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Loot table / Can we please look at this !

potirondb16_ESO
potirondb16_ESO
✭✭✭
Hi guys,

As many player I was happy about the new evolution of the loot table and even since those new grinding traits were wierd the fact that ZOS improved the overall accessibility of set item made this new traits feel like an acceptable compromise. But now that it's been a couple of days, and that I've start dropping items and also starts to see other people doing so, I've real concern about the jobs that has been made and do feel like Zenimax need to take a deep look at their loot table in order to make it better and lower the amount of useless items through the game.

First, player overall satisfaction, I think that the fact that you guys improve the drop rate made most people happy myself include, and the fact that you had a lot of wierd traits was a compromise people will agreed upon as we go. What I'm not sure is, will you get the appropriate feedback since most player are divide into two clans:

-No 1, the unforgiving : they don't want the new traits because they know how bad they are for achieving the content and would rather see a smaller increase of the drops traits but have more chance to drop best in slot right away

- No 2, the passionate : they are happy with the new traits because now they can have fun stuff to run with when they are farming and they don't really care about the actual best in slot perspective regarding some aspect of their gaming experience.

Personnally as I am more of the first categorie, but here's the issue I have regarding the actual loot table keeping those two categorie in mind.

The overall set completion chance ICP/WGT

Personnal experience:

I've been running ICP for a while now and yesterday I chose to do the pledge with my 5 max level characther and here the overall result, I got two new pieces I needed out of 2 sets I was looking for. I receive countless boots and helmet but none of my new pieces were a chest or a pants. I opened two chest which all the item had been deconstruct since and overall I got 1 divines traits, 1 infuse but all the other traits were prosperous/training/sturdy or well-fited.

Overall issue

From doing theese run, I realise two things

1. Some Equipment slot were still really hard to get
2. Getting a best in slot set was nearly impossible

Suggestion

1. Large pieces should be dropping a 100% of the time from the 100% chance of getting a loot boss, while small pieces should always be dropping from the other mobs.
2. A system that priviligiate either the Chest items or the drop items should be created

Explanation

I feel like the three pieces I'm getting the most are helmet/boots/arms, and the one I get the least are chest/legs/waist. I have for Scathing mage and Leech set delet countless of the first while been struggling to get any of the other. For me an interesting design option is to gives the large pieces on the boss, which are harder and need to feel more rewarding and let the trash and the small encounter be a pleasing surprise. That way we don't would never get the unpleasant feeling of receive our 10 pair of boots of the dongeon on the last boss, or receive or 10 helmet for the last boss. I would be either a chest/legs/helm for the last boss as it would be for any other major encounter which would improve the overall satisfaction level for completing those.

It is also the reason why I feel like you have to choose a ''Better Option'' in between drops or chest, because at the moment both feel pretty random and chest are actually more of a ''hantise'' to open then they are an joy/exitement. So overall it would be nice if one of the two could be made more interesting wether it's a token system or simply by keeping the traits randomness Under control while you open the chest. Any of those two could be nice. It is the same with Maestrom weapon, which would be point 2.

New traits at end-game VMA

With the recent change to maestrom loot table we started to see some Destro Staff (powered) and some Two-handed (infuse) and while the loot table had been expand Nothing can actually feel less of a reward then some of those combination.

Personnal experience

I've receive countless of two-handed weapon from the maestrom along with a bunch of shield, and as far as it goes those two seems to be the weakest overall enchantement of the game since they don't really apply to most of the end-game scenario for pve. I've got also a bunch of defending offensive weapon such as dagger and bow but since the enchant is likely to be use I believe I can deal with it.

But to be honest, I would probably have created a vodoo statue of the guys in charge of the loot table if I had receive a prosperous destro :pensive:

Overall Issue

1. Some items/traits combination are out of their league and while you believe to have improved the maestrom drop rate it hasn't been, and since the gear dropping Inside maestrom have been nerf since it's realease that type of items/traits combination just feel awfull !
2. Choose in between chest or leaderboard

Explanation

Traits/Item combination that are wierd are only interesting if there's Something else to balance it with. In maestrom there's no such thing as good items set since Brianthearth, Trinimac have been gone of the loot table, the maestrom weapon is pretty much the only incentive to run it along with the overall difficulty. So why improve such a weak ass treatment on the traits itemisation. You have to remember it is a solo content so it doesn't have multiple drop chance.

The fact that this traits system had been reintroduce really put emphasis on the need to choose a side inbetween Leaderboard and Completion Reward. It would be nice if for example a Maestrom Resto from the leaderboard always comes powered while a Destro always come sharpend and dagger always comes precise from the leaderboard even it means 50% drop chances of a maestrom weapon.

I understand that this suggestion isn't gonna please every player but having the two system working together would really feeel nice leaderboard with a define traits and chest with a random one so if you want a random traits on a weapon you can complete it many time in order to have it and if you want the ''designed traits'' then you can achieve leaderboard ranking and get one of those.

Set/Weapon combination BOPU

As far as BOE goes, I'm down for the wierd combination of weapon and set and feel like a Destro staff of Leki is acceptable, but when it comes down to bind on pick up that's just wierd !

Overall issue

Player are receiving really specialise stamina dps items bind on equip on a resto staff and since it cannot be sold it means they have to use it...

Suggestion
1. Make trial set more define

Explanation and counterpart

to come...
  • potirondb16_ESO
    potirondb16_ESO
    ✭✭✭
    Set/Weapon combination BOPU

    As far as BOE goes, I'm down for the wierd combination of weapon and set and feel like a Destro staff of Leki is acceptable, but when it comes down to bind on pick up that's just wierd !

    Overall issue

    Player are receiving really specialise stamina dps items bind on equip on a resto staff and since it cannot be sold it means they have to use it...

    Suggestion
    1. Make trial set more define

    Explanation and counterpart

    Bind on pickup object are the hardest to deal with, and since somes are only coming from trial they need to make sens when the player finally get a hold of them. While I sometimes feel like some set can be nice (as for example a moondancer shield can be good for tanking magika) other combination are bad such as Akatosh resto.

    Suggestion part two.

    1. Create real loot table for the trial item even if that mean lack of possible combination.
    2. Don't put training/prosperous traits on those items and keep the traits customization as low as possible

    Explanation

    I agree that loosing some of the combination is a loss but the overall gain is far greater since player will actually be able to use those set faster and since some trial are really hard to complete I feel like it's only fair to give player acces to the real thing rather then to the unexpect one.

    Also don't bring the new traits system into trial if you cannot extend the actual CP cap as often. Most of my raiding team (and we don't always make leaderboard or weekly) is already way over the actual cap which mean that training as really little to offer to them and while some player still think that training is a good idea, most of them actually agree that they would not dare grind a full trial set in training in order to be farming stuff.

    Also, please Zenimax think about bringing the leaderboard for trial account bound instead of characther bound. Even if it mean to lower the overall accessibility of gear, having the leaderboard account bound for trial and vma would helps troumendously player to get acces to those set.

    Suggestion

    Account on trial, one account spot per leaderboard on weely trial.
    Account on vma, one account spot per class on leaderboard weekly solo

    I don't mind if it means recuding the amount of drops a player can get, that way more player get to experience it and also helps creating better overall perspective of the trial team level.

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