Oreyn_Bearclaw wrote: »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.
You're right, but you don't really need proof, math is enough. Just don't believe people you don't know personally that ran it, or just ignore it. But to give you an example, I ran it 450 times, didn't get the weapon I was after (Sharpened Inferno Staff). Do the math and you'll see the chance for that to happen to anyone is 5%. 5 out of 100 people. Take 100 people (from leaderboard of 1 class for example), 5 of them got screwed in 450 runs. At the same time, it means that 95 of them didn't get screwed. And now they come to this thread with #NoToTokenSystem. Disgusting.
Proof would be helpful IMO. Believe me, I have been ranting about the need to change the loot system in VMA for months. The problem is that when people come on here boasting about obscene amounts of runs and are found not credible, it diminishes the problem.
jakeedmundson wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »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.
@Jaronking
I believe my vote is causing you to take my opinion wrong.
I'm just completely against any ideas of a token system. I'm all for positive changes that don't involve any requirements to run more
Ideas like removing certain loot possibilities from the loot table as well as adding two person and three person run options for increased loot results with shareable drops for 2 hours as well as adding two more leader boards.
That doesn't make any sense in context with what op is suggesting. You still get rewards for each run but you have an added safety net to ensure you eventually get your desired reward. Even with pulling less desired traits you still could never get your desired item. Considering VMA is the only end game solo content in the game i doubt they would ever allow more than 1 person.
As it stands you still have to run it a ton to get a desired item. If anything, adding a token system would decrease the total number of runs required in order to get your desired item. You keep saying no requirements to run more but i would say the number of people who got what they wanted in under 5 runs is few and far between. Tokens would decrease the total number of runs required for the vast majority of people completing VMA, and those who did get their desired item would still get it in the same amount of runs as before.
Adding tokens would in fact lower the number of runs required to get your desired items, definitely would not increase the number of runs needed. You would still have the chance to get your item each run. It is impossible for this solution to ever require someone to run more times verses the current system.
@alexkdd99
Please explain how exactly adding a token shortens the amount of runs
I gather it's assumed but it's not guaranteed so that's why I don't believe it to be the best suggestion
Also as the other comments and threads have shown, the loot table is still not addressed
Lastly what value are the tokens other than an extra RNG for loot?
I'm trying to think about impactful changes not an assumed theory cause as some say...they've done 200, 300 or even 700 runs. The token idea doesn't mean 200 run equal 400 runs.
It only means another chance with the same exact RNG options which isn't better....it's just assumed to be better
It's like people who buy multiple lottery tickets chances thinking it increases their odds....the difference here is there isn't a min or max number of chances so the RNG is infinite and doesn't aggregate up the more you run regardless of having a token
I'm not picking on anything here... but i think you missed something.
the idea behind this token concept is that you get to CHOOSE the weapon type you want after x amount of tokens...
That means you WILL get at least the item you're after... trait still being random keeps rng in the mix.
Lets take me for example:
i've gotten 50-60 drops... no lightning staff (its the only thing i cared to find in the arena)
if i could trade in 10, 20, 50, etc. of those garbage drops for the option to choose the weapon type i wanted... that would give me at least the weapon i wanted... if i want a different trait then what i received from that token trade, i would have to farm those tokens again... OR get lucky and have it drop from the rng system at the end of the round.
It would still lessen the runs in some way... because the truth is, i would settle for precise or nirnhoned.. not just sharpened for my build... that's 3/8 traits... not a bad shot at getting something useful.
It seems like you're just thinking you get a set of tokens and hand them in for the same random crap shoot on a weapon roll just like when you finish the arena... i agree, that would be worthless.
He hasn't .He tired it on multiple characters but never completed it .montiferus wrote: »NewBlacksmurf
Have you completed VMA?
@kasa-obake
How funny. So some weapons drop more often and you say it's not balanced. But the fact that sharpened trait drops 2 times more often than any other trait doesn't bother you and you say it's "pretty balanced"? So nerf bow/resto, but don't nerf sharpened? The hypocrisy of some people..
NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine.
... I have kept on running vMSA and taking into account posts from others on forums and in-game, still ignoring double-posts (PC EU). This brings the total of the loot to roughly 1.5k (1,471 to be exact, but 1.5k sounds neater).
Below are the new and updated table and pie charts, because who doesn't love pie charts.
As with my previous graphs here, seems like the trait distribution is pretty balanced. However the item distribution is not, and that reflects with the sheer amount of Bows and Restoration staves that drop.
Again, this seems to confirm what @Alanar was saying a month ago.
Alanar wrote: »
So your chances of getting a specific weapon are:
Bow - 1/6
Restoration Staff - 1/6
Dagger - 1/12
Sword - 1/12
Mace - 1/12
Axe - 1/12
Greatsword - 1/18
Battle Axe - 1/18
Maul - 1/18
Lightning Staff - 1/18
Frost Staff - 1/18
Fire Staff - 1/18
So if you're hunting a sharpened fire staff, you have a 1/18 chance of getting a fire staff at all, and a 1/8 chance of getting sharpened, for a total chance of 1/144 on each drop.
"RNG is fine".
@kasa-obake
Please read other comments instead of quoting me out of context
No harm intended I know but this thread tends to get heated
Check out the last page tho seriously
What are your thoughts on my comments through the thread
The whole point of the rng not being fine is that the probabilities to drop are different. On top of having useless items/traits, as you said, the odds aren't fair. And I'd rather run it 200 times to get tokens to be sure 100% that I will get my vMSA inferno sharpened staff in exchange, than run it 500 times and hop that I will get the 0.006% run when the staff will drop, as it is now.
@kasa-obake
Why you or anyone want to run anything over 100 times?
Not that I have the answer but let's use the graphs...
If it's changed that after each completed run:
1. You can designate the weapon type (not trait)
2. If you can run it solo, with one other and with a third considering #1.
3. Adjust loot tables (removing specific items out)
That's a lot higher probability and there are only 9 possible outcomes each run solo but in groups of two or three, there's possibilities of doing it faster with better outcomes
Even if you're against duo or three person attempts, to me, this is a heck of a lot better than just adding tokens
Tokens aren't going to lessen the amount of runs because it's still random
He hasn't .He tired it on multiple characters but never completed it .montiferus wrote: »NewBlacksmurf
Have you completed VMA?
Its not a assumption its what you wrote in the other thread.Now am not sure if you know what the truth is.NewBlacksmurf wrote: »He hasn't .He tired it on multiple characters but never completed it .montiferus wrote: »NewBlacksmurf
Have you completed VMA?
@Jaronking
Maaan if your gonna troll at least do so without assuming cause again you're off
But what does that have to do with this?
I guess you assume the devs have to complete it as well to understand the RNG opportunities right?
kasa-obake wrote: »@kasa-obake
How funny. So some weapons drop more often and you say it's not balanced. But the fact that sharpened trait drops 2 times more often than any other trait doesn't bother you and you say it's "pretty balanced"? So nerf bow/resto, but don't nerf sharpened? The hypocrisy of some people..
Yes, this is exactly what I'm saying. Make all traits and items drop with the same probability instead of a single one per bow, resto staff, 2h packed together, and 1h grouped together.
I fail to see the hypocrisy. Please enlighten me.NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine.
... I have kept on running vMSA and taking into account posts from others on forums and in-game, still ignoring double-posts (PC EU). This brings the total of the loot to roughly 1.5k (1,471 to be exact, but 1.5k sounds neater).
Below are the new and updated table and pie charts, because who doesn't love pie charts.
As with my previous graphs here, seems like the trait distribution is pretty balanced. However the item distribution is not, and that reflects with the sheer amount of Bows and Restoration staves that drop.
Again, this seems to confirm what @Alanar was saying a month ago.
Alanar wrote: »
So your chances of getting a specific weapon are:
Bow - 1/6
Restoration Staff - 1/6
Dagger - 1/12
Sword - 1/12
Mace - 1/12
Axe - 1/12
Greatsword - 1/18
Battle Axe - 1/18
Maul - 1/18
Lightning Staff - 1/18
Frost Staff - 1/18
Fire Staff - 1/18
So if you're hunting a sharpened fire staff, you have a 1/18 chance of getting a fire staff at all, and a 1/8 chance of getting sharpened, for a total chance of 1/144 on each drop.
"RNG is fine".
@kasa-obake
Please read other comments instead of quoting me out of context
No harm intended I know but this thread tends to get heated
Check out the last page tho seriously
What are your thoughts on my comments through the thread
The whole point of the rng not being fine is that the probabilities to drop are different. On top of having useless items/traits, as you said, the odds aren't fair. And I'd rather run it 200 times to get tokens to be sure 100% that I will get my vMSA inferno sharpened staff in exchange, than run it 500 times and hop that I will get the 0.006% run when the staff will drop, as it is now.
@kasa-obake
Why you or anyone want to run anything over 100 times?
Not that I have the answer but let's use the graphs...
If it's changed that after each completed run:
1. You can designate the weapon type (not trait)
2. If you can run it solo, with one other and with a third considering #1.
3. Adjust loot tables (removing specific items out)
That's a lot higher probability and there are only 9 possible outcomes each run solo but in groups of two or three, there's possibilities of doing it faster with better outcomes
Even if you're against duo or three person attempts, to me, this is a heck of a lot better than just adding tokens
Tokens aren't going to lessen the amount of runs because it's still random
Making vMSA group content would ruin its whole purpose. And otherwise, I genuinely don't understand what you're saying. I mean, it looks like English, it sounds like it, but it doesn't make sense.
I would rather have a system where 1 run = 1 token, and even important numbers like 200 tokens can be converted into the weapon of our choice. As it stands right now, I have run that *** 223 times without ever getting my desired weapons.
And tokens are the opposite of "random". They are a guarantee that after a certain number of runs you will get the thing you desire and perhaps rightfully deserve. After all my runs and work on it, I do indeed feel entitled as hell.
NewBlacksmurf wrote: »kasa-obake wrote: »@kasa-obake
How funny. So some weapons drop more often and you say it's not balanced. But the fact that sharpened trait drops 2 times more often than any other trait doesn't bother you and you say it's "pretty balanced"? So nerf bow/resto, but don't nerf sharpened? The hypocrisy of some people..
Yes, this is exactly what I'm saying. Make all traits and items drop with the same probability instead of a single one per bow, resto staff, 2h packed together, and 1h grouped together.
I fail to see the hypocrisy. Please enlighten me.NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine.
... I have kept on running vMSA and taking into account posts from others on forums and in-game, still ignoring double-posts (PC EU). This brings the total of the loot to roughly 1.5k (1,471 to be exact, but 1.5k sounds neater).
Below are the new and updated table and pie charts, because who doesn't love pie charts.
As with my previous graphs here, seems like the trait distribution is pretty balanced. However the item distribution is not, and that reflects with the sheer amount of Bows and Restoration staves that drop.
Again, this seems to confirm what @Alanar was saying a month ago.
Alanar wrote: »
So your chances of getting a specific weapon are:
Bow - 1/6
Restoration Staff - 1/6
Dagger - 1/12
Sword - 1/12
Mace - 1/12
Axe - 1/12
Greatsword - 1/18
Battle Axe - 1/18
Maul - 1/18
Lightning Staff - 1/18
Frost Staff - 1/18
Fire Staff - 1/18
So if you're hunting a sharpened fire staff, you have a 1/18 chance of getting a fire staff at all, and a 1/8 chance of getting sharpened, for a total chance of 1/144 on each drop.
"RNG is fine".
@kasa-obake
Please read other comments instead of quoting me out of context
No harm intended I know but this thread tends to get heated
Check out the last page tho seriously
What are your thoughts on my comments through the thread
The whole point of the rng not being fine is that the probabilities to drop are different. On top of having useless items/traits, as you said, the odds aren't fair. And I'd rather run it 200 times to get tokens to be sure 100% that I will get my vMSA inferno sharpened staff in exchange, than run it 500 times and hop that I will get the 0.006% run when the staff will drop, as it is now.
@kasa-obake
Why you or anyone want to run anything over 100 times?
Not that I have the answer but let's use the graphs...
If it's changed that after each completed run:
1. You can designate the weapon type (not trait)
2. If you can run it solo, with one other and with a third considering #1.
3. Adjust loot tables (removing specific items out)
That's a lot higher probability and there are only 9 possible outcomes each run solo but in groups of two or three, there's possibilities of doing it faster with better outcomes
Even if you're against duo or three person attempts, to me, this is a heck of a lot better than just adding tokens
Tokens aren't going to lessen the amount of runs because it's still random
Making vMSA group content would ruin its whole purpose. And otherwise, I genuinely don't understand what you're saying. I mean, it looks like English, it sounds like it, but it doesn't make sense.
I would rather have a system where 1 run = 1 token, and even important numbers like 200 tokens can be converted into the weapon of our choice. As it stands right now, I have run that *** 223 times without ever getting my desired weapons.
And tokens are the opposite of "random". They are a guarantee that after a certain number of runs you will get the thing you desire and perhaps rightfully deserve. After all my runs and work on it, I do indeed feel entitled as hell.
@kasa-obake
Ok so throwing out the group part...cool
I have to ask why you'd rather be forced to run it "200" times vs increasing the drop %?
That's the part I really don't understand in your comments.
Why do you want to do it even 50+ times in terms of talking about tokens
jakeedmundson 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
Um.... no.... no it's not "fine"
Either you don't run it... or you got your sharpened weapons quicker than most. (I don't care either way and i'm not going to look up your runs, twitch, etc.)
The RNG in this place is a nightmare. No one wants to run the same thing 100 friggin times and STILL not find something they're looking for...
Does this mean you don't use monster sets then? That is almost the exact same token system the OP is suggesting.
Do a dungeon for a key (or two now) hand those in to a certain chest with a reasonable chance at a set piece you want.
Except you can get 6 keys a day... per character... so that token system is WAYYYY better than this vMA token suggestion.
Have you completed VMA?AlexTech0x wrote: »jakeedmundson 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
Um.... no.... no it's not "fine"
Either you don't run it... or you got your sharpened weapons quicker than most. (I don't care either way and i'm not going to look up your runs, twitch, etc.)
The RNG in this place is a nightmare. No one wants to run the same thing 100 friggin times and STILL not find something they're looking for...
Does this mean you don't use monster sets then? That is almost the exact same token system the OP is suggesting.
Do a dungeon for a key (or two now) hand those in to a certain chest with a reasonable chance at a set piece you want.
Except you can get 6 keys a day... per character... so that token system is WAYYYY better than this vMA token suggestion.
Difference is this is a stupid boring solo instance.
Which category do you fall under?
1. You got lucky and got the best rolls in just a few runs.
2. You can't beat VMA so you don't want others having a better opportunity to obtain sought after weapons?
kasa-obake wrote: »
Yes, this is exactly what I'm saying. Make all traits and items drop with the same probability instead of a single one per bow, resto staff, 2h packed together, and 1h grouped together.
I fail to see the hypocrisy. Please enlighten me.
But I have a question for you. How are the supposed to keep the weapons rare? Let's not forget that the whole idea of master weapons was to have something that impacts combat and isn't owned by everyone.
The only people who voted No are those who got lucky on their first few tries and got the best rolls and weaps.
kasa-obake wrote: »NewBlacksmurf wrote: »kasa-obake wrote: »@kasa-obake
How funny. So some weapons drop more often and you say it's not balanced. But the fact that sharpened trait drops 2 times more often than any other trait doesn't bother you and you say it's "pretty balanced"? So nerf bow/resto, but don't nerf sharpened? The hypocrisy of some people..
Yes, this is exactly what I'm saying. Make all traits and items drop with the same probability instead of a single one per bow, resto staff, 2h packed together, and 1h grouped together.
I fail to see the hypocrisy. Please enlighten me.NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »kasa-obake wrote: »NewBlacksmurf wrote: »Geez no.
Honestly the RNG is fine.
... I have kept on running vMSA and taking into account posts from others on forums and in-game, still ignoring double-posts (PC EU). This brings the total of the loot to roughly 1.5k (1,471 to be exact, but 1.5k sounds neater).
Below are the new and updated table and pie charts, because who doesn't love pie charts.
As with my previous graphs here, seems like the trait distribution is pretty balanced. However the item distribution is not, and that reflects with the sheer amount of Bows and Restoration staves that drop.
Again, this seems to confirm what @Alanar was saying a month ago.
Alanar wrote: »
So your chances of getting a specific weapon are:
Bow - 1/6
Restoration Staff - 1/6
Dagger - 1/12
Sword - 1/12
Mace - 1/12
Axe - 1/12
Greatsword - 1/18
Battle Axe - 1/18
Maul - 1/18
Lightning Staff - 1/18
Frost Staff - 1/18
Fire Staff - 1/18
So if you're hunting a sharpened fire staff, you have a 1/18 chance of getting a fire staff at all, and a 1/8 chance of getting sharpened, for a total chance of 1/144 on each drop.
"RNG is fine".
@kasa-obake
Please read other comments instead of quoting me out of context
No harm intended I know but this thread tends to get heated
Check out the last page tho seriously
What are your thoughts on my comments through the thread
The whole point of the rng not being fine is that the probabilities to drop are different. On top of having useless items/traits, as you said, the odds aren't fair. And I'd rather run it 200 times to get tokens to be sure 100% that I will get my vMSA inferno sharpened staff in exchange, than run it 500 times and hop that I will get the 0.006% run when the staff will drop, as it is now.
@kasa-obake
Why you or anyone want to run anything over 100 times?
Not that I have the answer but let's use the graphs...
If it's changed that after each completed run:
1. You can designate the weapon type (not trait)
2. If you can run it solo, with one other and with a third considering #1.
3. Adjust loot tables (removing specific items out)
That's a lot higher probability and there are only 9 possible outcomes each run solo but in groups of two or three, there's possibilities of doing it faster with better outcomes
Even if you're against duo or three person attempts, to me, this is a heck of a lot better than just adding tokens
Tokens aren't going to lessen the amount of runs because it's still random
Making vMSA group content would ruin its whole purpose. And otherwise, I genuinely don't understand what you're saying. I mean, it looks like English, it sounds like it, but it doesn't make sense.
I would rather have a system where 1 run = 1 token, and even important numbers like 200 tokens can be converted into the weapon of our choice. As it stands right now, I have run that *** 223 times without ever getting my desired weapons.
And tokens are the opposite of "random". They are a guarantee that after a certain number of runs you will get the thing you desire and perhaps rightfully deserve. After all my runs and work on it, I do indeed feel entitled as hell.
@kasa-obake
Ok so throwing out the group part...cool
I have to ask why you'd rather be forced to run it "200" times vs increasing the drop %?
That's the part I really don't understand in your comments.
Why do you want to do it even 50+ times in terms of talking about tokens
Because nobody is going to increase the % drop. They do not think it's broken. And some players like @Artis don't think so either.
There's been threads trying to bring ZOS' attention to the useless and rage-inducing loot that only ever brings one Dwemer Frame or 52 gold, and the fact that bows and restoration staves have 6 times more chances do drop than all the other loot, but to no avail.
As a rule, humans are risk-averse. Meaning that, given a greater chance to drop good loot in fewer runs, or a guaranteed certainty to drop it after more runs in exchange for tokens, they will prefer the latter. Especially when they do not trust the odds to begin with, because the company making them stays silent on the matter.
I personally dislike vMSA, but I can see why people chose to run it. It's a challenge, something to do that doesn't require a competent group, and something that you can get better at. Implementing it was a great idea. However they just had to put in all the trash loot and uneven drop rates following their trait overhaul.
Let me guess.
All the players that voted no are either masochists, got very lucky in their first runs or can't complete vMA
Anyway - it is time for a change! RNG is one of the worst aspects of this beautiful game. Not just vMA, but also vDSA and Weapon Farming in overland/dungeons.
NewBlacksmurf wrote: »Let me guess.
All the players that voted no are either masochists, got very lucky in their first runs or can't complete vMA
Anyway - it is time for a change! RNG is one of the worst aspects of this beautiful game. Not just vMA, but also vDSA and Weapon Farming in overland/dungeons.
@Wizzo91
I voted no but it's a no to "tokens" and not a no to changing the loot drops. Not sure about others but just tagging you as to share maybe no means more than the vote may suggest.
NewBlacksmurf wrote: »Let me guess.
All the players that voted no are either masochists, got very lucky in their first runs or can't complete vMA
Anyway - it is time for a change! RNG is one of the worst aspects of this beautiful game. Not just vMA, but also vDSA and Weapon Farming in overland/dungeons.
@Wizzo91
I voted no but it's a no to "tokens" and not a no to changing the loot drops. Not sure about others but just tagging you as to share maybe no means more than the vote may suggest.
@NewBlacksmurf
I agree there are other solutions:
- Intelligent Loot (who needs a defending, powered, charged vMA Dagger i.e.)
- Buff other traits to be on par with sharpened
- remove useless traits (training, prosperous)
- remove trait system completely (my preferred solution) and add more unique set bonuses
..but lets be honest here. The traits will never be balanced and ZOS will always argue that a viper lighting staff can be used on your backbar (and some players do, trust me)!
So a Token System is the by far best solution to the broken RNG System. RPers can still "play as they want" and the crowd that cares about numbers is also happy.
Which category do you fall under?
1. You got lucky and got the best rolls in just a few runs.
2. You can't beat VMA so you don't want others having a better opportunity to obtain sought after weapons?
Neither.kasa-obake wrote: »
Yes, this is exactly what I'm saying. Make all traits and items drop with the same probability instead of a single one per bow, resto staff, 2h packed together, and 1h grouped together.
I fail to see the hypocrisy. Please enlighten me.
Why don't you ask to nerf sharpened trait drop rate? Or buff other trait drop rates, if you prefer to call it like that? It's obvious that sharpened drops much more often than others. If you cared about "fairness" and equality of drops, how could you miss that? But do say something about weapons not dropping evenly.
That being said, I agree that the RNG should be fixed. And moreover, I think that useless traits must be removed, because I understand looting them can be frustrated for people that aren't psychically and mentally stable.
However, I'm very much against BiS gear for tokens. It shouldn't be guaranteed and it shouldn't be grinded for. It should be gated by very difficult content and RNG, just not as dumb.
But I have a question for you. How are the supposed to keep the weapons rare? Let's not forget that the whole idea of master weapons was to have something that impacts combat and isn't owned by everyone.
Blackfyre20 wrote: »
Someone got their sharpened vMA 2h on their first run...
Make the content hard enough. And no, RPers are not gated from it by difficulty. nMA is exactly the same, except for the difficulty and weapons, which are supposed to be rare.
You want vMA weapons to be more rare? Handing them out in awesome traits like candy before Dark Brotherhood was already a bad move then. But let's say we don't want any more people to have them, or keep it to 5 good vMA weapons a day. Turn the difficulty up a notch. I burn through that arena like a hot knife through butter. I don't get to see any mechanics. Just triple all enemies' HP (make it 500% increase for bosses) and increase their damage, so I will have to actually look for mechanics again. Maybe turn it up so high that sigils will become necessary again and that you will have to invest in defensive gear and give up on dps if you want to avoid using sigils. And provide people that are able to complete it with guaranteed good gear. That's how you make things rare and rewarding.
I mean, how many of you even know that the last boss of arena 8 has adds? How many of you know that this boss also has attacks that are exactly like the ones of Titans (360° flame wall, fire ball spit). Wouldn't it be better if that boss had 10x the HP, so that you would actually have to kill the stones 10x instead of one, and deal with adds and mechanics. There's also a 1-shot combo: flame wall + pull and you have to dodge it. How many of you even know it? Probably none, because you never even get there. The boss dies 20 sec after round start. It's a joke.
kasa-obake wrote: »
Which category do you fall under?
1. You got lucky and got the best rolls in just a few runs.
2. You can't beat VMA so you don't want others having a better opportunity to obtain sought after weapons?
Neither.kasa-obake wrote: »
Yes, this is exactly what I'm saying. Make all traits and items drop with the same probability instead of a single one per bow, resto staff, 2h packed together, and 1h grouped together.
I fail to see the hypocrisy. Please enlighten me.
Why don't you ask to nerf sharpened trait drop rate? Or buff other trait drop rates, if you prefer to call it like that? It's obvious that sharpened drops much more often than others. If you cared about "fairness" and equality of drops, how could you miss that? But do say something about weapons not dropping evenly.
That being said, I agree that the RNG should be fixed. And moreover, I think that useless traits must be removed, because I understand looting them can be frustrated for people that aren't psychically and mentally stable.
However, I'm very much against BiS gear for tokens. It shouldn't be guaranteed and it shouldn't be grinded for. It should be gated by very difficult content and RNG, just not as dumb.
But I have a question for you. How are the supposed to keep the weapons rare? Let's not forget that the whole idea of master weapons was to have something that impacts combat and isn't owned by everyone.
So what would it be like for "stable" individuals? Would you smile at the sight of yet another Powered destro staff and thank our lord and saviour the RNJesus and ZOS for that wonderful, wonderful reward? And then go back farming the arena with a grin on your lips and a jig in your step?
Getting stupid loot is frustrating for everyone, and your derogatory comments are misplaced.
If it should be gated by "very difficult content", upgrade vMSA's difficulty. It ain't hard or a challenge anymore. And back when it was, the BiS weapons were dropping at every turn so "rare" ain't the word you're looking for.
You're right, it shouldn't be owned by everyone. But it should be owned by good players who have dedicated a lot of time into it. I do not feel any less worthy that a fotm black rose - viper wearing stam dk, and yet I do not have the vMSA staff after 223 runs he lucked out in getting after 1.
I just fail to see your point no matter how hard I try. You seem to be under the delusion that those who have these weapons are somehow better players and more "worthy". That there is some sort of gated community of vMSA BiS weapon owners that are holier than thou. Only it isn't the case. It's based on luck, and given vMSA's current difficulty, any random with proper gear can run it. And if you can't, you can just ask your friends to run it for you.
It's not a testament of skill but that of luck. I would understand it if the weapon traits scaled with your score. Better score - better opportunity to get sharpened. But it isn't the case. Whether you take 5 hours to do that stuff with the saved quest or run it in 40 minutes, the loot drops and chances are the same.