NikoSquared wrote: »I was thinking of ways for Overland Difficulty being worth it to run other than the challenge side
What if there was a crafting motif that could drop rarely depending on the difficulty selected? So a “Adventurer” style, “Seasoned” style, a “Master” style, and an elusive “Vestige” style
Then, the drop rate could scale based on certain factors of the mob being killed, like
- difficulty of the mob,
- damage dealt to mob on said difficulty,
- damage taken from mob on said difficulty (to all attackers),
- healing/shielding received from players on said difficulty,
and that would help prevent “cheesing” the system to farm motifs, what do you guys think?
Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.
If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.
How though? The person selling it was still able to do it, and just as many would be doing the content for the challenge itself (since that's what so many people claimed to want over the years) and would either use the Motifs or sell them because they don't care about rewards and only actually wanted the added challenge.Erickson9610 wrote: »Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.
If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.
I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.
Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.
Erickson9610 wrote: »Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.
If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.
I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.
Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.
Erickson9610 wrote: »Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.
If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.
I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.
Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.
Carcamongus wrote: »People have been complaining for years that overland is too easy, so getting what they asked for should be enough of an incentive to up the difficulty. I'm against creating rewards that are limited to those who choose higher difficulties.