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hal3

(HELLFIRE) Dungeon Difficulty and Drop Rates

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hal3

Hello, Staff.
 

I would like to bring to the team's attention a situation that has been increasingly noticed and discussed among players who regularly run dungeons on Hard difficulty.

 

Currently, there seems to be a considerable difference between the difficulty and investment required to complete the dungeon on Hard and the rewards that players are receiving from the Easy and Normal difficulties.

 

Players who run Hard invest significantly more time, resources, equipment, optimization, consumables, and coordination in order to complete the dungeon. Naturally, the expectation is that this higher difficulty should also be accompanied by a proportionally better reward system — whether through experience, drop rates, Coin Sacks, Igneos Rock, or other valuable items.

 

However, we have been observing several situations where players running Easy or Normal, sometimes in very small groups such as solo, duo, 3-man or 4-man parties, are obtaining Coin Sacks and even Igneos Rock at a noticeably higher frequency than Hard groups.

 

Of course, we understand that RNG is RNG, and nobody expects every Hard dungeon run to result in a valuable item. The issue is not about one or two lucky runs. The concern is the recurring pattern being reported by multiple players, which makes it reasonable to question whether the current reward configuration is actually working as intended.

If the intention of the system is for Hard to provide better rewards and higher chances of obtaining valuable items, perhaps it would be worth reviewing the reward tables and drop rates for all three difficulties.

 

Players who choose to invest considerably more effort into optimizing and completing Hard content should have a reasonable expectation that this additional difficulty is also reflected in the reward system.

 

Otherwise, the situation can become discouraging. Some players are spending significantly more resources to make Hard runs possible, while others apparently can enter Easy or Normal, complete the dungeon with a much smaller group, and walk away with Coin Sacks / Rocks / valuable items.

 

We are not asking for guaranteed drops, nor are we asking for Hard to become a loot machine. We are simply requesting that the Staff verify whether the current reward distribution is working according to what was intended.

 

It would also be helpful if the Staff could clarify whether the differences between Easy, Normal, and Hard are correctly reflected in the drop tables, especially regarding:

  • Coin Sacks
  • Igneos Rock
  • Other valuable items

I believe this review would be beneficial for both the players and the server, especially since the dungeon system was clearly designed to reward players who take on higher-difficulty content.

We would genuinely appreciate it if the Staff could investigate this situation and confirm whether these drop rates are functioning as intended.

 

Thank you for your attention and for the continued work in maintaining and improving the server.

 

@Senpai @Overlady @L @Support

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aod

+1 

My group runs it every day—3 or 4 times on Hard—and it’s really bad; yesterday I heard from some people running it on Easy that there were lots of coin sack drops and drills dropping from the boss.

 

@Senpai @Overlady @L @Support

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SocrateSs

+1

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manosalsa

+1.

 

I´ve been having this feeling for a long time now. 😔

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Vicenzi

+1

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vixen

+1

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KriKa.

nice.

big agree

Edited by KriKa.
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gonereno

-1

Just play on easy mode, and you'll have the same chances as everyone else.

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gtasaa
11 minutes ago, gonereno said:

-1

Just play on easy mode, and you'll have the same chances as everyone else.

so whats the point playing on hard?

if its the same just remove the difficult choice from all dgs.

Edited by gtasaa
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aod
19 minutes ago, gonereno said:

-1

Just play on easy mode, and you'll have the same chances as everyone else.

🗣️💩

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hal3
31 minutes ago, gonereno said:

-1

Just play on easy mode, and you'll have the same chances as everyone else.

You must be one of those players who runs it on Easy just for the drops, exploiting the flawed way the drop system is set up.

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Krebozo

-100, eu até te daria razão, mas ai nós dois estariamos errados =/

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evolove
4 hours ago, hal3 said:

Hello, Staff.
 

I would like to bring to the team's attention a situation that has been increasingly noticed and discussed among players who regularly run dungeons on Hard difficulty.

 

Currently, there seems to be a considerable difference between the difficulty and investment required to complete the dungeon on Hard and the rewards that players are receiving from the Easy and Normal difficulties.

 

Players who run Hard invest significantly more time, resources, equipment, optimization, consumables, and coordination in order to complete the dungeon. Naturally, the expectation is that this higher difficulty should also be accompanied by a proportionally better reward system — whether through experience, drop rates, Coin Sacks, Igneos Rock, or other valuable items.

 

However, we have been observing several situations where players running Easy or Normal, sometimes in very small groups such as solo, duo, 3-man or 4-man parties, are obtaining Coin Sacks and even Igneos Rock at a noticeably higher frequency than Hard groups.

 

Of course, we understand that RNG is RNG, and nobody expects every Hard dungeon run to result in a valuable item. The issue is not about one or two lucky runs. The concern is the recurring pattern being reported by multiple players, which makes it reasonable to question whether the current reward configuration is actually working as intended.

If the intention of the system is for Hard to provide better rewards and higher chances of obtaining valuable items, perhaps it would be worth reviewing the reward tables and drop rates for all three difficulties.

 

Players who choose to invest considerably more effort into optimizing and completing Hard content should have a reasonable expectation that this additional difficulty is also reflected in the reward system.

 

Otherwise, the situation can become discouraging. Some players are spending significantly more resources to make Hard runs possible, while others apparently can enter Easy or Normal, complete the dungeon with a much smaller group, and walk away with Coin Sacks / Rocks / valuable items.

 

We are not asking for guaranteed drops, nor are we asking for Hard to become a loot machine. We are simply requesting that the Staff verify whether the current reward distribution is working according to what was intended.

 

It would also be helpful if the Staff could clarify whether the differences between Easy, Normal, and Hard are correctly reflected in the drop tables, especially regarding:

  • Coin Sacks
  • Igneos Rock
  • Other valuable items

I believe this review would be beneficial for both the players and the server, especially since the dungeon system was clearly designed to reward players who take on higher-difficulty content.

We would genuinely appreciate it if the Staff could investigate this situation and confirm whether these drop rates are functioning as intended.

 

Thank you for your attention and for the continued work in maintaining and improving the server.

 

@Senpai @Overlady @L @Support

-1
Shut up. 

 

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helfire66
1 hour ago, gtasaa said:

so whats the point playing on hard?

if its the same just remove the difficult choice from all dgs.

-1, 6 rolls on balrog chest, mount to capture and high xp not enough for you? hell fire on easy gives less xp than luminous cavern on easy

Hellfire on easy get nerfed alot already, no makes sense nerf more. Ten just buff drops on helfire hard

Edited by helfire66
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WereBear

Once again, a complaint about a situation that the text itself already addresses. If it’s more feasible to do it on Easy or Normal, then do it on Easy or Normal, and the problems will be solved.

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xkintaro

Just revert to the old Hellfire XP rate.

 

easy +20%xp

normal +30%xp

hard +50%xp

 

more exp for all difficults.

 

drops is fine

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Katya

+1

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D1~

-1

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_kenshin_

+1

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ShaDownGT

+1

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LucasLP
16 hours ago, hal3 said:

Hello, Staff.
 

I would like to bring to the team's attention a situation that has been increasingly noticed and discussed among players who regularly run dungeons on Hard difficulty.

 

Currently, there seems to be a considerable difference between the difficulty and investment required to complete the dungeon on Hard and the rewards that players are receiving from the Easy and Normal difficulties.

 

Players who run Hard invest significantly more time, resources, equipment, optimization, consumables, and coordination in order to complete the dungeon. Naturally, the expectation is that this higher difficulty should also be accompanied by a proportionally better reward system — whether through experience, drop rates, Coin Sacks, Igneos Rock, or other valuable items.

 

However, we have been observing several situations where players running Easy or Normal, sometimes in very small groups such as solo, duo, 3-man or 4-man parties, are obtaining Coin Sacks and even Igneos Rock at a noticeably higher frequency than Hard groups.

 

Of course, we understand that RNG is RNG, and nobody expects every Hard dungeon run to result in a valuable item. The issue is not about one or two lucky runs. The concern is the recurring pattern being reported by multiple players, which makes it reasonable to question whether the current reward configuration is actually working as intended.

If the intention of the system is for Hard to provide better rewards and higher chances of obtaining valuable items, perhaps it would be worth reviewing the reward tables and drop rates for all three difficulties.

 

Players who choose to invest considerably more effort into optimizing and completing Hard content should have a reasonable expectation that this additional difficulty is also reflected in the reward system.

 

Otherwise, the situation can become discouraging. Some players are spending significantly more resources to make Hard runs possible, while others apparently can enter Easy or Normal, complete the dungeon with a much smaller group, and walk away with Coin Sacks / Rocks / valuable items.

 

We are not asking for guaranteed drops, nor are we asking for Hard to become a loot machine. We are simply requesting that the Staff verify whether the current reward distribution is working according to what was intended.

 

It would also be helpful if the Staff could clarify whether the differences between Easy, Normal, and Hard are correctly reflected in the drop tables, especially regarding:

  • Coin Sacks
  • Igneos Rock
  • Other valuable items

I believe this review would be beneficial for both the players and the server, especially since the dungeon system was clearly designed to reward players who take on higher-difficulty content.

We would genuinely appreciate it if the Staff could investigate this situation and confirm whether these drop rates are functioning as intended.

 

Thank you for your attention and for the continued work in maintaining and improving the server.

 

@Senpai @Overlady @L @Support

+1 

Big head!

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SnapDragon

+1

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Thiago Zermiani

-1
 

Honestly, this sounds much more like jealousy than an actual balance issue.

Easy is available to everyone. It's not a mode restricted to weaker players. If someone believes that farming Easy is more profitable or more efficient than farming Hard, then they are completely free to do the same thing.

Players who farm Easy often do it solo or in very small groups. They can take considerably longer to complete the dungeon than a full Hard party, but they also have fewer players to split the loot with. That's a completely different risk/reward situation.

A full Hard party may clear the dungeon much faster, but the rewards are divided among several players.

So I really don't understand the argument that Easy players shouldn't be able to obtain Coin Sacks, Igneos Rocks, or other valuable items simply because someone else chose to play Hard.

If you genuinely believe Easy is more rewarding than Hard, then why not play Easy yourself?

The fact that someone chooses to challenge themselves with Hard doesn't mean they should have exclusive access to valuable rewards. You made the choice to play Hard, while other players made the choice to farm Easy. Both options are available to everyone.

RNG is RNG. An Easy player getting a valuable drop while a Hard party gets nothing is not evidence that the system is broken.

If there is actually a problem with the drop rates, then bring real data: a significant number of runs, party sizes, completion times, and rewards obtained per player. That would be something worth discussing.

But simply seeing someone get a valuable drop in Easy and arguing that they shouldn't be able to get it because you are doing Hard?

That's jealousy, not a balance issue.

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mykeas

-1 

Yet another failed attempt to boost farming rewards for those playing on Hard mode while penalizing players who lack the gear to handle that difficulty level.

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Merenda
16 hours ago, xkintaro said:

Just revert to the old Hellfire XP rate.

 

easy +20%xp

normal +30%xp

hard +50%xp

 

more exp for all difficults.

 

drops is fine

 

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