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翻訳の問題を報告
What really needs a buff, or rather, rework is Varja or whatever the hell it is called, the dash damage item. It's so bad. And the set bonus, a 70~ dmg lighting with awkward timing and delay lmao. What a joke.
The set bonuses are nice in theory (+40% crit to my preferred ability! Wow!) until you realize that Ogre Blood's set bonus is just... +20% crit across the board, meaning we run into the exact same problem of needing to do a massive amount of damage with one ability to justify taking the card. This is, again, not considering that it's harder to obtain the cards than it is to obtain Ogre's Blood.
I can understand the argument that the cards are meant to be a bonus that comes online immediately, making it better early, but this doesn't track with them being rare items to Ogre Blood's common. Why are the items that you are less likely to get from early camps tuned for early game, when the common item you'll likely see in many of your early game green chests offers scaling power?
I'm also not sure what you suggest when you say "the cards are harder to obtain". Some times I see far less blood than the cards. Some games when I try to shoot for Ogre's Blood set I often don't get it because there is simply not enough copies in the loot even with them re-rolls.
You seem to be under a misconception of what rarity is. Rarity is not "how likely to get an item you are" in this game, it is "how hard it is to get". You're opening a red chest - you're getting an "epic" item. You're opening a yellow chest - you're getting a "rare" item. You always get items in certain order from the pools too. It has very little to do with actual rarity.
This actually isn't true; red chests are not guaranteed to offer an epic item and yellow chests aren't guaranteed to offer a rare item. While the odds of being offered rare/epic items is higher from higher tiers of chest, there's still a pretty clear trend of making common items more available and rare/epic items less available.
With regards to the cards being harder to obtain, I'll iterate upon my reasoning; the cards are less likely overall to drop (I think we can safely agree that "by how much" is an uncertainty) owing to the fact that they necessarily compete with common items (which are more likely to appear) in loot pools.
Currently, there is an equal amount of common, rare, and epic items. While rares take 1 less copy to form a set, and epics take 2 less. They have also nerfed to common shaping from 2 copies to 1, making you much less likely to complete any given common set, especially the one you really want. You'll have to either highroll, go really deep into re-roll territory and pray to iron jesus for good shop picks and shaping pulls.
Is your evidence for this anecdotal? Because anecdotally, I've encountered plenty of red chests that contained no epic items.
Regardless of the exact probability of getting an item of a given rarity from a given tier of chest, there's clearly some weighting in favor of offering common items. Even if you're offered an average of 2 rare items and 1 common item in every yellow chest, that's one third fewer chances to get your preferred rare item compared to what you'd get from a common chest.
Okay, so we are going anecdote versus anecdote. With us having both encountered chests giving items out of their "usual" loot pool, there is still a precedent that item rarity influences your chances of being able to find that item in all chest loot pools, and that chest loot isn't locked to specific rarities.
Yes, the common items become harder to find, but the common items also scale into that part of the game while the rare items you'll be getting in greater abundance are statistically worse by that point. I understand what you're trying to say about the set bonuses, but the set bonuses alone do not offset the difference in performance between these items. Ideally I'd want the items I get in the late game to feel like they're benefiting me more, not less than the items I found in the very first area.