Crosby4HyG wrote:Demonlord wrote:Crosby4HyG wrote:Does anyone know the reasoning behind Vizjun being a 129 lvl area vs. 130? In terms of difficulty/random deaths I think it far surpasses Fautz for most builds. The only reason I can think of is that people would just farm Viz constantly for Jewels of Luck if it was 130, but that thing is so damn rare anyway that I don't see it being an issue.
The main reason one might want to farm Vis-Jun is for not only a well rolled Charm for the Main Stats (up to +30 to all but each roll a range from +11) but also for the Trophy which adds another +15 to all Stats. Which is up to +45 with perfect rolls of any given stat. Which in some builds can be extremely helpful. Otherwise its a rough place to farm unless you have the damage and move fast and never stand in one place long. Most people farming the Trophy/Charm just rush the boss anyway though.
Appreciate the response. I'm aware of what drops there as well as the benefits/difficulties the zone offers. My question was more geared towards the design choice of making the area lvl 1 short of allowing SSSUs to drop there. It's a very punishing place to farm in general, even the best builds can struggle to survive there. I think most people will generally choose to farm Fautz over Vizjun as the latter has a 0% chance to drop the game's rarest items. I'm not complaining mind you, just curious about their design choice is all.
Yeah it is an interesting question from a design perspective and in that regard im not sure either. Even if it were a 130 zone it would probably still be a sub optimal place to farm over Fauzt for the reasons mentioned but, at the same time would give us another option for a place to farm endgame which imho the game does need. Lab is simply no where close to be rewarding enough for the effort you have to put into that place and Fauzt/Brimm do get a little old after a few hundred rounds.