It’s not even luck, it’s just that doing anything in this game feels unrewarding.
Not to mention that there isn’t even anything unique worth grinding for. Everyone has same items, crafting is absolute waste of money, dungeons are waste of money and time (I did over 400 Genesis and Lazarus, I even almost got trinkets maxed out).
You could say that I’ve played a lot but anyone playing will come to this phase where there’s just nothing to do. That’s why all servers in EU pretty much died. You only need to log for one siege per week (if it happens at all because even pushing most boring quests ever requires too much time).
This game is on brink of dying and idk what’s gonna save it.
What is also goofy about it IMO is you get luck gear so you can get loot from bad ass boss mobs so you can what? Wear luck gear to get loot from bad ass bosses. Getting better loot should be to fight badder bosses but you aren’t wearing that gear to fight harder bosses… you are wearing luck gear.
They should just take luck off all armor and raise luck on other things like trophies. Luck should not be on armor or weapons at all. It should be on just harvesting tools, trophies, maybe an extra perk on jewelry, and or add a luck slot that is strictly for a luck item that has lucks perks across everything and can be increased with better gems or something.
Also, I completely hate having to manage all this different gear. Especially with limited storage space and the crappy sorting.
Well I’m hitting that table now with minimum luck average 3 hr chest run give me legenday trophy upgrade or epic, some time small chest gives legendary items, like weapon recipes.
While my full set luck armor jewrly major trophies didn’t give me any rare drops for a week. For average 3 hrs of chest runs.
Right, they likely vastly lowered the overall drop rate % across the board on all these items to slow players down. That isn’t the fault of Luck being broken, it’s the fault of the development teaming making it extremely rare now
Here is how I look at luck. You have the following categories: Common, Uncommon, Rare, Legendary
With zero luck at all, lets say it looks like this:
Common 35%
Uncommon 45%
Rare 19%
Legendary 1%
Now with fully Maxed out luck the bottom of the chart gets pulled upwards (baring in mind these numbers are probably way off in terms of the top tier being this high)
Common 19%
Uncommon 50%
Rare 29.5%
Legendary 1.5%
Then you need to take into consideration the zone you are in in relation to what is in these loot tables.
Then luck rolls within the loot table you landed on, so lets say you hit that 1.5% and are pulling from the Legendary loot table, within that table each item likely follows the same dynamic with some legendary drops being common and others being very low % rate.
Just because you are decked to the nines in luck doesn’t mean that you still aren’t opening thousands of chests to hope and get lucky.
answer is simple - remove luck
It is immosible to give you proof for it, because defenders and devs will always say “RNG” for every “proof”.
Another question is LUCK on SHIELD working when you opening the chests? Because i see stats from shield while opening chest are removed (my hp dropped with con shield).
You know what this reminds me of, when they broke loot luck drops because it was impossible to roll the drop number required for that specific band.
Wait, Ima see if I can find the Dev Post about it. But basically, IIRC it was where too much luck meant your minimum roll was higher than the roll needed to get an item.
Edit: Found it. Was in Patch Notes for Into the Void - Patch 1.0.6
The short version is we had a couple of probabilities that were multiplying each other resulting in a near-zero chance of some already-rare items dropping. This combined with an issue that could make it next to impossible for an item to drop if your luck values were too high (not exactly how luck should work!), which translated into a “luck sweet spot” that you had to be in to even have a chance (that near-zero chance) at getting a drop.
Or the opposite, if you have too much luck you can screw your probability. At least that was the case awhile ago and wouldn’t surprise me if it got broken again somehow:
The short version is we had a couple of probabilities that were multiplying each other resulting in a near-zero chance of some already-rare items dropping. This combined with an issue that could make it next to impossible for an item to drop if your luck values were too high (not exactly how luck should work!), which translated into a “luck sweet spot” that you had to be in to even have a chance (that near-zero chance) at getting a drop.
That’s what is called anecdotal evidence, your one little story doesn’t have any significance when it comes to a probability based system. Do it 500 times and report the results otherwise you are simply stating feelings.
Yep, and it remains one of my least favorite “patch notes” because it doesn’t really explain what they fixed, or even directly say if they DID fix it, outside of for lower tier mats like Fae Iron that no one at all cares about