Originally Posted by
Taejo
This topic has been brought up numerous times in the past, and all of the arguments/points remain the same. The current risk vs reward system is as fair as it's going to get for a free-to-play game which encourages elixir purchases. As Desperoto stated, once you make epic drops the lowest value reward on an elite map, legendary items are going to flood the market and the economy will tank. One reason is because your frequent plat spenders are still going to buy luck elixirs when they run elite maps, and to add onto this, your casual plat spenders will probably start buying elixirs as well because they know their chances at a pink is much greater now. Thus in the end, more and more legendary items enter the market which you can't sell anymore at decent prices. Following this, a drop rate nerf will be the next thread posted.
I think the more reasonable solution, which has also been brought up in the past (particularly in Swede's old thread about getting rid of elite maps), is to increase gold and potion drops throughout the maps. STS attempted to do this, but not in a way that is solving the problem. In elite maps particularly, mobs (not barrels) need to be randomly dropping 5-20 gold and 1 potion. I don't understand why potions only drop when you have <25. They need to constantly drop regardless of your potion inventory - especially in elite Shuyal where you can burn through 100+ HP potions in one pull because of the purple goo. Lastly, elite bosses should be dropping 100-300 gold. I've never understood why they only drop 20-40 gold as a side reward for all the time and effort spent running an elite map. Heck, Bael/Krunch II drop 500-1k. The same goes for the arena - bosses need to be dropping more gold.
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