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OK, this is nowhere near statistically valid, but perhaps with enough group data we can get a feel for things. Today, I decided to leave a game running, and clear every TZ as they rotated. Started with Worldstone Keep (ran it 4 times), then left the game running until the Cathedral (ran it 4 times).
Tracking the TZ, and whether or not a Herald was triggered, I got:
WSK
Herald 1
Blood Moor (no Herald)
Canyon of Magi
Herald 2 and 3
Cow level (no Herald)
Barracks
Herald 4
Cold Plains
Herald 5
Rocky Waste (no Herald)
Lower Kurast
Herald 6
Burial Grounds (no Herald)
Durance of Hate (no Herald)
Black Marsh (no Herald)
Frozen Tundra (no Herald)
Cathedral
Herald 7
So 3 tier 5 heralds, over the course of about 7 hours .Obviously just playing a few minutes here and there to clear the TZ then wait, except the start and end when I ran the TZ as normal, except doing full clear from the waypoint. As expected, the Canyon of the Magi is almost certainly the best TZ for farming heralds, due to how many different areas it has, and how many boss groups. Though it does take a while to clear all the temples. Also, playing with Mana Burn as the permanent suffix gets annoying when your characters main bottleneck is mana to start with.
In terms of interesting/ orange item drops, I got one Southern Worldstone Shard. No sunder charms, no statues, but that is to be expected given the drop rates are low. The only end of act boss I didn’t kill was Diablo. Andy dropped an essence, but she is always giving them up. Didn’t track how many boss/ champion kills that was, but quite a few, those shards don’t come easy. The heralds didn’t drop anything interesting, they don’t seem to have any meaningful better drops than normal boss/ champions in TZ from the 20 odd I have killed so far. What I can say is that Herald 7 didnt seem any tougher, I think the difficulty caps at tier 5.
Anyway, how often are you managing to trigger Heralds?
Tracking the TZ, and whether or not a Herald was triggered, I got:
WSK
Herald 1
Blood Moor (no Herald)
Canyon of Magi
Herald 2 and 3
Cow level (no Herald)
Barracks
Herald 4
Cold Plains
Herald 5
Rocky Waste (no Herald)
Lower Kurast
Herald 6
Burial Grounds (no Herald)
Durance of Hate (no Herald)
Black Marsh (no Herald)
Frozen Tundra (no Herald)
Cathedral
Herald 7
So 3 tier 5 heralds, over the course of about 7 hours .Obviously just playing a few minutes here and there to clear the TZ then wait, except the start and end when I ran the TZ as normal, except doing full clear from the waypoint. As expected, the Canyon of the Magi is almost certainly the best TZ for farming heralds, due to how many different areas it has, and how many boss groups. Though it does take a while to clear all the temples. Also, playing with Mana Burn as the permanent suffix gets annoying when your characters main bottleneck is mana to start with.
In terms of interesting/ orange item drops, I got one Southern Worldstone Shard. No sunder charms, no statues, but that is to be expected given the drop rates are low. The only end of act boss I didn’t kill was Diablo. Andy dropped an essence, but she is always giving them up. Didn’t track how many boss/ champion kills that was, but quite a few, those shards don’t come easy. The heralds didn’t drop anything interesting, they don’t seem to have any meaningful better drops than normal boss/ champions in TZ from the 20 odd I have killed so far. What I can say is that Herald 7 didnt seem any tougher, I think the difficulty caps at tier 5.
Anyway, how often are you managing to trigger Heralds?
Can be used to make Runewords:
OK, this is nowhere near statistically valid, but perhaps with enough group data we can get a feel for things. Today, I decided to leave a game running, and clear every TZ as they rotated. Started with Worldstone Keep (ran it 4 times), then left the game running until the Cathedral (ran it 4 times).
Tracking the TZ, and whether or not a Herald was triggered, I got:
WSK
Herald 1
Blood Moor (no Herald)
Canyon of Magi
Herald 2 and 3
Cow level (no Herald)
Barracks
Herald 4
Cold Plains
Herald 5
Rocky Waste (no Herald)
Lower Kurast
Herald 6
Burial Grounds (no Herald)
Durance of Hate (no Herald)
Black Marsh (no Herald)
Frozen Tundra (no Herald)
Cathedral
Herald 7
So 3 tier 5 heralds, over the course of about 7 hours .Obviously just playing a few minutes here and there to clear the TZ then wait, except the start and end when I ran the TZ as normal, except doing full clear from the waypoint. As expected, the Canyon of the Magi is almost certainly the best TZ for farming heralds, due to how many different areas it has, and how many boss groups. Though it does take a while to clear all the temples. Also, playing with Mana Burn as the permanent suffix gets annoying when your characters main bottleneck is mana to start with.
In terms of interesting/ orange item drops, I got one Southern Worldstone Shard. No sunder charms, no statues, but that is to be expected given the drop rates are low. The only end of act boss I didn’t kill was Diablo. Andy dropped an essence, but she is always giving them up. Didn’t track how many boss/ champion kills that was, but quite a few, those shards don’t come easy. The heralds didn’t drop anything interesting, they don’t seem to have any meaningful better drops than normal boss/ champions in TZ from the 20 odd I have killed so far. What I can say is that Herald 7 didnt seem any tougher, I think the difficulty caps at tier 5.
Anyway, how often are you managing to trigger Heralds?
Tracking the TZ, and whether or not a Herald was triggered, I got:
WSK
Herald 1
Blood Moor (no Herald)
Canyon of Magi
Herald 2 and 3
Cow level (no Herald)
Barracks
Herald 4
Cold Plains
Herald 5
Rocky Waste (no Herald)
Lower Kurast
Herald 6
Burial Grounds (no Herald)
Durance of Hate (no Herald)
Black Marsh (no Herald)
Frozen Tundra (no Herald)
Cathedral
Herald 7
So 3 tier 5 heralds, over the course of about 7 hours .Obviously just playing a few minutes here and there to clear the TZ then wait, except the start and end when I ran the TZ as normal, except doing full clear from the waypoint. As expected, the Canyon of the Magi is almost certainly the best TZ for farming heralds, due to how many different areas it has, and how many boss groups. Though it does take a while to clear all the temples. Also, playing with Mana Burn as the permanent suffix gets annoying when your characters main bottleneck is mana to start with.
In terms of interesting/ orange item drops, I got one Southern Worldstone Shard. No sunder charms, no statues, but that is to be expected given the drop rates are low. The only end of act boss I didn’t kill was Diablo. Andy dropped an essence, but she is always giving them up. Didn’t track how many boss/ champion kills that was, but quite a few, those shards don’t come easy. The heralds didn’t drop anything interesting, they don’t seem to have any meaningful better drops than normal boss/ champions in TZ from the 20 odd I have killed so far. What I can say is that Herald 7 didnt seem any tougher, I think the difficulty caps at tier 5.
Anyway, how often are you managing to trigger Heralds?
All trades ROTW unless specified
Got a bunch farming as you said with the new Shards available, clearing all the Act I etc ... But as far as I'v farmed those, they gave literraly -> nothing.
I'm a bit bit frustrated because there is no more Sunder Charm in the game for me, and in addition, you need those Shard for craft the new Sunder ^^' So, you find your Sunder because you used 1k Shard for 1 Sunder and no more Shard for crafting your Sunder :'D
- Got 0 unique or set too, running fast with a Nova Sorceress in a % MF build variation (400%) for 10 hours straight, but maybe I'm unlucky you know.
- Got 0 statues too.
I was realy hype to chase those and drop some juicy things for the new Chronicle system, but in reality, there is any purpose to chase Herald at this patch ? I dunno.
- I hope i'm just unlucky for the moment, and I know this is purely endgame content, i'm patient too, i play d2 \o, BUT yes a bit frustrated, that's the word
- I'v heard that the droprate of the Herald should be up in the near future, not sure, i think that was a video of MrLlamaSC on Youtube for the source.
PS : Sorry for my english, I'm learning, be kind
I'm a bit bit frustrated because there is no more Sunder Charm in the game for me, and in addition, you need those Shard for craft the new Sunder ^^' So, you find your Sunder because you used 1k Shard for 1 Sunder and no more Shard for crafting your Sunder :'D
- Got 0 unique or set too, running fast with a Nova Sorceress in a % MF build variation (400%) for 10 hours straight, but maybe I'm unlucky you know.
- Got 0 statues too.
I was realy hype to chase those and drop some juicy things for the new Chronicle system, but in reality, there is any purpose to chase Herald at this patch ? I dunno.
- I hope i'm just unlucky for the moment, and I know this is purely endgame content, i'm patient too, i play d2 \o, BUT yes a bit frustrated, that's the word
- I'v heard that the droprate of the Herald should be up in the near future, not sure, i think that was a video of MrLlamaSC on Youtube for the source.
PS : Sorry for my english, I'm learning, be kind
I terrorized Act 2, did all the TZs that were rotating in and left the game open to do some more TZ rotations.
These were the results of packs killed (indicated by the numbers) and Herald spawns:
1st: 29 / ire / 9 / spawn / 3 / kill
(total packs: 41)
2nd/3rd: 10 / ire / 3 / ire / 10 / spawn / kill / 8 / spawn / kill
(total packs: 31 for both)
4th: 92(!!) / ire / 3 / spawn / kill
(total packs: 95)
5th: 40 / ire / 1 / spawn / 1 / kill
(total packs: 42)
6th/7th: 1 / ire / 3 / ire / 12 / spawn / kill / 5 / spawn / kill
(total packs: 21 for both)
8th: 3 / ire / 3 / spawn / 1 / kill
(total packs: 7)
9th: 58 / ire / 12 / spawn / kill
(total packs: 70)
Packs in between drawing ire:
29 - 22 - 3 - 110(!!) - 43 - 3 - 3 - 20 - 62
All together:
9 Heralds for killing 307 packs --> ~1 Herald / 34 packs
(but the variance is really high, so it might very well not be accurate)
Side note:
Found 2 Worldstone Shards killing all the packs (~1:150, again rough estimation due to small sample size).
These were the results of packs killed (indicated by the numbers) and Herald spawns:
1st: 29 / ire / 9 / spawn / 3 / kill
(total packs: 41)
2nd/3rd: 10 / ire / 3 / ire / 10 / spawn / kill / 8 / spawn / kill
(total packs: 31 for both)
4th: 92(!!) / ire / 3 / spawn / kill
(total packs: 95)
5th: 40 / ire / 1 / spawn / 1 / kill
(total packs: 42)
6th/7th: 1 / ire / 3 / ire / 12 / spawn / kill / 5 / spawn / kill
(total packs: 21 for both)
8th: 3 / ire / 3 / spawn / 1 / kill
(total packs: 7)
9th: 58 / ire / 12 / spawn / kill
(total packs: 70)
Packs in between drawing ire:
29 - 22 - 3 - 110(!!) - 43 - 3 - 3 - 20 - 62
All together:
9 Heralds for killing 307 packs --> ~1 Herald / 34 packs
(but the variance is really high, so it might very well not be accurate)
Side note:
Found 2 Worldstone Shards killing all the packs (~1:150, again rough estimation due to small sample size).
Just for comparison:
In D2R we had the following RNG structure:
-Getting a playable Terror zone
-Kill uniques
-Get Sunder drop with 7 variants
-21 variants of Sunder stats
In RotW we have:
-Farm for Shards
-Make a game and stay in the game as long as you can
-Spend up to 5 Shards for terrorizing all acts
-Fight around 20 uniques to get 1 Herald
-Repeat that 5 times to get highest Herald Tier
-Continue fighting Tier 5 Heralds
-Don't find a Sunder
-Upgrade Sunder with like millions of variants. I'm too lazy to do the math here.
Guys, I don't know how deep you are in numbers, but this new system is INSANE.
It's literally layers of stupidly stapled RNG, and the worst thing is, if you leave your game, you LOSE the progress of Herald spawns. Casual players are totally lost from now on. Add to this that most builds aren't able to reliably fight Tier 5 Heralds. All builds relying on their tanking merc are screwed, because Heralds eat them for breakfast.
In D2R we had the following RNG structure:
-Getting a playable Terror zone
-Kill uniques
-Get Sunder drop with 7 variants
-21 variants of Sunder stats
In RotW we have:
-Farm for Shards
-Make a game and stay in the game as long as you can
-Spend up to 5 Shards for terrorizing all acts
-Fight around 20 uniques to get 1 Herald
-Repeat that 5 times to get highest Herald Tier
-Continue fighting Tier 5 Heralds
-Don't find a Sunder
-Upgrade Sunder with like millions of variants. I'm too lazy to do the math here.
Guys, I don't know how deep you are in numbers, but this new system is INSANE.
It's literally layers of stupidly stapled RNG, and the worst thing is, if you leave your game, you LOSE the progress of Herald spawns. Casual players are totally lost from now on. Add to this that most builds aren't able to reliably fight Tier 5 Heralds. All builds relying on their tanking merc are screwed, because Heralds eat them for breakfast.
To be honest, I like it this way. I'm having much more fun staying in a game grinding, than to do 100x a monotonous whatever-run; open - tele - kill target x - save game - rinse&repeat. TZs made it a bit better, but a terrorized act is something completely different.
But I guess in the end this comes down to personal preference.
But I guess in the end this comes down to personal preference.
I'm with you at this point, BUT we swapped from doing 5 minute runs to 4+ hours of runs. I killed like 40 Heralds up to this point, and they drop NOTHING of use. Absolutely nothing. The ratio of time investment and benefit is totally off. If I had done 4 hours of Cow runs, I would have ended up with some good runes, bases and uniques. Herald Hunt in its actual state is a huge waste of time.rixsen wrote: 2 hours agoTo be honest, I like it this way. I'm having much more fun staying in a game grinding, than to do 100x a monotonous whatever-run; open - tele - kill target x - save game - rinse&repeat. TZs made it a bit better, but a terrorized act is something completely different.
But I guess in the end this comes down to personal preference.
I agree with you both (if that's possible). I've been enjoying playing through different areas/acts killing mobs and spawning Heralds; at the same time I think the reward is too low at the moment, and RNG is through the roof...
And I don't see why they had to remove the old Sunder charms. Just leave them dropping, as previously... and whoever wants the better Latent/Renewed charms can (and will) farm Heralds.
And I don't see why they had to remove the old Sunder charms. Just leave them dropping, as previously... and whoever wants the better Latent/Renewed charms can (and will) farm Heralds.
^This. Imagine starting Ladder next week. Fight Heralds with self found gear. LoL. This is impossible.tadkarcz wrote: 1 hour agoAnd I don't see why they had to remove the old Sunder charms. Just leave them dropping, as previously... and whoever wants the better Latent/Renewed charms can (and will) farm Heralds.
I have 20 heroes, all of them geared up and level 95+. All of them were able to play terror zones without an issue in D2R. In RotW, most of them are trash now. I am sticking to my Java, since she is the only one not struggling here.
Bowazon? Merc gets killed in 2 seconds, then I am kiting for like 5 minutes.
Barb? Yeah, have fun being encircled by 20 mobs with Concentration or Thorns. Attack once, retreat, drink potion, repeat. Great gameplay. You better get some Draculs, its impossible without Life Tap!
Sorceress? Teleport-Kiting contest winner of the year.
Zoo Druid? Hm, your minions are tasty.
Dragondin? Works. Can do Tier 5 Heralds with a bit of caution. Second best of my heroes behind the Javazon.
Fissure Druid? Hard but doable.
Trapsin? Same as Sorceress.
It was way too easy to obtain Sunder charms - items that completely invalidate immunities. Players often handed them out for free (especially ones with a bad roll). They used to removed any incentive to team up or to make a hybrid build, in favor of a single-element (actually single-skill) builds.
But I'm afraid that with rampant botting the new Sunders will still be easy to obtain, just like any endgame RW.
But I'm afraid that with rampant botting the new Sunders will still be easy to obtain, just like any endgame RW.
I killed like 20 heralds so far and nothing even remotely valuable dropped. Also, I dont understand the spawn rate. Sometimes I kill 2 elite packs and Herald is immediately announced, other times I kill 20+ packs and nothing... he probably went to fetch a hot dog in a meantime...
My Herald drops so far (662mf, killed ~40):DasNarf wrote: 1 hour agoI'm with you at this point, BUT we swapped from doing 5 minute runs to 4+ hours of runs. I killed like 40 Heralds up to this point, and they drop NOTHING of use. Absolutely nothing. The ratio of time investment and benefit is totally off. If I had done 4 hours of Cow runs, I would have ended up with some good runes, bases and uniques. Herald Hunt in its actual state is a huge waste of time.rixsen wrote: 2 hours agoTo be honest, I like it this way. I'm having much more fun staying in a game grinding, than to do 100x a monotonous whatever-run; open - tele - kill target x - save game - rinse&repeat. TZs made it a bit better, but a terrorized act is something completely different.
But I guess in the end this comes down to personal preference.
- Sandstorm Trek
- Griffon's Eye
- 3/3 Rainbow Facet: Poison Death
- lot of random set/uniques
Let's be patient and see what the big data (LOTS of Herald kills) or the dropcalcs - if updated at some point - will reveal.
I think that (A) each time you kill a unique mob there's a chance to draw the ire of a Herald, and then (B) after ire has been triggered, each time the game spawns a new unique (mobs aren't placed on the whole map on load, they spawn within a ~2 screen radius) there's a chance that the unique will be replaced with a Herald (kind of like dclone, I guess, but not guaranteed). The chances of either (A) or (B) happening are unknown though, but the base chance seems pretty low, seeing how there's such a huge variance in how many uniques are needed to be killed before the first Herald and between each Herald.
I'm in CET (Central European Time)
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
Yeah, that meets my observations. I would guess chances are around 1/20 to draw ire from a Herald with each unique kill.ShadowHeart wrote: 1 hour agoI think that (A) each time you kill a unique mob there's a chance to draw the ire of a Herald, and then (B) after ire has been triggered, each time the game spawns a new unique (mobs aren't placed on the whole map on load, they spawn within a ~2 screen radius) there's a chance that the unique will be replaced with a Herald (kind of like dclone, I guess, but not guaranteed). The chances of either (A) or (B) happening are unknown though, but the base chance seems pretty low, seeing how there's such a huge variance in how many uniques are needed to be killed before the first Herald and between each Herald.
One additional problem is, to spawn the Herald there needs to be left a big enough unexplored area. If you have just finished clearing an area, no Herald will spawn.
This is why multi-layered dungeons are to be prefered. Like Countess' Tower, Tombs or World Stone Keep. Or really huge areas like Arcane Sanctuary with many spots to spawn monsters.
Yeah, exactly. Thats what I meant with part B; my guess is that the Herald replaces a normal unique at the spawn time. As you move across a map, the game spawns in new enemies at a ~2 screen distance and if ire has been drawn previously, there's a chance that the next unique will be replaced with a Herald. And as a natural consequence, if you have cleared the entire TZ map, there won't be any more uniques, and thus no more heralds.
Arcane Sanctuary is now also combined with Harem and Palace Cellar, making it a pretty big TZ in total.DasNarf wrote: 1 hour agoOr really huge areas like
Arcane Sanctuary with many spots to spawn monsters.
I'm in CET (Central European Time)
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
In the end no one is forced to do Herald hunts. I think it's nice they added this for those that have fun with it. Others do other stuff that might be more profitable and use this profit to buy the latent sunders from those that like hunting.
And I guess one will just torrorize the whole game to get max ammount of tier 5 Heralds to maximize the chances for latent sunders. With that it's up to your build how fast you clear and there will be no waiting for any rotations, so no downtime at all.
Side note:
Could confirm that Shamans can be Heralds, too. The Flayer that spawns after, is not a Herald, though.
And I guess one will just torrorize the whole game to get max ammount of tier 5 Heralds to maximize the chances for latent sunders. With that it's up to your build how fast you clear and there will be no waiting for any rotations, so no downtime at all.
Side note:
Could confirm that Shamans can be Heralds, too. The Flayer that spawns after, is not a Herald, though.
Not sure what you mean by "forced to," but if it's the way to get sought-after gear (in this case, the sunders) then that's the behavior you're incentivizing in your players. Ideally, you'd want the stuff you are encouraging your players to do to be something fun/rewarding.rixsen wrote: 1 hour agoIn the end no one is forced to do Herald hunts. I think it's nice they added this for those that have fun with it. Others do other stuff that might be more profitable and use this profit to buy the latent sunders from those that like hunting.
And I guess one will just torrorize the whole game to get max ammount of tier 5 Heralds to maximize the chances for latent sunders. With that it's up to your build how fast you clear and there will be no waiting for any rotations, so no downtime at all.
Side note:
Could confirm that Shamans can be Heralds, too. The Flayer that spawns after, is not a Herald, though.
ShamanHerald.gif
Personally, I like the concept of the heralds a lot. I think it's exactly the kind of thing that works well in D2. It's tough to say right now whether the implementation is good, since we're all still adjusting, but I imagine they're open to tweaking it. I will say that I like having a good level of RNG for the charms. Feels like chasing rares.
When I first read about it, though, I thought it was something cooler: a kind of personalized unique that would hunt you, getting stronger as you killed it (something like the nemesis system in Shadow of Mordor).
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