Unique Motif styles for Overland Difficulty

  • cyclonus11
    cyclonus11
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    As long as these motifs are not tradable, I don't see an issue. They're purely cosmetic, and disallowing them from being traded prevents them from influencing the economy. Though that does mean if they show up in crafting writs, those players would need to actually play the game in those difficulties to earn those styles.

    They should be style pages rather than motifs, if they do this. That way they won't ever be required for crafting writs.
  • SilverBride
    SilverBride
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    Shouldn't the lower difficulty be more likely to drop the motif since it's supposed to be the easiest? Why would a motif be harder to get in the easiest difficulty?

    It's to motivate players to take on harder challenges without making it impossible to get those rewards on the easiest difficulty. Players don't need motivation to stay on the default (easiest) difficulty; that would be counterproductive.

    Why do players need to be motivated to take on harder challenges? Some players enjoy difficulty but there are many of us that don't. Not enjoying harder challenges is a player preference that does not need to change.
    PCNA
  • Erickson9610
    Erickson9610
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    cyclonus11 wrote: »
    As long as these motifs are not tradable, I don't see an issue. They're purely cosmetic, and disallowing them from being traded prevents them from influencing the economy. Though that does mean if they show up in crafting writs, those players would need to actually play the game in those difficulties to earn those styles.

    They should be style pages rather than motifs, if they do this. That way they won't ever be required for crafting writs.

    I agree 100%.
    Shouldn't the lower difficulty be more likely to drop the motif since it's supposed to be the easiest? Why would a motif be harder to get in the easiest difficulty?

    It's to motivate players to take on harder challenges without making it impossible to get those rewards on the easiest difficulty. Players don't need motivation to stay on the default (easiest) difficulty; that would be counterproductive.

    Why do players need to be motivated to take on harder challenges? Some players enjoy difficulty but there are many of us that don't. Not enjoying harder challenges is a player preference that does not need to change.

    We really don't need rewards for Challenge Difficulty at all. But, since this thread is asking for rewards for playing on higher difficulties, my suggestion to have this cosmetic reward be more likely to drop on higher difficulties is a compromise to allow there to be rewards for higher difficulties, while also allowing anyone to get those rewards on any difficulty.

    I recall people asking for "higher drop chances" as a requested benefit of higher difficulties, so in this context it would make sense.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

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  • SeaGtGruff
    SeaGtGruff
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    Personally, I don't think there should be any extra incentives beyond increased XP gains, increased gold drops, and increased quality (color) of dropped grear-- especially since (AFAIK) we're talking about public instances such as overland, delves, world bosses, public dungeons, etc. There is no guarantee that someone showing off their "special reward" for, say, having killed a world boss on the highest difficulty didn't get it because someone else fighting the boss at the same time killed it on normal difficulty, or situations of that nature.
    I've fought mudcrabs more fearsome than me!
  • Faltasë
    Faltasë
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    I won't bother to weigh in on the reward parity aspect debate of the original post. But I will say that I would really like to see a moratorium on any new motifs being injected into the game unless they are accompanied by the retirement of an equal number of old motifs. I'm my opinion, there are too many as it is now. I truly feel sorry for new players entering the game today, and facing the amount of catch up they have to do.

    Can we not give them this terrible idea? There is already enough lack of cool motifs in game and this adds to that plus the more options to make a character look cool = the better the game is. You want lots of motif options for both creativities sake and for fashion.
    Edited by Faltasë on March 4, 2026 8:29PM

    XBOX 2015-2019
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    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • coop500
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    coop500 wrote: »
    I'm confused why people are demanding them to be bound. I think the market could use more mid tier items to buy and sell. I get tired of everything being bound and I can't even share stuff with friends.

    I believe the idea is that you can only get them by running it yourself, but there are plenty of rare or cool looking motifs which come from Veteran Dungeons that are unbound

    My intent was to mimic this functionality, and make it so these theoretical motif drops could be sold for gold, the value of which could vary based on demand and drop rate.

    But it could also just be a cool reward for players who don’t interact with the guild stores, and you just consume it for a cool new look, I don’t see why it couldn’t be both

    Yeah, and like I said, the market is loaded with only insanely high priced items or garbage, with a small mid tier market. I'd love to see more mid priced items and this sounds like it could be fun.
    Hoping for more playable races
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