RNG-Based VMA Loot Concept that doesnt make you want to rage quit.

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    Alrighty guys, lets not argue about nothing. Alas, this is the problem with any drop rate that is not 100%. Anything is possible with pure RNG, no matter how statistically impossible it might seem. The chances of doing this a thousand times without getting a weapon are NOT zero. Obviously those that come out on the low side are going to be much more vocal.

    Lastly, computer based RNG is not purely random from what I understand. It has its own flaws.
    Edited by Oreyn_Bearclaw on July 26, 2016 8:54PM
  • DRXHarbinger
    DRXHarbinger
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    ✭✭
    Think this thread should be closed now. What you need to do to sort this is....wait.
    PC Master Race

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    Master Angler
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    Grand Overlord
    Every Skyshard
    Down With BOP!
  • pretzl
    pretzl
    ✭✭✭✭
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!
    CP | Chronically Capped
    Characters | pretzL (Stamblade) , Brannbil (Stamplar) , Spicy pretzL (mDK) , Campingbil (MagSorc) , Saltkringla (Magplar) , Disco Dan (sDK) , Darth Salty (Mag NB) , Plebsorc (Stamsorc), pretzLeroni (Magplar), Mahoogler (pvp mDK)
    Guilds | HODOR & Who Pulled
    Kindling Power Magicka DK Build
    twitch.tv/pretzlcsgo
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    ✭✭✭✭✭
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!
    Think this thread should be closed now. What you need to do to sort this is....wait.


    @pretzl @DRXHarbinger

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    Edited by Oreyn_Bearclaw on August 29, 2016 10:48PM
  • pretzl
    pretzl
    ✭✭✭✭
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!

    @pretzl

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    It's a better system than what we used to have, but it still isn't where it needs to be, I agree.
    Trait RNG is just too much... Desireable weapons don't come in Decisive for any build... Remove a few traits and we'd be getting somewhere but even then it's lacklustre.
    CP | Chronically Capped
    Characters | pretzL (Stamblade) , Brannbil (Stamplar) , Spicy pretzL (mDK) , Campingbil (MagSorc) , Saltkringla (Magplar) , Disco Dan (sDK) , Darth Salty (Mag NB) , Plebsorc (Stamsorc), pretzLeroni (Magplar), Mahoogler (pvp mDK)
    Guilds | HODOR & Who Pulled
    Kindling Power Magicka DK Build
    twitch.tv/pretzlcsgo
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    pretzl wrote: »
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!

    @pretzl

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    It's a better system than what we used to have, but it still isn't where it needs to be, I agree.
    Trait RNG is just too much... Desireable weapons don't come in Decisive for any build... Remove a few traits and we'd be getting somewhere but even then it's lacklustre.

    Ill take the drop rate at launch with the smaller loot table. I am just mad I stopped grinding when I did. I was reasonably lucky and got most things i needed in preceise (when it was BIS) and I stopped. Now that I am back here after sharpened, I am making no progress. Not one useful item since DB.

    The loot table size is a much bigger issue than the drop rate. At least back then, my leader board drop had 1/3 chance of being useful.

    Edit: It is better than it was right after they bumped the loot table, but not better than it was at launch. Not by a long shot.
    Edited by Oreyn_Bearclaw on August 29, 2016 10:53PM
  • pretzl
    pretzl
    ✭✭✭✭
    pretzl wrote: »
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!

    @pretzl

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    It's a better system than what we used to have, but it still isn't where it needs to be, I agree.
    Trait RNG is just too much... Desireable weapons don't come in Decisive for any build... Remove a few traits and we'd be getting somewhere but even then it's lacklustre.

    Ill take the drop rate at launch with the smaller loot table. I am just mad I stopped grinding when I did. I was reasonably lucky and got most things i needed in preceise (when it was BIS) and I stopped. Now that I am back here after sharpened, I am making no progress. Not one useful item since DB.

    The loot table size is a much bigger issue than the drop rate. At least back then, my leader board drop had 1/3 chance of being useful.

    I'd take it aswell tbh. Throw out nirn, charged, decisive and all the other *** traits and keep precise, sharpened and defending there. Maybe nirn has a spot because of PvP balance, but still. There are so many absolute garbage traits in the mix just to add some artificial longevity to that damn arena. It was already too much of a grind at launch...
    CP | Chronically Capped
    Characters | pretzL (Stamblade) , Brannbil (Stamplar) , Spicy pretzL (mDK) , Campingbil (MagSorc) , Saltkringla (Magplar) , Disco Dan (sDK) , Darth Salty (Mag NB) , Plebsorc (Stamsorc), pretzLeroni (Magplar), Mahoogler (pvp mDK)
    Guilds | HODOR & Who Pulled
    Kindling Power Magicka DK Build
    twitch.tv/pretzlcsgo
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!

    @pretzl

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    It's a better system than what we used to have, but it still isn't where it needs to be, I agree.
    Trait RNG is just too much... Desireable weapons don't come in Decisive for any build... Remove a few traits and we'd be getting somewhere but even then it's lacklustre.

    Ill take the drop rate at launch with the smaller loot table. I am just mad I stopped grinding when I did. I was reasonably lucky and got most things i needed in preceise (when it was BIS) and I stopped. Now that I am back here after sharpened, I am making no progress. Not one useful item since DB.

    The loot table size is a much bigger issue than the drop rate. At least back then, my leader board drop had 1/3 chance of being useful.

    I'd take it aswell tbh. Throw out nirn, charged, decisive and all the other *** traits and keep precise, sharpened and defending there. Maybe nirn has a spot because of PvP balance, but still. There are so many absolute garbage traits in the mix just to add some artificial longevity to that damn arena. It was already too much of a grind at launch...

    Probably a slightly different topic, (I swear I would never cry nerf), but they could also nerf sharpened a bit (or buff the other 2). We have 3 damage traits (sharpened, precise, Nirn), and one of them is BIS basically all the time. It makes no sense whatsoever. I would like to get to a point where say: Precise was best in Trials, Nirn was best in PVP and, Sharp was best in 4-man, or something like that.

    Edit: if leaderboards only dropped precise and sharp, that would be a huge step. Does anyone really want anything else out of here?
    Edited by Oreyn_Bearclaw on August 29, 2016 10:57PM
  • pretzl
    pretzl
    ✭✭✭✭
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!

    @pretzl

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    It's a better system than what we used to have, but it still isn't where it needs to be, I agree.
    Trait RNG is just too much... Desireable weapons don't come in Decisive for any build... Remove a few traits and we'd be getting somewhere but even then it's lacklustre.

    Ill take the drop rate at launch with the smaller loot table. I am just mad I stopped grinding when I did. I was reasonably lucky and got most things i needed in preceise (when it was BIS) and I stopped. Now that I am back here after sharpened, I am making no progress. Not one useful item since DB.

    The loot table size is a much bigger issue than the drop rate. At least back then, my leader board drop had 1/3 chance of being useful.

    I'd take it aswell tbh. Throw out nirn, charged, decisive and all the other *** traits and keep precise, sharpened and defending there. Maybe nirn has a spot because of PvP balance, but still. There are so many absolute garbage traits in the mix just to add some artificial longevity to that damn arena. It was already too much of a grind at launch...

    Probably a slightly different topic, (I swear I would never cry nerf), but they could also nerf sharpened a bit (or buff the other 2). We have 3 damage traits (sharpened, precise, Nirn), and one of them is BIS basically all the time. It makes no sense whatsoever. I would like to get to a point where say: Precise was best in Trials, Nirn was best in PVP and, Sharp was best in 4-man, or something like that.

    Well, it used to be alot like that. I'd enjoy that aswell, but I do still like it the way it is now to an extent. It's nice having to know what debuffs are in your group in order to know which weapons to choose, but to grind for those weapons is a nightmare in itself...
    CP | Chronically Capped
    Characters | pretzL (Stamblade) , Brannbil (Stamplar) , Spicy pretzL (mDK) , Campingbil (MagSorc) , Saltkringla (Magplar) , Disco Dan (sDK) , Darth Salty (Mag NB) , Plebsorc (Stamsorc), pretzLeroni (Magplar), Mahoogler (pvp mDK)
    Guilds | HODOR & Who Pulled
    Kindling Power Magicka DK Build
    twitch.tv/pretzlcsgo
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    Ghost-Shot wrote: »
    pretzl wrote: »
    pretzl wrote: »
    pretzl wrote: »
    It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.

    That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.

    We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.

    I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.
    pretzl wrote: »
    Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
    >Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.
    I myself am currently sitting at 29% drop chance after 65 runs.

    Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.

    haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
    Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
    I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented :neutral:

    To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.

    You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.

    https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db


    Good job spreading misinformation though.


    Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.

    hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
    I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
    There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.

    Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.

    FANBOY DETECTED

    Not a fanboy in the slightest. I like the game but I am aware it has a lot of problems. I just don't think the devs would lie about a drop-rate. Why would they? It would only make people even more pissed off than the drop-rate being shoddy. Just using logic and a trusted opinion as my source rather than some people whining on forums that think 20 runs is a viable sample size.

    I'm not implying they're lying in the slightest. What I've said repeatedly is that it has been stated numerous times that there is a 50% drop chance, but I've yet to hear of anyone who actually has one.
    And as far as sample size goes, I have numerous people I speak to often about the arena. People who have ran it well over 1000 times. None of them are even close to a 50% drop chance, albeit that accounts for data from pre DB.

    The 100% drop chance next patch is a godsend. Well done, ZOS :smile: You've just made a significant portion of your userbase very happy!

    @pretzl

    And here we are 2 months later. We have 100% drop rate and it is still near impossible to get anything you want. The loot table is just too damn big. 1/96 are your odds on any given run to get a desirable item, and since repeat drops are possible, it is not statistically unlikely to run this place well over a hundred times and not get what you want.

    I thought this change would be good, but they didnt fix anything. The system was better at launch.

    It's a better system than what we used to have, but it still isn't where it needs to be, I agree.
    Trait RNG is just too much... Desireable weapons don't come in Decisive for any build... Remove a few traits and we'd be getting somewhere but even then it's lacklustre.

    Ill take the drop rate at launch with the smaller loot table. I am just mad I stopped grinding when I did. I was reasonably lucky and got most things i needed in preceise (when it was BIS) and I stopped. Now that I am back here after sharpened, I am making no progress. Not one useful item since DB.

    The loot table size is a much bigger issue than the drop rate. At least back then, my leader board drop had 1/3 chance of being useful.

    I'd take it aswell tbh. Throw out nirn, charged, decisive and all the other *** traits and keep precise, sharpened and defending there. Maybe nirn has a spot because of PvP balance, but still. There are so many absolute garbage traits in the mix just to add some artificial longevity to that damn arena. It was already too much of a grind at launch...

    Probably a slightly different topic, (I swear I would never cry nerf), but they could also nerf sharpened a bit (or buff the other 2). We have 3 damage traits (sharpened, precise, Nirn), and one of them is BIS basically all the time. It makes no sense whatsoever. I would like to get to a point where say: Precise was best in Trials, Nirn was best in PVP and, Sharp was best in 4-man, or something like that.

    Well, it used to be alot like that. I'd enjoy that aswell, but I do still like it the way it is now to an extent. It's nice having to know what debuffs are in your group in order to know which weapons to choose, but to grind for those weapons is a nightmare in itself...


    It used to be that way for sure. It made sense. Today, on paper it might appear that way, but in reality, you cannot keep enough debuffs up to justify Precise in a raid. I run in a darn good raid (VMOL speedruns), and we dont mess around when it comes to debuffs. Our stam users still go double sharpened because it just pulls more DPS. Our magic users have gone to crafted stuff because its frankly better than a VMA staff unless its sharpened. My precise VMA inferno is collecting dust right now. I pull noticeably more with my crafted sharpened staff. How sad is that. I didnt believe it was true until I did the real life testing.

    Our raid has 4 people running warhorns on cooldown, alkosh, nightmothers, power of the light, you name it, we run it.
    Edited by Oreyn_Bearclaw on August 29, 2016 11:05PM
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