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May 16 2017 02:48pm
I've recently started playing HC, so I' back to no gear sets. This means I am likely to need to reroll at some point, because I will out level my gear and not be able to progress. (I only play solo, so I can't be carried.)

This has me turning a fresh eye onto maps.

I have read in forum discussions that maps are really good (OP, even!), but I just haven't seen the value in them, if you already have a gear set that allows you to reach MQ. In my limited experience, the treasure at the end hasn't been particularly impressive.

So, what is the value exactly? What makes them so OP? Have I simply underestimated the value of the treasures? Is it the ability to choose you monsters' levels? Am I missing something entirely?

This isn't a question of balance vs. how hard they may be to find, or whether drop rates / quality should be better. We already have a fairly heated thread for that ...

THANKS!
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May 16 2017 07:11pm
Hi m8,

to my mind maps are only interesting to people who are highranked in skills that need items of a specific Tier to step up.
Higher maps are rare because almost no one finishes them - since spinning is faster than exploring - and even then low Tier maps can drop (and do ...).
To finish a higher map you need a trapdoor detector in the group as well, so the solo'ing option is bound to the few chars that can see td's.

That's at least some reasons why high maps are rare - and only a few players are willing to pay for the potential drops.

To level faster on low Tier maps without taking the risk to die might make them attractive to hc players, but I cant talk about a realm I don't play. And, ofc, the colours suck.

I hope this helps a bit,

Verdun

This post was edited by Verdun on May 16 2017 07:13pm
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May 16 2017 09:11pm
On maps you dont need a trap detector because there are no traps on maps. Map(scrolls) = no well, no traps and no backway mobs!

welcome back and have fun
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May 16 2017 11:47pm
Quote (Inkarnon @ May 17 2017 05:11am)
On maps you dont need a trap detector because there are no traps on maps. Map(scrolls) = no well, no traps and no backway mobs!

welcome back and have fun


Verdun was saying about regular maps


And yes in sc only few players do
Member
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May 17 2017 01:17am
Maps are inhibitated by different monster "familys" or groups , meaning for example if you are casting with your ice charms on warlock , you should NOT do Arctic maps. There is a coldimmune monster on these arctics. Or if you use lightnings to cast you wanna avoid electriver maps , there is a lightimmune/lightabsorber mob , and so on. Can be used as an advantage to regular mazes where all mobs accur , specially as newer player or with weaknesses / not fully geared

Also you do not have monsters on turns or already explored spots , which makes you finish the map quicker, killing less trashmobs (leveling slower) , more chance of good drops from evils/quests within fewer levels.

As already says, no spins, no trapdoors no wells .

Due the maps Mosterlevel cap you can play the map "on the cap" and always have a steady monsterlevel , like Verdun sayd, to farm specific tiers - mostly useful for skillers -OR SELLERS !

Also maps can have bonuses like +Guildpoints or +Level up when completed , or stats like +Monster difficulty which should yield more/better quality items.. or + Experience gained , and so on.


here it may be helpful :

Tier----Quality-------Level Req--------Max Monster Level-----Map Size
1(I)-----Patched-----------0--------------------15---------Opener Level
2(II)----Rawhide-----------0--------------------20------------11x12
3(III)---Tanned------------0--------------------25------------12x14
4(IV)----Cured-------------5--------------------30------------13x16
5(V)-----Hard-------------10--------------------35------------14x18
6(VI)----Double cured-----15--------------------40------------15x20
7(VII)---Rigid------------20--------------------45------------16x22
8(VIII)--Embossed---------25--------------------50------------17x24
9(IX)----Imbued-----------30--------------------55------------18x26
10(X)----Runed------------35--------------------60------------19x28
11(XI)---Enchanted--------40--------------------65------------20x30
12(XII)--Tempered---------45--------------------70------------21x32
13(XIII)-Encrested--------50--------------------75------------22x34
14(XIV)--Fine honed-------55--------------------80------------23x36



greetings







Member
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May 17 2017 02:00am
Remember a few things also... +X monster level cap can increase the maps monster level from say patched, which is maximum level 15 max monster level to say level 30 if the map has +15 level monster cap mod.
This means you can use a level 20 character to open this Patched map and still get the benefits above level 15 upto a maximum of 30. Note: I am not certain if it has been fixed, but Patched maps size are normally
based around the level of the character that opens / uses that map, as for anything higher like Rawhide +, the map size is created based on the max level of the map.

Goodluck.
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May 17 2017 11:43am
Quote (Verdun @ May 16 2017 09:11pm)
... you need a trapdoor detector in the group ...


Can anyone but rogues detect traps?
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May 17 2017 11:50am
Quote (Gearic @ May 17 2017 01:43pm)
Can anyone but rogues detect traps?


For feed class no but it's then there's ninjas
Member
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May 17 2017 12:01pm
Quote (Lpot @ 17 May 2017 19:50)
For feed class no but it's then there's ninjas


and Monks :P
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