IP is based on Char level and "Easier Content" not "Harder Content"

Nightmare Dungeon Example Same Max IP drop 920:
Running ND at level 80 tier 46 (level 100 mobs): Very hard content.
Running ND at level 100 tier 46 (level 100 mobs): Super easy content.

IP should be scaled based on actual “harder content”.

A Level 70 doing ND with 20 mob levels higher is just as hard as a level 100 doing 20 mob levels higher, its actually “harder” for the level 70 player.

A Nightmare dungeon that has mobs 20 level higher then your char level would be considered “harder content” regardless of current char level.

The drop rate should however be higher for the higher tier than a lower tier. It should still be possible for a level 99 or lower mob to drop the highest IP item with a lower drop rate.

A another example of how this system doesn’t work:

Running Helltides:
Running ND at 65 Max IP (854): Very Hard content.
Running ND at level 100 Max IP (920): Super easy content.

Minions scale with character in the open world, so you mostly grow stronger as you are in the open world when you level up paragon and glyphs.

Content doesn’t ever get “harder” in helltides regardless of your level it only ever gets “easier” but you somehow get better items for just being level 100 even though the content actually gets easier at level 100 not harder this also applies to ALL whisper activities aka normal dungeons and bounties.

We are not able to make open world harder so even if we wanted to try to obtain higher IP in the open world we cannot except for cache and helltide chest which is not a good solution.

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Sweet if I roll a garbage build I should have shacos raining on me for doing on level content….

huh? what does that have to do with this? Drop rate should scale like i said in the thread.

Who said anything about shakos.

This idea they implemented is literally making higher IP for “on level” content for max characters only.

IP needs to scale based on difficulty not character level.

Aka base on mLvL. People need to get rid of overworld monsters in their minds - overworld DON’T MATTER.

You are asking it to scale based on character level, except it gives you better stuff for being lower level. That’s just silly.

When people say the hardest content should drop the strongest loot, they mean hardest in a vacuum. Level 100 stuff is harder than level 75. It doesn’t matter whether you try to fight it in your underwear or with only one hand on the controller.

I just proved that this is not true. Its actually EASIER at char level 100.

No, at character level 100, it is still harder to fight level 100 enemies than level 75 enemies.

Not in the open world and regular dungeons.

What are you even arguing about now? You also can’t fight level 1 mobs on hell mode of D2.

I can farm hell with a level 1 if I wanted. If I happen to kill a minion in hell with a level 1 I get the EXACT same drop rate as a level 99 killing that same minion.

In D4 this is not how it works, the quality of item is based on CHARACTER level in the openworld since minions match character level.

It is still exactly how it works. You kill a level 1 mob, you get a level 1 loot drop. You kill a level 99 mob, you get level a 99 loot drop. The fact that you can’t fight level 99 mobs at level 1 in the open world has no bearing on whether mobs of a specific level should drop better loot.

The difficulty is always the same with level scaling in the open world. The content actually gets EASIER the higher level you are in the open world.

Just because minions are higher level doesn’t mean the content is harder in D4.

No it isn’t, because your power grows faster than the mobs.

No, the content gets harder, but you get stronger faster than it does. If the content stayed the same, the difficulty of defeating it would go down even faster.

Higher level minions are harder to defeat than lower level ones. The player’s character choices shouldn’t affect the loot that mobs of a specific level drop. It’s also harder to do the content if you don’t equip any items, but you don’t get better drops by doing that. It’s harder if you use only one hand to play, but you don’t get better drops for that.

I see what you’re trying to say, but you’re not going to win this fight. The ability to abuse level 1s getting the same items as level 99s is just too big of a threat. Especially when D4 makes it relatively easy for low levels to party with high levels.

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Lord he made another thread.

I’m pretty sure the impending IP changes are targeted at keeping the gear progression advancing as characters level in WT4. Since WT4 is currently the only outlier in this regard. And… it lasts for the final 30-40+ levels, +/- some here or there.

The tier 46 NM example comparing a level 80 to 100 character here seems out of place. Incentives will exist to pick a fight with the biggest, baddest hellspawn in all the land. If a player is doing tier 46 NM at 80 they’re probably not going to be doing it at 100.

The world content example is more reasonable, no doubt. Alas, world content doesn’t provide any real resistance. Since equal level mobs are already easy to steamroll. If it becomes even easier along the way then… okay.

This is not to say that’s a good state of affairs. The lack of global difficulty adjustment is the culprit here though. If we want to finger point at anything the world tier system had better duck behind the bushes.

None of this is to say a bonus to min/max IP as a player approaches 100 is necessarily the best choice either. I could see arguing adjustments to drop rates or minimum IP alone works too. However, I don’t think raising the max a bit per level makes a huge difference in the current system.