Tommy_The_Gun wrote: »If training and prosperous won't drop any more... how we will be supposed to research it ...?
Traits need to be fixed not removed. getting powered or charged for your DPS char is not really that much better than training or prosperous. Getting sturdy on your BSW set not much better either.
As for drops, i would like to see (as part of a significant trait redesign) the player to be able to select "drop preference" ranking trait groups (dps, healer, tank) in priority 1-2-3 and that significantly influencing the drop rates within a category. Say a 60-30-10% split.
For the traits themselves - no trait should be best everywhere and every trait should be best somewhere.
EDIT to add food for thought - at least a chicken nugget's worth:
DPS-Healer-Tank = 3 roles
Solo-Group-PVP = 3 content types
3x3=9 traits.
All dungeon set drops and undaunted chest will no longer have prosperous and training traits.
IwakuraLain42 wrote: »As unpopular this sounds but the traits need to stay in the loot table. They are there to bring the average chance to get a "good" trait to a specific value. It's meant to keep us playing the game.
Prosperous is debatable, because (someone did the math) you actually save more money on gear repairs using impenetrable than you gain extra money using prosperous.
But training is actually useful. Not everyone in this game has everything maxed out.