@NewBlacksmurf There are some items that are probably truly pointless because of their combination of wep/armor type, trait, and set bonus. But I think the more pervasive problem is getting something that simply isn't useful to you. Maybe you don't have a top level character of each class and mag/stam variant, or you already have 3 of that exact piece. There are plenty of situations in which the loot you get is disappointing. We are discussing ways of alleviating that disappointment, even if the value of an unwanted piece is still relatively small, it would at least be worth SOMETHING through most of these options as opposed to simply being decon or vendor trash.
Any change that prevents the extremely unlucky player from not getting anything they need after 50 runs of Maelstrom Arena or 500 Wrothgar daily quests.
Edit: I really like the "Alchemist" idea if he can exchange traits or one Maelstrom Weapon for another with the same trait and charges a fee that includes a low amount of gold (maybe 5'000-10'000) and some rare materials (that could be new materials obtained anywhere in the game or a certain amount of green, blue, and purple upgrade materials). Also, changes should be one-time per item only and make the item bound if it isn't already.
A token system would also be great, of course.
Or making items bind on equip instead of bind on pickup.
Anything
@NewBlacksmurf Sorry man, I don't see how that follows at all. I made 5 cogent suggestions to the devs in the poll. All of which, if implemented would have an impact on improving the situation of hunting for that one specific piece or set in a particular size and trait. Asking for perfectly good items for someone else to be removed from the loot table because they don't work for me is obviously ludicrous. The problem isn't inherently the loot table, assuming most of the items are at least somewhat desirable. Perhaps more will be desirable with DB's trait changes going in. The issue still remains that if I have determined I need a light divines sash, I could be rolling the dice for a looooooong time before I see it, even longer if I want say a sharpened lightning staff from vMA. Of course, I may get plenty of "good" items in the mean time, but they don't help me specifically because they are not the type I am looking for. So...the idea to give some kind of perk or system that you can accumulate over time with stuff that you don't want to work up to getting that one thing that has eluded you in the RNG rolls. Good for you that you don't care if it takes you 150 runs of something to get what you want. Not everyone is comfortable with not knowing whether it will be 10, 100, or 1000 times before they see what they're after. Add to that the time investment of dungeon runs, not to mention vMA. Not everyone can even play the game enough to rack up so many runs. It is worth having a system in place that mitigates the RNG on top of RNG on top of RNG that we currently deal with. It's not just complaining. It's facing an issue that is recognized by a vast majority of players and trying to develop meaningful suggestions for the devs to consider. Hence the poll.
NewBlacksmurf wrote: »@NewBlacksmurf Sorry man, I don't see how that follows at all. I made 5 cogent suggestions to the devs in the poll. All of which, if implemented would have an impact on improving the situation of hunting for that one specific piece or set in a particular size and trait. Asking for perfectly good items for someone else to be removed from the loot table because they don't work for me is obviously ludicrous. The problem isn't inherently the loot table, assuming most of the items are at least somewhat desirable. Perhaps more will be desirable with DB's trait changes going in. The issue still remains that if I have determined I need a light divines sash, I could be rolling the dice for a looooooong time before I see it, even longer if I want say a sharpened lightning staff from vMA. Of course, I may get plenty of "good" items in the mean time, but they don't help me specifically because they are not the type I am looking for. So...the idea to give some kind of perk or system that you can accumulate over time with stuff that you don't want to work up to getting that one thing that has eluded you in the RNG rolls. Good for you that you don't care if it takes you 150 runs of something to get what you want. Not everyone is comfortable with not knowing whether it will be 10, 100, or 1000 times before they see what they're after. Add to that the time investment of dungeon runs, not to mention vMA. Not everyone can even play the game enough to rack up so many runs. It is worth having a system in place that mitigates the RNG on top of RNG on top of RNG that we currently deal with. It's not just complaining. It's facing an issue that is recognized by a vast majority of players and trying to develop meaningful suggestions for the devs to consider. Hence the poll.
I see that you don't understand what I'm sharing.
I think you do have the basic idea tho and maybe even understand RNG. If not here is what I'm saying.
Use this http://www.randomnumbergenerator.com/
Use the other tabs too
Think of your item and all the other items that can drop, this may put it into perspective of how many runs it takes based on what all is in the loot table. For you to have better results, you must remove non-desired possibilities.
That's how you "fix" it
The only other suggestion is for more items to drop at once as in doubling the loot to raise your odds if nothing else in the loot table is changed.
Was thinking about sets like Agility or Willpower, not just stuff from Maelstrom Arena or Wrothgar dailies.KingWhyteboi wrote: »Any change that prevents the extremely unlucky player from not getting anything they need after 50 runs of Maelstrom Arena or 500 Wrothgar daily quests.
Edit: I really like the "Alchemist" idea if he can exchange traits or one Maelstrom Weapon for another with the same trait and charges a fee that includes a low amount of gold (maybe 5'000-10'000) and some rare materials (that could be new materials obtained anywhere in the game or a certain amount of green, blue, and purple upgrade materials). Also, changes should be one-time per item only and make the item bound if it isn't already.
A token system would also be great, of course.
Or making items bind on equip instead of bind on pickup.
Anything
if it isnt bop already... cant tell if joking everything is bop lol