Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Pocket dungeon item nerfs in P3

Phase 3 has seen all of the previous top tier items that used to drop in the various pocket dungeons in tropics, jundark, and desert be nerfed substantially compared to steelbloom, carphin, and forge gear that drops off trash mobs in these areas. How does everyone feel about this?
Personally, I like that the carphin and forge gear is now top tier, as it was pretty bad before. However I also think the PoI item nerfs have been way too big, and that some of them should still be competitive with random gear drops from carphin and forge trash mobs. Being able to go to various pocket dungeons to farm good gear and get away from clusters of people / fight for pvp spots in the tropics was a big plus of last phase.
Personally, I like that the carphin and forge gear is now top tier, as it was pretty bad before. However I also think the PoI item nerfs have been way too big, and that some of them should still be competitive with random gear drops from carphin and forge trash mobs. Being able to go to various pocket dungeons to farm good gear and get away from clusters of people / fight for pvp spots in the tropics was a big plus of last phase.
0
Comments
Becoming the answer to most questions
I also don't want to cut down an equivalent of the Amazon forest to craft ONE average bow, or wipe out the whole wolf population to craft some medium armour. The current approach to economy is unhinged, and will sink this game before it even releases.
Blown past falling sands…
None of this should be the case. EVERYONE should be crafting white gear, because that should be the easiest and fastest AND FUCKING CHEAPEST way to get gear. Mobs should be dropping specialized mats super frequently (unlike now, afaik) and gatherables should be abundant enough for the entire fucking server to be able to craft AND PUSH NODES fast enough.
But anything that's above white rarity on all of those things SHOULD BE RARE (imagine that, a rare thing being rare, huh), so if you want to stand out against the crowd with your cool gear - you gotta grind on a massive scale or get lucky.
NONE of that is in the game, because... "Intrepid can't fix their economy for a year now".
But I agree that full gear should be dropping in the open world. That's what bosses and named mobs are for. They simply have to be on longer respawn timers, so that the items don't flood the guild storages.
The game's gearing system is assbackwards as fuck rn, all because the current econ team is doing godknowswhat and seemingly don't have a proper vision for what they WANT to do. Or, if they DO have that vision - holy fuck is it a bad one. Reaaally wish they had their Principal Econ Designer right about now (more like, 3 years ago, so that none of that would've even been an issue in the first place).
My Two worries long term right now is the obsoletion of crafters and processors below GM. The other is the permeance of gear causing stagnation in endgame economy.
Currently, it seems like 90% component, 9% recipe, 1% item. Which is just bad, especially if you cannot even craft half the radiant items that the components are for. I assume they will be switching this up again soon.
Also, agree on increasing named mob spawn time, 30-35min instead of 20-25min