Absolutely no BiS or end-game loot should be available for tokens. Tokens are for people to catch up so they can start doing end-game content in case they are 1+ tiers behind in progression. There's no raid progression here, unlike in WoW where token system was needed.
Introducing it here won't end well.
It will force new players to farm vMA. They will have absolutely no excuse not to have master weapons. Remember all these threads about getting kicked from the group due to low CP? Introduce tokens and get more of those. But now it will also be about not being able to raid because no good PVE guild will take a player with no weapons then. And group content will be quite literally gated behind solo content.
Not to mention, that the whole point of master weapons was to have something rare and usable in combat. Token system = in a couple of months absolutely everyone in the end game will have those weapons, so bye build diversity. Even now almost everyone has it already (the game has no dungeon cooldowns, so of course), but it will be much worse.
Noticed how lately in guides they give you options depending on whether or not you have a vMA weapon? Or aether weapon? That's good. Not having a vMA weapon encourages people to try other builds and gear.
You aren't supposed to farm a vMA weapon. You aren't supposed to count on it either. You're supposed to run vMA for fun or score and if you're lucky - you get a weapon from there. If you don't like it - don't run it. It's very simple.
You want them to change their philosophy with the weapons so they become common and do it with another piece of gear? Then you will whine about that piece of gear. It's an MMO, not MOBA, people aren't supposed to have the same gear.
IzakiBrotheSs wrote: »I GOT A NIRNHONED INFERNO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Okay for that back bar yes?
Nah. I'm a perfectionist. Need the Sharpened one. Oh well, 200 more runs and I'll surely get a Precise one! In a few years I might get the one I want so bad.
The only people who voted No are those who got lucky on their first few tries and got the best rolls and weaps.
NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
Ok... then change the loot tables... who cares what the solution is?
The point of every one of these vMA threads is that the drops SUCK! I've gotten somewhere around 50-60 drops and haven't gotten the item i'm looking for... not just a bad trait.. i mean the item hasn't dropped at all. I won't continue to run it for no reward.
Implement some sort of token system so you don't have to farm this place for a year (many won't stick around for that anyway) OR even out the drop rates between weapons and only have them drop with useful traits.
And to the bold above... what? why is that an issue... in ANY way? EVERYTHING else rewards you in this game with ONE run... maybe two or three if you're unlucky..
You want a decent monster helm? ok... didn't get one? likely that someone else in the group did... trade? ok.
You want a VO necklace? ok... didn't get one to drop? likely that someone else in the group did... trade? ok.
the list goes on...until it hits vMA.
EDIT... because i have to add that its unbelievable to me that people try to defend the current vMA system and try to shoot down these threads...
NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
Ok... then change the loot tables... who cares what the solution is?
The point of every one of these vMA threads is that the drops SUCK! I've gotten somewhere around 50-60 drops and haven't gotten the item i'm looking for... not just a bad trait.. i mean the item hasn't dropped at all. I won't continue to run it for no reward.
Implement some sort of token system so you don't have to farm this place for a year (many won't stick around for that anyway) OR even out the drop rates between weapons and only have them drop with useful traits.
And to the bold above... what? why is that an issue... in ANY way? EVERYTHING else rewards you in this game with ONE run... maybe two or three if you're unlucky..
You want a decent monster helm? ok... didn't get one? likely that someone else in the group did... trade? ok.
You want a VO necklace? ok... didn't get one to drop? likely that someone else in the group did... trade? ok.
the list goes on...until it hits vMA.
EDIT... because i have to add that its unbelievable to me that people try to defend the current vMA system and try to shoot down these threads...
@jakeedmundson
Why is adding a requirement of X among of runs to obtain an item?
Are you seriously asking me?
I ask because you're complaining about having to do too many runs due to the drops.
I actually don't care cause I'm not going to run stuff over and over just to get a drop.
Why won't I because....to me it's a terrible way to spend my entertainment hours stressing and working for a virtual item.
jakeedmundson wrote: »NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
Ok... then change the loot tables... who cares what the solution is?
The point of every one of these vMA threads is that the drops SUCK! I've gotten somewhere around 50-60 drops and haven't gotten the item i'm looking for... not just a bad trait.. i mean the item hasn't dropped at all. I won't continue to run it for no reward.
Implement some sort of token system so you don't have to farm this place for a year (many won't stick around for that anyway) OR even out the drop rates between weapons and only have them drop with useful traits.
And to the bold above... what? why is that an issue... in ANY way? EVERYTHING else rewards you in this game with ONE run... maybe two or three if you're unlucky..
You want a decent monster helm? ok... didn't get one? likely that someone else in the group did... trade? ok.
You want a VO necklace? ok... didn't get one to drop? likely that someone else in the group did... trade? ok.
the list goes on...until it hits vMA.
EDIT... because i have to add that its unbelievable to me that people try to defend the current vMA system and try to shoot down these threads...
@jakeedmundson
Why is adding a requirement of X among of runs to obtain an item?
Are you seriously asking me?
I ask because you're complaining about having to do too many runs due to the drops.
I actually don't care cause I'm not going to run stuff over and over just to get a drop.
Why won't I because....to me it's a terrible way to spend my entertainment hours stressing and working for a virtual item.
its not adding some set number of runs to get your perfect item (according to the OP)... he mentioned trading in 5 items for a 1 token each... then trading in those 5 tokens for a specified weapon type... still with random trait. So at BEST you could get your item - one usable item - in 5 runs... but will most likely be more because 1/8 trait drop still isn't a gimme. Even after you get one.. you still have to run it for other items (two 1-h weapons, one 2-h weapon, bow, inferno, lightning, resto... twice that for other toons) Maybe less if you get lucky from the actual drops at the end.
Not to mention.. you have to beat the hardest solo content in the game just to get 1 token...SO many people can't beat this arena still...
That doesn't make it too easy. It doesn't make it next to impossible (like it is now) to get the item you're looking for...So what is the issue? It needs to be balanced...
You're even saying you won't run this place because its a waste of time... You just want to argue with change for the sake of arguing? If you don't care... then why comment?
NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
Ok... then change the loot tables... who cares what the solution is?
The point of every one of these vMA threads is that the drops SUCK! I've gotten somewhere around 50-60 drops and haven't gotten the item i'm looking for... not just a bad trait.. i mean the item hasn't dropped at all. I won't continue to run it for no reward.
Implement some sort of token system so you don't have to farm this place for a year (many won't stick around for that anyway) OR even out the drop rates between weapons and only have them drop with useful traits.
And to the bold above... what? why is that an issue... in ANY way? EVERYTHING else rewards you in this game with ONE run... maybe two or three if you're unlucky..
You want a decent monster helm? ok... didn't get one? likely that someone else in the group did... trade? ok.
You want a VO necklace? ok... didn't get one to drop? likely that someone else in the group did... trade? ok.
the list goes on...until it hits vMA.
EDIT... because i have to add that its unbelievable to me that people try to defend the current vMA system and try to shoot down these threads...
@jakeedmundson
Why is adding a requirement of X among of runs to obtain an item?
Are you seriously asking me?
I ask because you're complaining about having to do too many runs due to the drops.
I actually don't care cause I'm not going to run stuff over and over just to get a drop.
Why won't I because....to me it's a terrible way to spend my entertainment hours stressing and working for a virtual item.
its not adding some set number of runs to get your perfect item (according to the OP)... he mentioned trading in 5 items for a 1 token each... then trading in those 5 tokens for a specified weapon type... still with random trait. So at BEST you could get your item - one usable item - in 5 runs... but will most likely be more because 1/8 trait drop still isn't a gimme. Even after you get one.. you still have to run it for other items (two 1-h weapons, one 2-h weapon, bow, inferno, lightning, resto... twice that for other toons) Maybe less if you get lucky from the actual drops at the end.
Not to mention.. you have to beat the hardest solo content in the game just to get 1 token...SO many people can't beat this arena still...
That doesn't make it too easy. It doesn't make it next to impossible (like it is now) to get the item you're looking for...So what is the issue? It needs to be balanced...
You're even saying you won't run this place because its a waste of time... You just want to argue with change for the sake of arguing? If you don't care... then why comment?
That's exactly setting a specific number.
Tokens have a value based on loot results.
The use of tokens is set on the items the token is used for.
In order to gain tokens you have to do X amount of runs to gain Y number of tokens to buy Z item represented by Y.
That's a terrible idea cause all of you are complaining about doing many runs. It's not about why it should be hard or whatever it's that as is, per some, they have to do many runs and the idea is to force many runs and eliminate all possibilities of getting a desired item
Understand I truly understand the idea and understand that loot drops but I've read a ton of statistical threads and even picked up on Dev comments of the loot table chance for desired drops.
The idea adds a system that offers no value other than giving some people this idea that if they had tokens they could shorten the number of runs they need to do.
But then what's the point of the tokens then if you're going to stop
That's why I say it's a terrible idea vs just adjusting the loot table
jakeedmundson wrote: »NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
Ok... then change the loot tables... who cares what the solution is?
The point of every one of these vMA threads is that the drops SUCK! I've gotten somewhere around 50-60 drops and haven't gotten the item i'm looking for... not just a bad trait.. i mean the item hasn't dropped at all. I won't continue to run it for no reward.
Implement some sort of token system so you don't have to farm this place for a year (many won't stick around for that anyway) OR even out the drop rates between weapons and only have them drop with useful traits.
And to the bold above... what? why is that an issue... in ANY way? EVERYTHING else rewards you in this game with ONE run... maybe two or three if you're unlucky..
You want a decent monster helm? ok... didn't get one? likely that someone else in the group did... trade? ok.
You want a VO necklace? ok... didn't get one to drop? likely that someone else in the group did... trade? ok.
the list goes on...until it hits vMA.
EDIT... because i have to add that its unbelievable to me that people try to defend the current vMA system and try to shoot down these threads...
@jakeedmundson
Why is adding a requirement of X among of runs to obtain an item?
Are you seriously asking me?
I ask because you're complaining about having to do too many runs due to the drops.
I actually don't care cause I'm not going to run stuff over and over just to get a drop.
Why won't I because....to me it's a terrible way to spend my entertainment hours stressing and working for a virtual item.
its not adding some set number of runs to get your perfect item (according to the OP)... he mentioned trading in 5 items for a 1 token each... then trading in those 5 tokens for a specified weapon type... still with random trait. So at BEST you could get your item - one usable item - in 5 runs... but will most likely be more because 1/8 trait drop still isn't a gimme. Even after you get one.. you still have to run it for other items (two 1-h weapons, one 2-h weapon, bow, inferno, lightning, resto... twice that for other toons) Maybe less if you get lucky from the actual drops at the end.
Not to mention.. you have to beat the hardest solo content in the game just to get 1 token...SO many people can't beat this arena still...
That doesn't make it too easy. It doesn't make it next to impossible (like it is now) to get the item you're looking for...So what is the issue? It needs to be balanced...
You're even saying you won't run this place because its a waste of time... You just want to argue with change for the sake of arguing? If you don't care... then why comment?
That's exactly setting a specific number.
Tokens have a value based on loot results.
The use of tokens is set on the items the token is used for.
In order to gain tokens you have to do X amount of runs to gain Y number of tokens to buy Z item represented by Y.
That's a terrible idea cause all of you are complaining about doing many runs. It's not about why it should be hard or whatever it's that as is, per some, they have to do many runs and the idea is to force many runs and eliminate all possibilities of getting a desired item
Understand I truly understand the idea and understand that loot drops but I've read a ton of statistical threads and even picked up on Dev comments of the loot table chance for desired drops.
The idea adds a system that offers no value other than giving some people this idea that if they had tokens they could shorten the number of runs they need to do.
But then what's the point of the tokens then if you're going to stop
That's why I say it's a terrible idea vs just adjusting the loot table
I don't understand why we're discussing this... we both want it to change... and i personally don't care how... they just need to make it a reasonable grind. Whether its a token system or trait refinement? i don't care.
A friend of mine got a precise lightning staff on his first run... i'm 60 drops deep without a single lightning staff (the one thing i want from the arena)... I would kill for that precise one even though sharpened would be better.
The vma drop system sucks....
jakeedmundson wrote: »NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine. The only change you all need to suggest are to remove certain item possibilities from this particular loot table
You should not be required to do X number of runs to get "tokens" to exchange for goods
Terrible to add this
With the OP's suggestion you wouldn't be required to, you could keep the weapon OR exchange for a token.
Correct. You wouldn't be getting just tokens. You have the option to keep the weapon OR turn it into a token.
That literally is the same thing folks.
You're asking for a system that rewards you on doing run after run after run.
That's a terrible idea.
When we know the issue is simple. The loot table contains many items that no player desires and that only have value to research or deconstructing.
I could argue that making this change would devalue the purpose of a crafter doing runs but at its core....considering tokens don't even exist, it's a terrible suggestion.
The PvP world has currencies around staying alive and killing players and NPCs. That's different
The PvE game doesn't need another currency it's fine the way it is and honestly....it's suppose to talk a long time to get beat in a lot items based on player preferences.
That's the whole point of charging for this dlc. If not what replay value does it offer after One Tamriel changes?
Ok... then change the loot tables... who cares what the solution is?
The point of every one of these vMA threads is that the drops SUCK! I've gotten somewhere around 50-60 drops and haven't gotten the item i'm looking for... not just a bad trait.. i mean the item hasn't dropped at all. I won't continue to run it for no reward.
Implement some sort of token system so you don't have to farm this place for a year (many won't stick around for that anyway) OR even out the drop rates between weapons and only have them drop with useful traits.
And to the bold above... what? why is that an issue... in ANY way? EVERYTHING else rewards you in this game with ONE run... maybe two or three if you're unlucky..
You want a decent monster helm? ok... didn't get one? likely that someone else in the group did... trade? ok.
You want a VO necklace? ok... didn't get one to drop? likely that someone else in the group did... trade? ok.
the list goes on...until it hits vMA.
EDIT... because i have to add that its unbelievable to me that people try to defend the current vMA system and try to shoot down these threads...
@jakeedmundson
Why is adding a requirement of X among of runs to obtain an item?
Are you seriously asking me?
I ask because you're complaining about having to do too many runs due to the drops.
I actually don't care cause I'm not going to run stuff over and over just to get a drop.
Why won't I because....to me it's a terrible way to spend my entertainment hours stressing and working for a virtual item.
its not adding some set number of runs to get your perfect item (according to the OP)... he mentioned trading in 5 items for a 1 token each... then trading in those 5 tokens for a specified weapon type... still with random trait. So at BEST you could get your item - one usable item - in 5 runs... but will most likely be more because 1/8 trait drop still isn't a gimme. Even after you get one.. you still have to run it for other items (two 1-h weapons, one 2-h weapon, bow, inferno, lightning, resto... twice that for other toons) Maybe less if you get lucky from the actual drops at the end.
Not to mention.. you have to beat the hardest solo content in the game just to get 1 token...SO many people can't beat this arena still...
That doesn't make it too easy. It doesn't make it next to impossible (like it is now) to get the item you're looking for...So what is the issue? It needs to be balanced...
You're even saying you won't run this place because its a waste of time... You just want to argue with change for the sake of arguing? If you don't care... then why comment?
That's exactly setting a specific number.
Tokens have a value based on loot results.
The use of tokens is set on the items the token is used for.
In order to gain tokens you have to do X amount of runs to gain Y number of tokens to buy Z item represented by Y.
That's a terrible idea cause all of you are complaining about doing many runs. It's not about why it should be hard or whatever it's that as is, per some, they have to do many runs and the idea is to force many runs and eliminate all possibilities of getting a desired item
Understand I truly understand the idea and understand that loot drops but I've read a ton of statistical threads and even picked up on Dev comments of the loot table chance for desired drops.
The idea adds a system that offers no value other than giving some people this idea that if they had tokens they could shorten the number of runs they need to do.
But then what's the point of the tokens then if you're going to stop
That's why I say it's a terrible idea vs just adjusting the loot table
I don't understand why we're discussing this... we both want it to change... and i personally don't care how... they just need to make it a reasonable grind. Whether its a token system or trait refinement? i don't care.
A friend of mine got a precise lightning staff on his first run... i'm 60 drops deep without a single lightning staff (the one thing i want from the arena)... I would kill for that precise one even though sharpened would be better.
The vma drop system sucks....
this is a fact if you voted yes or no. The current drop system sucks.
Go on my twitch stream and watch me obtain all weapons with sharpen and precise the RNG isn't that bad.
It's all stupid luck though.
I just don't want to have to do 400 more runs of VMA to get me a sharpened VMA 2h.I'll rather quit the game.Is that what you want people to do @NewBlacksmurf would you rather they quit the game then having a reasonable way of getting the reward they deserve for doing the content.
jakeedmundson wrote: »
Go on my twitch stream and watch me obtain all weapons with sharpen and precise the RNG isn't that bad.
It's all stupid luck though.
^^^^^^^^^^^^^^^^^^^^^^
You just explained why the RNG system is bad immediately after trying to say it wasn't... Mr. 700+ runs... btw, that number alone means its a bad system.
I know for a fact succession rings don't drop in VMA but necklace does on round 8.
I think I've obtained 1 winterborn ring with 500+ runs so not sure what's up with that.
Luke
Oreyn_Bearclaw wrote: »
That's a quote from today. People just make stuff up when it comes to the runs they have completed. I have stopped putting any faith in it. ZOS should give us a dungeon counter in our achievements tab so people can prove it.
You are not wrong though, if those runs are even close to being correct, it just shows how bad the problem is.
Shader_Shibes wrote: »All we want is a glimmer of light at the end of the tunnel, right now it's pitch black.
I'm still farming for sharpened inferno staff, have everything else in sharpened. I'm probably pushing close to 200 runs, not giving in yet.
If no token system, revert it to how it was before DB dlc.