I really began to enjoy Merciless because it was tougher still but also getting close to end-game loot and end-game specs: make-or-break time for any "let's just try this" build. I enjoyed levelling my char through Normal and Cruel because it was a discovery - and because it had some tough challenges. At least in the sense that I like to see what is achievable and then try to get to that point myself. I am not a "sociable" gamer, but I am competitive. PoE is the first game I have sunk any serious hours into since Ultima Online and D2 (offline). We can debate the accuracy of these particular numbers, but it's hardly worth it: the only thing we would be arguing about is by what exact multiple the drop chance could be fairly increased - and GGG already have that data. So, with this model, we could multiply the drop rate by 3 and *it would still be a tougher league than Standard* Self Found League: 1.06 Fusings/Hr = 1415h to obtain your 6L Chest. Standard League: 35 Fusings/Hr = 428h to obtain your 6L Chest If you play the game in the most efficient way possible (trading or vendoring all your valuable drops), the results are: Your objective is to create a 6L chest piece in as few hours as possible.Īll "good for iLvl" Rares are vendor-able on SF for 0.1 FusingĪll "good for iLvl" Rares are tradable on Standard for 3 FusingsĪll Uniques are vendor-able on SF for 0.1 FusingsĪll Uniques are tradable on Standard for 10 Fusings.ġ "good for iLvl" rare drops every 2 hours.Ī 6L Chest can be obtained via Gambling or Trading for 1500 Fusings. To facilitate the explanation, lets use a simple imaginary model: In fact, I can easily imagine a scenario in which an SF League is created with substantially increased drop rates, yet still has to be placed at least one tier above Standard League to make sure no one ends up playing there by mistake under the impression that it is the "easy" mode. In an SFL environment, drop rates can be significantly increased without reducing the "difficulty" of the game in any way.
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