I agree with this idea, but I would like if the gold jewelries can drop on the final boss in hard mode with a flawless run, aka no death, all boss killed and speedrun clear. The loot chance would be greatly increased with all these simultaneous conditions.
Seems fairly easy to get the gold doesn't it?
I agree with this idea, but I would like if the gold jewelries can drop on the final boss in hard mode with a flawless run, aka no death, all boss killed and speedrun clear. The loot chance would be greatly increased with all these simultaneous conditions.
silvereyes wrote: »I like the flawless run idea, but I'd take the RNG out of it. I say if you don't accomplish the hardest thing, you don't get the best reward. And if you do accomplish the hardest thing, you shouldn't get shafted by RNG. It should be a guaranteed drop.
Personally, I'd prefer if the BoE overworld sets dropped gold jewelry too, as long as the requirements for it dropping were extremely difficult so as not to flood the market. I have no idea how to accomplish this, though, without instanced content to appropriately assign rewards to the correct people. Any ideas?
silvereyes wrote: »I like the flawless run idea, but I'd take the RNG out of it. I say if you don't accomplish the hardest thing, you don't get the best reward. And if you do accomplish the hardest thing, you shouldn't get shafted by RNG. It should be a guaranteed drop.
The golden vendor will have both BoE overworld sets AND BoP dungeon sets - for 250k gold or 500k AP. Right now on PTS, Necropotence (BoE Rivenspire overworld) and Ebon Armory (BoP Crypt of Hearts dungeon) are both being sold.I heard the PVP vendor sells over world sets gold for 500k gold.
silvereyes wrote: »An alternative idea for overland gold jewelry rewards would be some sort of new instanced hard mode for dispatching all 3 dolmens and all 3 world bosses in a zone. This would be much more difficult to implement, but not impossible.
Maybe add a new interactable or portal that would launch a kind of alternate universe battle with each world boss or dolmen? It could have an insta-kill circle around it to keep players from wandering the open world inside their instance.
Hard mode dolmens would have to be much, much harder than normal. They are a total faceroll right now.
They could even make it some sort of weekly reset so people couldn't farm them. If you finish all 6 objectives within the week, then you get the reward in a mail.
The public dungeon idea would probably be a lot easier to implement, but this could be fun too.
None of these ideas are worthwhile for Zos to implement just for the gold jewelry. Zos has left gaping holes in what sets drop gold jewels forever, so it's perfectly reasonable for them to continue to do so.This is a totally unrealistic idea. Zos isn't going to create massive separate instances with just the single intention of providing a possibility to get gold jewelry...silvereyes wrote: »An alternative idea for overland gold jewelry rewards would be some sort of new instanced hard mode for dispatching all 3 dolmens and all 3 world bosses in a zone. This would be much more difficult to implement, but not impossible.
[snip].
I agree with this idea, but I would like if the gold jewelries can drop on the final boss in hard mode with a flawless run, aka no death, all boss killed and speedrun clear. The loot chance would be greatly increased with all these simultaneous conditions.
I think it really sucks that Gold jewelry mainly drops from Veteran trials right now, which like 0.001% of the player base will ever really be able to get. And the prices of that jewelry? Spiking up between 250K and 1.25M.... it should be a bit more accessible imo to others besides the already madly rich.
Totally agree. No flawless : 100% purple gear. Flawless : 100% gold gear.
Transairion wrote: »Totally agree. No flawless : 100% purple gear. Flawless : 100% gold gear.
I think you're vastly, vastly overestimating the amount of players who can pull off a flawless run at all, let alone regularly.
Only like a hundred people would ever see a gold jewelry drop this way, and because they're in a Dungeon they're BoP anyway. There's no selling those except to the 3 other players, you get a bad one you're vendoring it if you can't use it.
Isn't the idea to provide a source of gold jewelry for more than a handful of players? Even like a 1% RNG chance gives more out than the above. I've got no problem rewarding the people who CAN do flawless speedruns with 100% chance, but 0% chance for everyone else is pretty harsh.
You're basically telling most of the playerbase to shove it.
The idea is to provide a source of gold jewelry to the top players. That is consistent with the rest of the gold jewelry drops. Other drops come from vet trials hard mode, trials leaderboards and PvP leaderboards. It is not supposed to be an "accessible" drop.Transairion wrote: »Totally agree. No flawless : 100% purple gear. Flawless : 100% gold gear.
I think you're vastly, vastly overestimating the amount of players who can pull off a flawless run at all, let alone regularly....
Isn't the idea to provide a source of gold jewelry for more than a handful of players?
I agree with this idea, but I would like if the gold jewelries can drop on the final boss in hard mode with a flawless run, aka no death, all boss killed and speedrun clear. The loot chance would be greatly increased with all these simultaneous conditions.
silvereyes wrote: »The idea is to provide a source of gold jewelry to the top players. That is consistent with the rest of the gold jewelry drops. Other drops come from vet trials hard mode, trials leaderboards and PvP leaderboards. It is not supposed to be an "accessible" drop.Transairion wrote: »Totally agree. No flawless : 100% purple gear. Flawless : 100% gold gear.
I think you're vastly, vastly overestimating the amount of players who can pull off a flawless run at all, let alone regularly....
Isn't the idea to provide a source of gold jewelry for more than a handful of players?
The "accessible" part comes from any sets that happen to be BoE. In the past, this has meant both top raiders and PvP players selling to the other 99%. In update 12, it's pretty much only top PvP players that have this option any longer.
I'm a big fan of BoE jewelry btw, which is part of why I would love to see a way for the top tier solo players to get drops from overworld sets. It provides a way for the top players to make bank on any duplicates or sets they don't want, and it provides a way for the rest to access the best quality jewels with a bit of investment, the same that they can do with upgrade mats on weapons and armor.
DeadlyRecluse wrote: »Just let us improve jewelry via blacksmithing.
Boom, like 10 problems fixed at once.
Transairion wrote: »Totally agree. No flawless : 100% purple gear. Flawless : 100% gold gear.
I think you're vastly, vastly overestimating the amount of players who can pull off a flawless run at all, let alone regularly.
Only like a hundred people would ever see a gold jewelry drop this way, and because they're in a Dungeon they're BoP anyway. There's no selling those except to the 3 other players, you get a bad one you're vendoring it if you can't use it.
Isn't the idea to provide a source of gold jewelry for more than a handful of players? Even like a 1% RNG chance gives more out than the above. I've got no problem rewarding the people who CAN do flawless speedruns with 100% chance, but 0% chance for everyone else is pretty harsh.
You're basically telling most of the playerbase to shove it.
Well, considering that the difference between purple and gold jewelries is pretty low, I consider that gold jewelries is more like an ultimate reward for midmaxer who are able to do the hardest content (aka flawless on dungeon, who is easy on most dungeons, even if I agree that some gold jewelries would be really hard to obtain). Gold is "legendary" rarity, it should be a rare reward for a hard content.
When I'm teaching children to how to work and to win (mostly at school), I give them a nice ultimate reward for a hard work. Same for adults : a reward for a good work instead of a random reward is IMO the best motivation for progression. At least, it's clearly the solution who give the best results I've ever seen.