But this token system was effectively killed and replaced by a RNG torture chamber because @Wrobel doesn't like the idea of people who have banked a ton of AP getting all the new gear sets on day one.
I have an issue with this reasoning. The PvP sets are BoE and thus tradeable. So people who have hoarded a bunch of gold are able to get the full set the first day but those who've earned tons of AP get essentially nothing??
The irony here is that, before IC, PvP had the kind of token system that PvE'ers would salivate over.
There was a (small) chance at getting set pieces from the Worthy mails, but most people simply bought their pieces from the various vendors at base camp. You get the exact pieces you want, and there was a definite goal that you could work towards. Want a max-level purple Ravager ring? Just earn a quarter million AP. No RNG to screw you over. And most importantly, this was fair.
I have an issue with this reasoning. The PvP sets are BoE and thus tradeable. So people who have hoarded a bunch of gold are able to get the full set the first day but those who've earned tons of AP get essentially nothing??
I have an issue with this reasoning. The PvP sets are BoE and thus tradeable. So people who have hoarded a bunch of gold are able to get the full set the first day but those who've earned tons of AP get essentially nothing??
I agree so much with this. Doesnt make sense at all
Should have just farmed gold instead of AP
Scamandros wrote: »I love shooting arrows from my defending marksman ice staff
Why do we still have Reinforced on light and medium armour? There are some perma-blocking builds that think they can manage their stam well enough while blocking and want Reinforced on their HEAVY gear (the math says that they're wrong, but they'll still try it) - but the actual value of Reinforced on light (and medium) armor is zero. Absolute garbage.
Scamandros wrote: »I love shooting arrows from my defending marksman ice staff
You forgot the winky face. You never know if they'll take that seriously and as usual seemingly ignore intelligent commentary. That's not to say that @ZOS_GinaBruno and crew do actually ignore it, just that it seems that way to those of us who care about the health of the game and want to help make it better.
Sometimes I think I should apply for a job at ZOS... become Chief Strategist or some such.
I added the below to the original post. Copying it here to make it easier to respond in sequence.
Having reviewed well over 1600 reward mails from different people (and made another 50 myself), we've come to the conclusions:
1. The drop rate of jewlery is less than 1%. @NerfPlease did some great math in anther thread about the PTS drop rates that I can't find right now.
2. The distribution of Reinforced (32%) / Divines (29%) / Infused (21%) / Impenetrable (18%) is relatively close, and with the sample size not being huge it's probably RNG.
3. Getting a purple (instead of blue) drop seems to be about 1 in 20 (5% chance).
4. The distribution of weapons (48%) to armour (52%) is about even.
@ZOS_GinaBruno We appreciate that some traits were removed from PvP drop gear (we really do), though it looks like only a partial effort was made to clean up the distribution:
- Why do we still have Reinforced on light and medium armour? There are some perma-blocking builds that think they can manage their stam well enough while blocking and want Reinforced on their HEAVY gear (the math says that they're wrong, but they'll still try it) - but the actual value of Reinforced on light (and medium) armor is zero. Absolute garbage.
- Why do we still have defending on weapons? The amount of mitigation that defending gives in PvP will not make any difference whatsoever to survivability. In a damage meta, EVERYONE wants either penetration (grand majority of players) or crit (some pure healers and some niche builds).
- Why do we still have magicka weapons for stamina sets, and stamina weapons for magicka sets? Example:
- Bows of vicious death are of zero value since you changed the first bow passive. It used to affect ALL damage from range (and make my inevitable do a bigger BOOM). I even crafted a gold bow of Torug's Pact when VR16 gear was first available. Now, this has zero value.
- Magicka DW is a thing, though the passives from DW weapons are only applicable from swords. Daggers were changed to only apply weapon crit and not spell crit as it used to be, thus negating the value of using any 1H weapons except for swords.
- Magicka 2H weapons give slightly more spell damage in some builds, though that's largely irrelevant as the passives don't work for magicka builds and DW is better overall.
- Stamina users will NEVER use a staff. I don't need to get into this.
I added the below to the original post. Copying it here to make it easier to respond in sequence.
Having reviewed well over 1600 reward mails from different people (and made another 50 myself), we've come to the conclusions:
1. The drop rate of jewlery is less than 1%. @NerfPlease did some great math in anther thread about the PTS drop rates that I can't find right now.
2. The distribution of Reinforced (32%) / Divines (29%) / Infused (21%) / Impenetrable (18%) is relatively close, and with the sample size not being huge it's probably RNG.
3. Getting a purple (instead of blue) drop seems to be about 1 in 20 (5% chance).
4. The distribution of weapons (48%) to armour (52%) is about even.
@ZOS_GinaBruno We appreciate that some traits were removed from PvP drop gear (we really do), though it looks like only a partial effort was made to clean up the distribution:
- Why do we still have Reinforced on light and medium armour? There are some perma-blocking builds that think they can manage their stam well enough while blocking and want Reinforced on their HEAVY gear (the math says that they're wrong, but they'll still try it) - but the actual value of Reinforced on light (and medium) armor is zero. Absolute garbage.
- Why do we still have defending on weapons? The amount of mitigation that defending gives in PvP will not make any difference whatsoever to survivability. In a damage meta, EVERYONE wants either penetration (grand majority of players) or crit (some pure healers and some niche builds).
- Why do we still have magicka weapons for stamina sets, and stamina weapons for magicka sets? Example:
- Bows of vicious death are of zero value since you changed the first bow passive. It used to affect ALL damage from range (and make my inevitable do a bigger BOOM). I even crafted a gold bow of Torug's Pact when VR16 gear was first available. Now, this has zero value.
- Magicka DW is a thing, though the passives from DW weapons are only applicable from swords. Daggers were changed to only apply weapon crit and not spell crit as it used to be, thus negating the value of using any 1H weapons except for swords.
- Magicka 2H weapons give slightly more spell damage in some builds, though that's largely irrelevant as the passives don't work for magicka builds and DW is better overall.
- Stamina users will NEVER use a staff. I don't need to get into this.
I added the below to the original post. Copying it here to make it easier to respond in sequence.
Having reviewed well over 1600 reward mails from different people (and made another 50 myself), we've come to the conclusions:
1. The drop rate of jewlery is less than 1%. @NerfPlease did some great math in anther thread about the PTS drop rates that I can't find right now.
2. The distribution of Reinforced (32%) / Divines (29%) / Infused (21%) / Impenetrable (18%) is relatively close, and with the sample size not being huge it's probably RNG.
3. Getting a purple (instead of blue) drop seems to be about 1 in 20 (5% chance).
4. The distribution of weapons (48%) to armour (52%) is about even.
@ZOS_GinaBruno We appreciate that some traits were removed from PvP drop gear (we really do), though it looks like only a partial effort was made to clean up the distribution:
- Why do we still have Reinforced on light and medium armour? There are some perma-blocking builds that think they can manage their stam well enough while blocking and want Reinforced on their HEAVY gear (the math says that they're wrong, but they'll still try it) - but the actual value of Reinforced on light (and medium) armor is zero. Absolute garbage.
- Why do we still have defending on weapons? The amount of mitigation that defending gives in PvP will not make any difference whatsoever to survivability. In a damage meta, EVERYONE wants either penetration (grand majority of players) or crit (some pure healers and some niche builds).
- Why do we still have magicka weapons for stamina sets, and stamina weapons for magicka sets? Example:
- Bows of vicious death are of zero value since you changed the first bow passive. It used to affect ALL damage from range (and make my inevitable do a bigger BOOM). I even crafted a gold bow of Torug's Pact when VR16 gear was first available. Now, this has zero value.
- Magicka DW is a thing, though the passives from DW weapons are only applicable from swords. Daggers were changed to only apply weapon crit and not spell crit as it used to be, thus negating the value of using any 1H weapons except for swords.
- Magicka 2H weapons give slightly more spell damage in some builds, though that's largely irrelevant as the passives don't work for magicka builds and DW is better overall.
- Stamina users will NEVER use a staff. I don't need to get into this.
Thank you for crunching the numbers, Crown.
This hurts my head so much. They know we don't want an insane grind to get gear, yet they introduce another long grind that goes against their own estimates of AP gain per player.
They stated the reasons behind lowering the AP required to level the Alliance & Support skill line was because it needed to be accessible to the player average of 10k AP/day. How long do you think it would take a player that averages that amount to get even 1 piece of jewelry...
Starting to think they should rename Rewards for the Worthy, just can't think of anything witty enough.
They stated the reasons behind lowering the AP required to level the Alliance & Support skill line was because it needed to be accessible to the player average of 10k AP/day. How long do you think it would take a player that averages that amount to get even 1 piece of jewelry...

They stated the reasons behind lowering the AP required to level the Alliance & Support skill line was because it needed to be accessible to the player average of 10k AP/day. How long do you think it would take a player that averages that amount to get even 1 piece of jewelry...
Well we can find the binomial probability of success (receiving a jewelry piece). Suppose we have 100 rewards for the worthy.
So there's about a 64% chance of getting at least one jewelry piece. But if you're only making 10k AP/day, that's going to be 200 days to have a decent shot at one.