Maintenance for the week of May 18:
· [COMPLETE] NA megaservers for maintenance – May 18, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· [COMPLETE] EU megaservers for maintenance – May 18, 8:00 UTC (4:00AM EDT) - 13:00 UTC (9:00AM EDT)
The issues on the North American Xbox megaserver have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
Suggestions for the Dungeon Gear Grind
The dungeon gear grind at the moment is pretty awful if you want to complete a set or get unlucky with RNG and you're looking for a specific item. I understand there needs to be some grind or people will blow through content too fast but the current system is way too grindy for most players. However, the last boss has way too many possible drops. Yes, the curated system is a lot better overall than what we had before but we could still use some improvements.
My suggestions are:
1) Move jewelry from the final boss to the other bosses. Jewelry goes on the body and is not a weapon. Additionally, getting a few more jewelry items isn't going to crash the economy from the few mats you get from deconstruction as the devs have lowered the crafting costs of jewelry.
2) Move shields from the final boss to other bosses. Shields can be considered armor in that they have armor traits and are in the armor section of the crafting table.
3) In vet mode, the final boss should drop an additional weapon. If this is too much, maybe there is a 50% chance to drop an additional weapon in regular vet mode, and a 100% chance to drop an additional weapon on Hard Mode.
I think suggestions 1 and 2 shouldn't shake up things too much but offer a tiny bit of reprieve for players. I hope 3 can be implemented as well.
Getting gear is a stepping stone to doing the content you want to do. It shouldn't take so much of your time that you don't have any time or energy left to enjoy the game with that gear.