Unfortunatly it is not only the Searing Pain, which suffers a lot from the comming nerves, but also a lot of my farming builds. Most of them are depending on Staff Of The Misanthrope or Staff Of Pain. Currently I love to play Defence of the Woodhome with three of this characters: Obernoob Level 1 Dwarf Wizard Staff Of The Misanthrope Armorbane Pendant Glimmer Boots 1 x Dissolve Armor 1 x Run 1 x Squeamish 4 x Flash Of Agony 2 x Powerful Spark 1 x Memory Loss 1 x Hardy Mail 1 x Combustible Beside gold this way I can farm my missing level 6 items, from which you can't have enough. Even post nerve Skull Of Savage Iljin should be fine as well as Asmod's Telekinetic Chain. The above build looses a lot of reliability and needs something like Bertha's Big Clogs or something else to reduce the incoming damage. May be it is time to run the build with a priest again, alltough the priest relied on Skull Of Savage Iljin, which may not be the best idea post nerve. I guess the last truely fast farming spot will remain Against the Cockroaches, because the monsters have less life than your level 1 characters. After Firestorm was nerved heavily, now Flash Of Agony looses also a lot of efficiency. Which alternatives are still present?
I use this simple and reliable party for The Compass of Xorr Full clear takes about 100 seconds (all 3 stages on speed10). It will not suffer anyway from nerfs, coz alot armor and heals. Items in spoiler Spoiler Wyronk Level 22 Dwarf Wizard Staff Of The Misanthrope Staff Of The Misanthrope Chartwell's Ring Azgul's Orb Gaudekki's Orb Brin's Storm Locket Firehide Robes Kerrick's Steel Boots Trained Toughness Focused Electromancy Spoiler 2 x Reliable Mail 1 x Resistant Hide 2 x Glob Of Flame 4 x Powerful Spark 1 x Toughened Hide Strips 9 x Firestorm 8 x Flash Of Agony 1 x Counterspell 1 x Toughness 3 x Spark Generator 1 x Zap 1 x Short Perplexing Ray 1 x Shuffle 1 x Chain Harness Frost Arts Illusionist Level 22 Dwarf Wizard Staff Of The Misanthrope Painful Flashstaff Chartwell's Ring Chartwell's Ring Gaudekki's Orb Brin's Storm Locket Firehide Robes Iberial's Boots Trained Toughness Focused Electromancy Spoiler 1 x Resistant Hide 1 x Glob Of Flame 1 x Counterspell 1 x Toughened Hide Strips 2 x Punishing Bolt 9 x Firestorm 1 x Chain Harness 7 x Flash Of Agony 2 x Shimmering Aura 1 x Dangerous Maneuver 1 x Toughness 3 x Spark Generator 1 x Zap 2 x Short Perplexing Ray 1 x Obliterating Spark 2 x Powerful Spark Squire of The High Tower Level 22 Dwarf Priest Atlatl Of Zuma Atlatl Of Zuma Mail Of The Golden Aura Parrying Buckler Quellic's Boots Healing Mirror Healing Mirror Healing Mirror Trained Toughness Focused Medicine Spoiler 3 x Cleansing Presence 2 x Reliable Mail 1 x Flanking Move 4 x Sapping Spear 1 x Mail 1 x Toughened Hide Strips 4 x Consuming Spear 3 x Healing Spirit 1 x Toughness 3 x Parry 12 x Healing Pulse 1 x Chain Harness
You just need 100 seconds? That is the time I need to load the stages in my experiences. But I will give it a try. This is my party I used until now for Compass. It is really fast, but I dont come close to the 100 seconds: Obernoob Level 23 Dwarf Wizard Staff Of The Inferno Wym's Lavastaff Azgul's Orb Azgul's Orb Azgul's Orb Azgul's Orb Firehide Robes Bertha's Big Clogs Raging Rock Focused Electromancy 3 x Spark Generator 1 x Walk 16 x Firestorm 1 x Officer's Harness 2 x Combustible 2 x Volcano 1 x Reliable Mail 1 x Toughness 1 x Resistant Hide 4 x Glob Of Flame 2 x Ember Burst 2 x Blind Rage
I have done a lot of 3lvl adventures hoping they drop 6level legs, coz i need at least one Raging Battler. But they drop only 3-4 level legs, inspite of +/- 3lvl rule.
For compass with my party I need 130 seconds in a fresh browser. For Against the Cockroaches I need 35 seconds. Both times are full cycles, so until I am again in the start screen of the adventure. Since I need 3 times Against for the same loot, it needs 105 seconds, which is slightly faster, than Compass. Compass on the other side id a little bit more interesting.
Additionally there are not as many low level legendaries as higher level legendaries, so the chance for getting a staff is really high.
Steam is working faster than browser, give it a try I tried once more and it took me 95 seconds (for full cycle reopen adventure, loads etc can add 5 more seconds i guess). Spoiler: video Recorded a regular run (no sound) This is avarage time i think, with this build in my case it can be 10-15 sec faster or 10-15 sec slower depending or draw/luck.
Yeah, Troggs give this or this ps: maybe one or two more items in legendary loot table, but i got mostly these two Afeter i finaly realized that i cant get any Raging Battler from Troggs - i moved to Compass of Xorr, but its loot table is pretty rich, and have big diversity of possible legendary drops.
You are right. The steam client is faster. But the cockroaches are still slightly faster with 3x 30 seconds vs. 100 seconds in compass.
While it's true loot drops as +-3 item levels vs. the adventure level, the percentages get smaller the farther away one gets from the adventure level. In other words, your best chance of getting a level 6 item is by farming level 6 adventures. See this thread for lots and lots and lots more about this: https://forums.cardhunter.com/threads/what-is-the-shortest-method-to-get-most-gold-pieces-gp.4246/
Actually I still have old (maybe outdated) data that: lvl 6 adventures had ~51% lvl 6 drops and lvl 7 adventures had ~56% lvl 6 drops.
Then it would be nice to have the good old firestorm back for farming puproses. But this would be some more effort to implement, so I am not sure how likely we will see something like this.
Yeah, you're right, the data in the thread linked earlier bears this out: Level 6: 42,2 % https://forums.cardhunter.com/threa...et-most-gold-pieces-gp.4246/page-7#post-49294 Level 7: 47,4 % https://forums.cardhunter.com/threa...t-most-gold-pieces-gp.4246/page-10#post-52617 This is probably caused by the differing amounts of items of different levels in existence: http://wiki.cardhuntria.com/wiki/Item_Distribution_by_Level There are lots more level 6 items than level 7 items. The loot drop system seems to be influenced by this in some unknown way. Most level 7 adventure loot drops should be level 7 items but they aren't. The same goes for level 5 adventures: https://forums.cardhunter.com/threa...t-most-gold-pieces-gp.4246/page-11#post-54226 The huge number of existing level 6 items has a great gravitational pull on the loot drop item level distribution of nearby adventure levels. This is true also for other item levels with relatively more existing items. There are more items of levels 3, 6, 9, 12, 15 and 18 than of other levels and the same effect is observable there. The loot drop item level distribution isn't purely some mechanical curve like 50% exact adventure level, 20% +-1 level, 4% +-2 levels, 1% +-3 levels. It's mostly how it works but the above has an influence, too. To sum up: The best statistical chance of getting a level 6 item is by farming level 7 adventures. Whether the best practical chance is also this is determined by how fast one can farm level 6 and level 7 adventures with one's items, builds and skills. If level 7 adventures are slower to farm, one can still get level 6 items faster by farming level 6 adventures. While the percentage of level 6 items will be smaller, the total number of level 6 items dropped will still be larger in this case.
Regarding cards functioning differently in SP/MP—we don't usually care to respond to every balance comment (it would be endless!), but I just want to say here that we don't love Obvious Maneuver and we anticipate never making another card like it. It's not just an effort thing. Not only can the text be a bit confusing, but this kind of design is also counterproductive from our standpoint. While different functions in different modes is easy enough for veteran players to grasp, one of the main purposes of the campaign is to teach players the game and prepare them for multiplayer. You get used to how a card works in the campaign, and then it does something different (and worse!) in multiplayer—that's a bad experience. Obvious Maneuver at least is better in multiplayer, and not a card anyone is trying to use anyway, but yeah. Just a couple thoughts from the dev team