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Gear Drops have to change

DrukalnnDrukalnn Member, Alpha One, Alpha Two, Early Alpha Two
GEAR SYSTEM IS NOT GREAT. I know, I know. "Don't give us suggestions, give us complaints." Well it's clear there is no coherent direction, so my intention is to try to give a baseline. And before all you crafters come after me, this suggestion is independent of the abhorrent state crafting and processing is in. I get it, but if there's no easy-to-tweak baseline, we'll never get anywhere.

Gear should drop. Period. End of Story. Common rarity gear should be….wait for it…..Common. Uncommon should be slightly rarer. Rare should be rare. Heroic should be arguably the highest you can get as a drop.

It feels good to get drops. Players should be rewarded for doing challenging content. I understand crafters are supposed to be the ones creating end game equipment, but players should not feel punished (and they do, it's me. I'm players.) for grinding mobs in a PoI or dungeon.

When players go out to grind mobs, it is their expectation to be able to get introductory and even mid-tier gear from doing so. Similarly, crafters should feel like they can go and get some low rarity gear so that they can more safely gather materials for their professions.

I propose a rather simple solution to gear drops: TURN IT UP.

Commons should be dropping rather often. 10-20% of the time. Uncommons should be 5% of the time. Rares should be 1% of the time. Heroic should be 0.5% of the time. I believe that Epic and Legendary quality items should only be craftable and this gives crafters a way to be relevant. But this drop rate system (numbers subject to LIGHT tweaking) gives the grindset players something to work at without it feeling absolutely terrible to go out and do that thing that MMO players do: kill stuff.

That's not to say anything about the crafting system, which needs a total overhaul independent of gear drops.

Comments

  • DezemiDezemi Member, Alpha Two
    At the very least make the glint generation somewhat viable. Currently, being oriented in anything that is not crafting does not feel sustainable.
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  • cavedogcavedog Member, Alpha Two
    Atm there is no Point of killing mobs except for Xp. Common items are ultra Rare. ppl roll on common items and ninjaloot everyting to get some gold- the only thing this is good for is a toxic mood
  • DrukalnnDrukalnn Member, Alpha One, Alpha Two, Early Alpha Two
    To add some stuff that people posted in response to my same post in discord:
    • Item rarities should go back to increasing the number of stat lines in addition to increasing the amount of stats an item gives.
    • Killing enemies in any scenario should feel like you're making progress in some way and right now, farming glint and the occasional emblem does not feel good.
    • Right now Steebloom was/is the only place to farm entry level gear efficiently. The set bonuses are so powerful it feels like a waste of time to farm for anything else unless you already have those sets and are looking to get the ilvl 29 sets from places like Befallen Forge or Carphin. The other biomes currently do not have enough incentive to farm in those places.
  • AzphelAzphel Member, Alpha Two
    I agree with OP's intent here.

    However, I do think common materials should still be used for gear crafting and be viable. One alternative to this is having dropped gear be "rusty" or "worn" - meaning even white dropped gear would be weaker than normal crafted gear of the same tier, meaning crafting said gear would still give you a slight power boost.

    his would mean we could still gear up through drops and crafting would still be relevant.
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