Wilderness difficulty update - schedule

l_remmie

Well-known member
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.

TY for replying to the topic.
I hope you can make it work with at least Lamordia and MD.
Many people would love the Necropolis of course but that was always a long shot.
Please let us know when you know for certain you can make it work for these latest expansions.

In any case, we can't go back next expansion to 1-difficulty fits all. We're spoiled now.
 

Bliv

Well-known member
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.
If I may - I bet players would appreciate it if it was added to the areas where loot actually matters.

The bonus to slayers is great, but being able to farm rares and purple rares with increased odds of having something drop is where it's at, at least for me.

Farming J'anara's chest on R10 was not only fun and challenging, I got rewarded with a reaper/mythic doublestrike belt.

I would love to see this being added to Isle of Dread, Myth Drannor and Chill of Ravenloft.

Cheers,
 

droid327

Hardcore casual soloist
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.

I hope it proves adequately easy and is prioritized

I've always said that wilderness areas are criminally underappreciated - its very low-hanging fruit that could add a whole new layer of gameplay, if they simply were brought up to the existing difficulty-time-reward paradigm
 

Dazling

Well-known member
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.
That's good to know, hopes will be set proportionally 🙂

I know for myself, even just getting 1 recent wilderness area and 1 relatively easy wilderness area (thinking korthos, waterworks, cerulean hills, ones like that with relatively little to update compared to something like sands or gianthold) every update or two or something like that would be a very welcome addition if it proves simple enough for the team.
 

Mornyngstar

Ymerawdwr
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.
Even if we lose all current progress on the wildernesses that are upgraded it will still be a boon (at least for me) going forward. I will just have to redo the ones I already have finished on Seldissan (61% slayer completion on all wildernesses).
 

Cult of the Ocelot

Well-known member
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.
Yo, if y'all wanna add scaling mob density and such to older areas, like Sands, I would just absolutely love that. I'm not looking to farm every slayer area to level but I would like a little XP, as a treat.
 

Baahb3

Well-known member
It is more likely that we will be moving forward with wilderness difficulty options than back-porting it to existing wilderness areas, although adding them to older areas is something we will be looking at. Some of it will depend on the difficulty uncovered when we do the investigation, and it is also likely that more recent wilderness areas will be easier to add difficulty to than older wilderness areas, although we don't yet know if either is possible.
Myth Drannor for sure needs this. Lamordia second. Isle of Dread 3rd. Beyond that, I don't think it matters other than the challenge factor.
 

seph1roth5

Well-known member
They only changed the droprates for the purple bosses. They were practically forced to with the rare %. They stood apart and will continue to stand apart. They were never scaled with the rest of the area to begin with.

This game already excludes bad builds, new players and casters in general with practically everything. None of the the purples in IoD, MD and Lamordia are scaled at "normal". They are all scaled to be a good fight for a group doing r1. When they change those areas it is highly likely the normal and hard version become a lot easier. This is an opportunity to make these MORE accessible.

And yea, true that. All the modern raids are way to hard for the scaling, they are at least 2 tiers above it. Just to force those droprates down.
Any raid on reaper at level is only for the super enfrenchised.
Are you sure it's just purple? I don't really go hunting rares in MD, but pick up a couple along the saga, and I definitely see more than 10% dropping. I thought they had just did it for the entire wilderness.

Also, I don't like how they made it just 75% more slayering on reaper. I'd do demog wilderness on r1 if I'm hunting a specific rare for a specific item, but the wilderness itself would have to be twice as much XP for me to do it on R1 lol. I could see doing hard since it's a negligible difference. I was in a lamordia slayer group the other day, and we were strong enough, but it wasn't a great place for big mobs. So I think I got to 1500 and figured I could've just run any 2 quests there and gotten more xp, faster. Well ok not ANY 2 quests, but 2 of the non-longass ones full of cutscenes.
 

Eme

Well-known member
Mythic has always been possible in wilderness chest and not uncommon. I have yet to see any reaper bonus drop on any wilderness item in Darklake for me or anyone. But admittingly so, I never went hardcore on these and only went after purples while on the way to quests there.

I am certain that only the increased chance of named loot possible is in play, at least from my limited observation. Mind sharing a screenshot of a reaper stat found on wilderness item that was not manually added?
reaper-loot.jpg
 

Gimp

Well-known member
The pic above and most of my guildies and i have pulled reaper items from the new explorer area (you must enter on reapoer obviously).
 
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