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Poll > Idea Regarding Map Max Mob Levels
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Member
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Apr 29 2019 05:52pm




In Maps, as everyone knows, there is a level cap of the mobs (As seen above in picture). The max levels of mobs increase by 5, after a base level 15 at the lowest tier map. After that, each next Tier of map up increases the level of mobs by 5, it is a recumbent increase. After your character out levels the mobs by 1, drops and experience is taking a MAJOR hit. Due to that, nobody wants to use higher level maps because you will ALWAYS run into that problem of out leveling the mobs before you can complete the map to get a fair and just treasure chest.

The above example its a Tier XIII level 50 map with +14 Evil Presences. We started the map at level 50 and by the time we hit the max level for the mobs, we had not completed but about %63 of the map. We missed out on an extreme amount of Evil Presences and the end Map Treasure chest, that is rather disappointing.

My suggestion is I feel like a rather simple fix for maps, that would greatly increase interest and quality of life while using maps.

Instead of keeping the Max level of Mobs a flat increase, make the max level of mobs scale up with the size and tier of map being explored. Now, I am not math wizard, so my below scale of everything is probably off from where it needs or could be more accurate.

Tier / Max Mob
I -> lvl 15
II -> lvl 21
III -> lvl 28
IV -> lvl 36
V -> lvl 45
VI -> lvl 55
VII -> lvl 66
VIII -> lvl 78
IX -> lvl 91
X -> lvl 105
XI -> lvl 120
XII -> lvl 136
XIII -> 153
XIV -> 171

For these calculations, I add starting mob lvl 15 + the flat increase of 5 + Plus added the previous tier of Map. So it all compounds off the previous tier of map. This is all just a rough guess and my calculations are probably off.

Just trying to get the point across that for maps, the max level of mobs should compound in a way rather then stay a flat increase. Just a thought in make higher Tier of Maps more enjoyable and more worth the time.

As always, let me hear your thoughts and opinions.
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Apr 29 2019 06:03pm
I like the idea of increasing the max possible level of monsters on the highest level maps, but if you increase the max mob level on the lower level maps, higher level maps in a scheme similar to the above, only lower-mid to mid-level maps will be desirable. I say that because high level maps are quite large resulting in a lowered density of "goodies" per add from properties. If tier VII map goes to lvl 66 at the size it currently is, I'd much rather run a +10 evil presence map of the VII variety starting at lvl 50-55 or so, and go to 63-67 than run even a +15 EP XIV map since the XIV map will have a lower density of EPs, will take much longer to reach uber chest... and also if I solo it, I'll probably D/C at some point and lose the rest of the map. The reason high lvl maps are worthwhile is generally because of the messed up max mob level scaling...

All that said, I like that you try to figure out how to rebalance the map monster level system... but IMO this isn't it. Have you thought about asking for maps to be smaller so you finish before you outlevel them?
Member
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Apr 29 2019 06:12pm
Maybe keep current table til tier X
then

X ~ 60
XI ~ 70
XII ~ 80
XIII ~ 90
XIV ~ 100

That way 101 is achievable through maps as well, but not everything gets changed, and maps should be able to be fully explored at current sizes
Member
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Apr 29 2019 06:23pm
Haven't voted... I see where you are going with this, but, the simple answer is DECREASE the size of Higher Tier Maps and INCREASE the size of Lower Tier Maps to fit the monster cap levels.

Why I said to increase lower level maps, I can solo 3-5 Tier I maps from 10 to 15 character level whereas your issue is that you can NOT clear higher tier maps by Monster Cap level. NOTE: Solo character gets more experience than group runs, makes low map exploring even worse for groups.

The thing is, we need to find the balance when scaling up with low tier and scaling down the size to find the right balance.
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Apr 29 2019 06:55pm
Just give it a flat 10 lvl cap per tier which would put the 55 map at a 140 cap...
Member
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Apr 29 2019 07:50pm
Different scaling method. +6


Tier / Max Mob
I -> lvl 15
II -> lvl 21
III -> lvl 27
IV -> lvl 33
V -> lvl 39
VI -> lvl 45
VII -> lvl 51
VIII -> lvl 57
IX -> lvl 63
X -> lvl 69
XI -> lvl 75
XII -> lvl 81
XIII -> 87
XIV -> 93
Member
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Apr 29 2019 08:06pm
Quote (hasteful @ Apr 29 2019 03:50pm)
Different scaling method. +6


Tier / Max Mob
I -> lvl 15
II -> lvl 21
III -> lvl 27
IV -> lvl 33
V -> lvl 39
VI -> lvl 45
VII -> lvl 51
VIII -> lvl 57
IX -> lvl 63
X -> lvl 69
XI -> lvl 75
XII -> lvl 81
XIII -> 87
XIV -> 93


Where do I sign up for this? :D
Member
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Apr 29 2019 08:13pm
Quote (Cheeya @ Apr 30 2019 01:55pm)
Just give it a flat 10 lvl cap per tier which would put the 55 map at a 140 cap...


Simple yet works.

Quote (hasteful @ Apr 30 2019 02:50pm)
Different scaling method. +6


Tier / Max Mob
I -> lvl 15
II -> lvl 21
III -> lvl 27
IV -> lvl 33
V -> lvl 39
VI -> lvl 45
VII -> lvl 51
VIII -> lvl 57
IX -> lvl 63
X -> lvl 69
XI -> lvl 75
XII -> lvl 81
XIII -> 87
XIV -> 93


Just thinking about the OP's post, they started @ level 50 opening a level 50 map gaining 25 levels exploring around 60%
I don't think they would be able to complete the map even if cap was level 87... maybe 90.

Still nice idea.
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Apr 30 2019 12:13am
Another simple solution (I think) and provided you don’t care about proficiency loss, is to just keep killing off your character when it gets close to leveling to avoid reaching the max lvl for that map. (Obviously this won’t work for hardcore)
Member
Posts: 40,183
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Apr 30 2019 12:53am
Quote (CARTRACK @ Apr 30 2019 07:13pm)
Another simple solution (I think) and provided you don’t care about proficiency loss, is to just keep killing off your character when it gets close to leveling to avoid reaching the max lvl for that map. (Obviously this won’t work for hardcore)


Based on the OPs' post, it would be better if all people in group had a level 50 or 55 mule character that they could join group and complete the Map where their other characters left off... this way they would NOT lose any prof and gain the reward of completing the map... you DON'T have to DIE to complete the map... the difference is simple, for high map exploring, make sure you have another character to take the others place... maybe the mule is level 60.
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