boss because of the weapons and people (i.e. no wizard) we had. This was straight vexing – if we had any chance to change equipment, two minor changes would have made the match winnable. I don’t even recall people making stupid mistakes against the boss, we just couldn’t effectively damage him and in the end we gradually died off. This got me because I knew this was going to happen at the very beginning of the level.
Having put nearly 100 hours into the game (and many more into the previous), I’m starting to recognize that I should just bail at the beginning of some “into the nest”, if I realize the team has improper gear. This may be a problem for other matches, but it’s pronounced on this one. Access to a load out chest at the start of the match would immediately fix this, and it wouldn’t slow the game up that much at all.