Don’t think anyone has denied this.
Higure calculated that they drop 0.8% to 1% of the time from level-100 chests. Call it 1 in 100.
My own experience is that only between 15% and 20% of dropped mythics are of any use to my hero’s builds. Would be more like 40%, maybe even 50%, if I were still playing more than one hero, but battle scrolls make that too expensive.
So call it 20% of random mythics are of any practical value. So that’s 1 in every 500 level-100 chests.
As for aether - i.e. the sole new aspect of 3.1.5 that will be open to early- and mid-gamers - my experience has been, opening several dozen chests a day, more than half of them level-100 chests, that it takes me roughly 4 weeks to get 500 aether. So call it one additional crafted mythic a month at that rate.
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I’ll leave it to individual readers to figure out the “rate of return” and “rate of progress” in this game for their own cases … how long it takes them to open 500 chests for that 1 useful mythic, or to get that 500 aether for crafting one.
But it bears pointing out (to those who seem to think that progress is rapid and that mythics drop “regularly”) that not every player (indeed, I suspect, the vast majority of players), don’t have 8-10 hours a day to spend on PQ3 as a full-time gamer.
Depends, of course, on what your notion of “regular” is.
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Then again, perhaps the devs have decided that they only really want to focus on that “select” group of the customer base … along the lines of what @melonfresh commented above!
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Still, speaking for myself, my main complaint, ever since the first post in this thread, has focused only secondarily on the “rate” of advancement (though I agree with the consensus that it was on the slow, probably too slow, side), but instead on the “experience”.
I.E. being enslaved to the RNG-drop “slot machine” mechanism, so that every drop (except that rare 1 in 500) is disappointing and discouraging… rather than the “positive feedback” of slow-and-steady incremental progress we used to have, of leveling up chosen gear, level by level, that the game had a year ago.
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3.1.5’s crafting mechanism will alleviate this in a small - a very small - way, but sufficiently infrequently for most mid-level gamers (the non-40-hr-a-week players anyway) that I anticipate it won’t significantly change that discouraging slot-machine “feel” of the game for them at all.
Remains to be seen how it feels in practice, of course … but the blog post gave a rather thorough explanation. I expect it’ll be just like I anticipate. Unfortunately.