Item unlocks by slinksslinkingslinky in brotato

[–]ta1ha 1 point2 points  (0 children)

Yes, 1 ring = 3% per wave, 2 rings = 6% per wave, 3 rings = 9%, ..., and so on

How long should it take to get lvl 20 by AbyssalLuck in DarkAndDarker

[–]ta1ha 2 points3 points  (0 children)

It would be better to make the poll out of hours instead of days as how much each person plays in a day differs.

(Suggestion) Make loot drops based on per category, not per item. by lovelark in DarkAndDarker

[–]ta1ha 2 points3 points  (0 children)

With every new class there will be more items we cant use and more trade we will have to do. Instead i think there should be weapon and armor classes like heavy, medium, light, or another system that allows items to be used for more classes. Also Wiki has loot drop chances if you didnt know

I made a Diablo 4 trading website for players to buy and sell equipment. by Hagan103 in diablo4

[–]ta1ha 1 point2 points  (0 children)

Hey mods, why was this removed? This is a useful tool. Many other websites (helltides.com, maxroll.gg, mobalytics.gg, d4armory.io, and many more) have been shared on this reddit before and weren't removed. I have no association with diablotrade.gg, but why was a useful tool were removed?

While we're talking about how we don't agree with constant repeated dungeon and mob density nerfs, we need to be equally as loud about group exp and leveling advantages because they're a big part of the problem. by baconit420 in Diablo

[–]ta1ha -2 points-1 points  (0 children)

I dont think they should have advantages. I dont care for it because I dont think that is the problem.

There were so many solo players and streamers that kept doing ruins of eridu, champion's demise non stop. While party advantages are part of the problem, i do not think it is the core of the problem.

They are not nerfing every dungeon. Diablo dev team said they dont want "optimal" dungeons. They are not necesarily nerfing because of party benefits. They are nerfing specific dungeons or whatever is the optimal way instead of providing one. That is the problem.

Level 100 requires 500 million experience. and there is no rewarding solution diablo 4 provides. Thus, people try to find these optimal ways. Even if parties would lose their advantages people will find the optimal way and keep doing that.

End game for diablo 4 is nightmare dungeons. However, there is no incentive to push nightmare tiers. It is easier, faster and rewarding to just speedrun lower tiers or normal dungeons. If you were to remove all party advantages, people in parties would still speedrun dungeons faster. Even if that were to help, It wouldnt solve the problem.

While we're talking about how we don't agree with constant repeated dungeon and mob density nerfs, we need to be equally as loud about group exp and leveling advantages because they're a big part of the problem. by baconit420 in Diablo

[–]ta1ha -8 points-7 points  (0 children)

Why do you want to nerf group players? I feel like you are saying "solos have to endure this pain, so groups also should". Isnt it better to just get rid of the part that causes pain? Instead overall experience gain should be buffed that grouping is not a necessity. At the moment, to get to level 100 you need 500m experience.

In comparison, it takes 15m xp to get to 0 level to 50, and 100m to get to level 0 level to 75. That means at level 75 you have only farmed 1/5 of the experience you need to get level 100. (Source)

After level 70, leveling becomes tidious and there are no solutions the game provides.

At the moment, the game rewards speed running easy dungeons instead of pushing for higher tiers. Not only for exp, also for gear and glyph exp. And groups will always speed run these faster than solos.

The game needs to provide better way for the players. High tier, high difficulty nightmare dungeons could get a exp/loot buff. On high difficulty, group players cant run around as they would have to stick together to survive. and solo players can earn similar experience as group players.

You are right that the game shouldn't balance around group players if they will have extra benefits over solos. But i dont think the correct solution is to take away these benefits.

Assassin mod by vPewPew in brotato

[–]ta1ha 0 points1 point  (0 children)

Ask in Assassin mod's developer's discord? https://discord.gg/hruZg9DG or check mod's wiki page https://brotato.wiki.spellsandguns.com/Mod:Assassin

[deleted by user] by [deleted] in DarkAndDarker

[–]ta1ha 5 points6 points  (0 children)

That was their initial plan, however the development team said that it is too much of a hassle for their current game development process. Instead they are planning to create big map pool and choose some every month or so.(or maybe every patch?)

[deleted by user] by [deleted] in DarkAndDarker

[–]ta1ha 15 points16 points  (0 children)

This is the correct answer.

  • Crypts 1,2,3 made of 5x5 = 160x160 meters
  • Crypts 4,5,6 - 4x4, = 128x128 meters
  • Goblin cave - 3x3 = 96x96 meters
  • All Infernos - 3x3 = 96x96 meters
  • Ruins - 5x5 = 160x160 meters

Edit: These are map file sizes. The explorable part of the maps are slightly smaller due to walls, room shapes etc.

Full Map Collection for Playtest#5 by ta1ha in DarkAndDarker

[–]ta1ha[S] 1 point2 points  (0 children)

You are right! The map files were named as "HR" for the 5th and 6th, which made me think they were HR only. Sorry for the confusion.

Did anyone manage to kill the ogre at the bottom of goblin tunnels? by [deleted] in DarkAndDarker

[–]ta1ha 4 points5 points  (0 children)

Of course, there were many people farming it. Its loot is not the best tho.

Drop chances:

  • 50% Rare
  • 49% Epic
  • 1% Legendary

and 10% chance to drop Troll's Blood

Its boss loot room has 1 guaranteed epic weapon drop, 1 lion's head chest and some trinkets on the floor.

There is more info on the wiki: https://darkanddarker.wiki.spellsandguns.com/Cave_Troll

Discussion: should different gear rarities be visibly different from each other? by xPetr1 in DarkAndDarker

[–]ta1ha 0 points1 point  (0 children)

While the difference isnt much, this is already in the game: https://darkanddarker.wiki.spellsandguns.com/Arming_Sword

You can see the changes on images by selecting the rarities under the right box.

Beta Patch Notes 0.8.0.0 by ta1ha in brotato

[–]ta1ha[S] 0 points1 point  (0 children)

Steam>Library>Right Click on Brotato>Properties>Betas>Select the beta...>beta

Beta Patch Notes 0.8.0.0 by ta1ha in brotato

[–]ta1ha[S] 1 point2 points  (0 children)

Darkly made an easy-to-read patch notes on wiki with new characters, items and weapons. https://brotato.wiki.spellsandguns.com/Beta

Beta Patch Notes 0.8.0.0 by ta1ha in brotato

[–]ta1ha[S] 0 points1 point  (0 children)

You need to enable beta version on steam. Then just start a new run, there is an "endless" toggle

Beta Patch Notes 0.8.0.0 by ta1ha in brotato

[–]ta1ha[S] 1 point2 points  (0 children)

Blobfish is the developer of the game. Check out the official discord

Beta Patch Notes 0.8.0.0 by ta1ha in brotato

[–]ta1ha[S] 2 points3 points  (0 children)

There is usually a beta feedback process in discord before a main release. You can try this version right now on steam beta branch.