GrappLr wrote: » Well, keep in mind, that's why Trinkets have cooldowns, and they can't be swapped without popping long global cooldowns. So you really walk in with only 2 trinkets, and then, rarely get to use any more, unless the fight lasts a very long time. But yeah, I get what you're saying also. Still, one can be careful about what kind of abilities are available from consumables. And should it be quest rewards/crafted/etc. can all be up to the devs. What I'm arguing for is that things we do from levels 1-40 should matter, and in a way shape our characters. It shouldn't be "race to 50, then finally start getting things that matter". The items I get at 20, 30, etc. (a couple of items, doesn't have to be 20+), should have their niche uses, even a year later. Big emphasis on NICHE.
Enigmatic Sage wrote: » GrappLr wrote: » Well, keep in mind, that's why Trinkets have cooldowns, and they can't be swapped without popping long global cooldowns. So you really walk in with only 2 trinkets, and then, rarely get to use any more, unless the fight lasts a very long time. But yeah, I get what you're saying also. Still, one can be careful about what kind of abilities are available from consumables. And should it be quest rewards/crafted/etc. can all be up to the devs. What I'm arguing for is that things we do from levels 1-40 should matter, and in a way shape our characters. It shouldn't be "race to 50, then finally start getting things that matter". The items I get at 20, 30, etc. (a couple of items, doesn't have to be 20+), should have their niche uses, even a year later. Big emphasis on NICHE. "advocate for" not "argue for" haha But yes, things we do in the lower levels should matter. I believe this is why they allow repurposing and breaking down items for crafted gear in different recipes. That way rewards obtained can be useful later on to some extent. I'm not necessarily against the idea it would just cause it to become a staple for many. If you think about roman gladiator times, they had combatants use spears and nets. In some games fist weapons couldn't be disarmed due to the fact that they were bound to the user and not held. Weapon chains became that equaliser.
GrappLr wrote: » Enigmatic Sage wrote: » GrappLr wrote: » Well, keep in mind, that's why Trinkets have cooldowns, and they can't be swapped without popping long global cooldowns. So you really walk in with only 2 trinkets, and then, rarely get to use any more, unless the fight lasts a very long time. But yeah, I get what you're saying also. Still, one can be careful about what kind of abilities are available from consumables. And should it be quest rewards/crafted/etc. can all be up to the devs. What I'm arguing for is that things we do from levels 1-40 should matter, and in a way shape our characters. It shouldn't be "race to 50, then finally start getting things that matter". The items I get at 20, 30, etc. (a couple of items, doesn't have to be 20+), should have their niche uses, even a year later. Big emphasis on NICHE. "advocate for" not "argue for" haha But yes, things we do in the lower levels should matter. I believe this is why they allow repurposing and breaking down items for crafted gear in different recipes. That way rewards obtained can be useful later on to some extent. I'm not necessarily against the idea it would just cause it to become a staple for many. If you think about roman gladiator times, they had combatants use spears and nets. In some games fist weapons couldn't be disarmed due to the fact that they were bound to the user and not held. Weapon chains became that equaliser. Thanks, I'll try to incorporate that into my vocabulary, English isn't my first language. It would only become a "staple" if they were generally excellent, which rarely happens. Which is why I think they should be excellent in niche scenarios instead. That way, they still hold value due to being BiS for very specific scenarios (but rare ones at that), although weak enough that they're rarely used.
Enigmatic Sage wrote: » True but I believe that's why they dont want it to turn into a "Felix the cat" style game where you just keep pulling stuff from your backpack opposed to equipped and talented options. but hey, who knows
GrappLr wrote: » Enigmatic Sage wrote: » True but I believe that's why they dont want it to turn into a "Felix the cat" style game where you just keep pulling stuff from your backpack opposed to equipped and talented options. but hey, who knows Would this be an issue if you can't swap gear mid combat, and if these "niche" consumables mostly shared the same long cooldowns, so only one can be used per average fight?
Enigmatic Sage wrote: » GrappLr wrote: » Enigmatic Sage wrote: » True but I believe that's why they dont want it to turn into a "Felix the cat" style game where you just keep pulling stuff from your backpack opposed to equipped and talented options. but hey, who knows Would this be an issue if you can't swap gear mid combat, and if these "niche" consumables mostly shared the same long cooldowns, so only one can be used per average fight? potentially as you can bring a wide range of supplies to pull from the inventory regardless of cd's to use situationally. The other issue is, over time people will want those restrictions loosened for the sake of QoL.
GrappLr wrote: » Enigmatic Sage wrote: » GrappLr wrote: » Enigmatic Sage wrote: » True but I believe that's why they dont want it to turn into a "Felix the cat" style game where you just keep pulling stuff from your backpack opposed to equipped and talented options. but hey, who knows Would this be an issue if you can't swap gear mid combat, and if these "niche" consumables mostly shared the same long cooldowns, so only one can be used per average fight? potentially as you can bring a wide range of supplies to pull from the inventory regardless of cd's to use situationally. The other issue is, over time people will want those restrictions loosened for the sake of QoL. As to the first point, true. So make the important ones only usable if equipped (in a slot that you usually want something else on). As to the second point, who cares? Dev team should never cater to people asking for QoL stuff, if that QoL stuff is bad for the game long term.