Quote Originally Posted by Camate View Post
Please let us know what you think.
Almost every problem with Voidwatch that has been mentioned, from popular or unpopular monsters to players using procs mainly for the drop-related bonuses, starts and ends with one thing. Extremely low drop rates that are further lowered by the "totally random thing is totally random" distribution system.

People fight the same monster 600 times because it is entirely possible to go 0/600 on a very desired drop. People fight a different monster only a half-dozen times because fighting the other thing 600 times has taken a heavy toll on their supply of Voidstones. It's not that some horrible monsters are unloved while others are the object of adventurers' pointy affections; it's much more a matter of limited resources due to forced repetition of fights.

People use procs to affect drop-rate and the number of drops in hopes that something desired will, against all odds, actually drop. Like a man on death row praying to the admittedly made-up deity that is the Flying Spaghetti Monster to wrap it's pasta-tendrils of love around his midriff and remove him from that dark cell and spare him his terrible fate, people will try anything when faced with what's effectively a 0.25%-0.75% drop rate.

The personal chest system isn't a bad idea in and of itself, but combined with punishingly low drop rates even with capped lights, the extra level of complete randomness it adds can be infuriating. Nine-tenths of the whacky things that players do in Voidwatch comes from being infuriated by the lack of drops and trying (and failing!) to obtain a drop in spite of it.

I literally can not imagine any way to make the drop-rates for desired items worse, so any change would be a welcome one. Open your minds and follow your hearts and implement whatever nutty thing you want. Even something ridiculous such as making logs edible, with a food effect of "Red Light +1000%" to "Red Light +3000%" depending on the quality of log eaten, would be a huge boon.

That said, lowering AoE damage or making it easier to cap lights aren't bad changes by any means. It just feels like such changes avoid the core issue.