Liniker wrote: » thank god, I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before
Blightuponusall wrote: » It was a mistake to have legendary crafting materials drop so commonly in my opinion. It really felt like it took away from the value of it being legendary. I think a good compromise would be increasing rare material drop chance for lower tiers of crafting, as you level your crafting up. Like, you would hit apprentice and then your drop chance for novice trees would increase. This would reward people who were focusing on crafting first, and give them the ability to use powerful items they make while leveling, and still maintaining balance at higher levels.
novercalis wrote: » Liniker wrote: » thank god, I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before damn, never thought I'd agree with this fool but yeah. Rarity should be as followed imho 85% should be white 5% uncommon 4% rare 3% heroic 2% epic 1% legendary
akabear wrote: » Adjusted Drop Rates Common (White): 90% Uncommon: 6.7% Rare: 2.2% Heroic: 0.9% Epic: 0.1% Legendary: 0.1% Explanation The common drop rate dominates at 90%. The remaining 10% is divided into uncommon, rare, heroic, epic, and legendary tiers while preserving the proportional hierarchy:
Nathariel wrote: » Ok but you will stop get gear from the monster and you will wait the gear crafted, because if you want nerf only the crafter the they are now useless, the balance in not good. But think also that for take lvl 20 gaer you will wait 4/5 months because to has all the workbenchs of lvl apprendice this will be the time. And you che only use the item buy from the vendor.
Andi wrote: » Crafters can still craft better than rare gear, whereas drops above that level are like winning the lottery.
IustinusShiva wrote: » Liniker wrote: » thank god, I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before imo each rarity should be 1/10th the previous. Legendary base material drop should be 1/100000 (0.00001%) before modifiers.
Uncommon Sense wrote: » If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value. 1/100 should be rare. I was getting legendary material with starter tools and no skill level... Legendary should be a 1/1000000 should have mandatory max skill to obtain with odds improved based on location/skill/tools with better equipment/skill reducing RNG for a higher success rate. resources collection tools should only be able to harvest materials 3 quality tiers higher. so common tools cannot collect materials higher than heroic and heroic is 1/1000 chance.
LordManmode wrote: » Uncommon Sense wrote: » If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value. 1/100 should be rare. I was getting legendary material with starter tools and no skill level... Legendary should be a 1/1000000 should have mandatory max skill to obtain with odds improved based on location/skill/tools with better equipment/skill reducing RNG for a higher success rate. resources collection tools should only be able to harvest materials 3 quality tiers higher. so common tools cannot collect materials higher than heroic and heroic is 1/1000 chance. Respectfully disagree. It takes quite a few legendary to create a legendary item. That said, it could also be level based. A level 10 legendary should be easier to get than a level 50 (GM). For me: Rare should be around 1/15- 1/20. Uncommin every 1/3. and so on. But that is my opinion. It all depends on how many legendary weapons you expect to see in the end. I expect that to be something that will take a long time to grind for, but not unobtainable. That said, I do ressonate with your idea of how gear should work, and I suspect that is the plan too.