reverse update please.
don't know how you screwed it with loot.
Personally, I would say that this is not good when you consider, across the last dozen MMO's I have played, I don't recall players expressing that they like dealing with RNG stuff in general, it's been quite the opposite in fact, almost universally across every MMO I have played.. LOL.
I've only run 3 of the new quests so far (Wheloon Quests) and they were all on heroic. I like the quests, but the gear was just way overpowered IMO. +8 stat items at ML15? I pulled 6 overpowered named items from 3 heroic elite quests in about 1.5 hrs last night. I would have felt it an accomplishment if I had gotten only one of those last night.
Don't get me wrong, I'm glad to have these new shiney's for my TR, but really....it was too easy.
I would be fine with the devs telling us its a bit of a week/month of bounty before they turn the level of loot down a bit so the good items you get once in a while feel special again.
Shapshap, League of Extraordinary Ham, Sarlona and a bunch of alts that all have names begining with Sha or Sho. Of course Shapshap could be the alt and one of the others the main, it just depends on what day it is.
And of course, WoPs were always trash loot, and once the most sought after weapons in the game...
So trashloot farming has been a staple of this game before... It's a decent design and has worked before (plus you can trade trashloot, and you can't raidloot).
I agree with the update to level 25, and this new update, a lot of old loot is being left behind... I'm more sad about the old epic gear (shard/seal/scroll) than anything... We need to be able to update that stuff to level 27.
When random loot sucks, opening a chest is boring... I have to admit that opening a chest these last few days has been more exciting, wondering what I'm going to get.
GH update years ago managed this well , balancing trash and raid loot.
This is perhaps one of the best posts I've ever read. I'm not sure why but I can't seem to give rep.
+1 if I could.
"EndGame" - pretty silly really. I'm glad DDO came up with the TR system. Let's all rush to max level so we can grind grind grind for loot then cry like a baby when someone else gets what we want!
If you look at the loot from GH, the weapons were mainly meh, in fact they were so "meh", they got an update to make them less "meh"
When loot-gen like WoP and Vorpals are more sought after then Named Raid Loot, that is a sure sign that the balance of the game and the design of the gear is off, way off, in a bad way.
Raid weapons, such as twilight, aren't "epic" so don't have the bonus damage or break epic DR.
Much as I still love 3.5 D&D, I have to acknowledge that it was a system that was great up until level 12-14 or so, at which point balance started to spin wildly out of control. Once you hit epic levels, the situation just compounded. Broken and inconsistent loot mechanics were at the heart of a lot of these problems, and admonishing DMs and players not to go "Monty Haul" just deflected the problem from the developers to the player base.
I actually have to give Turbine credit for making a functional Epic Level D&D game without going 4th ed (a game that, for all its flaws, at least finally had some semblance of a balanced system). If it means tinkering with the loot as we go along, so be it.
Sorry, but, when you have a raid, and only a quarter of it's loot (if that), bet you can't name 3 highly sought after items from GH. Amulet of the Stormreaver, Cloudburst, Dreamspitter, Gauntlets of Eternity, Head of Good Fortune, Madstone Boots, Madstone Shield, Ring of Lies, Stormreaver's Napkin, Tenderizer, Treason, Ventilated Bracers
Ok among this list, there are only a very few items that are Grind Worthy, and even then, only after they are have been upgraded as of late, before they were upgraded, most then were trash. There is really not much here that could not be replaced by Loot Gen, and that means, players will then only run the raid for a few of the excpetional items.
Case in point: Madstone Boots (Which I am not sure if this is even the case anymore), Dreamspitter (Gotta love glass weapons), but the other stuff was more fluff and flavor then anything else, in fact, to most it was along the lines of "Thanks for the consolation prize"
In fact, personally that is what ruined the whole thing so quickly, that when Loot gen got upgraded, it made running the older raids not worth the time or the effort anymore, and lo and behold, they are not run anymore. Pikers Fate, was run, because it was insanely easy one time, and you could literally pike a completion, as of late, when they "fixed" it, it dropped in popularity quite quickly, and not, I don't think I have seen LFM for it since I got back.
Sorry, but Loot-Gen is supposed to be second rate, and anyone that thinks otherwise, I feel misses the whole point of bothering with making named loot to start with, much less raid loot.
- The Torc was one of the most coveted pieces of loot in the game from the level cap of 12 to the cap of 20, and is still highly valued at level 28 for even the non-epic version.
- Madstone Boots are still highly valued.
- The Chattering Ring was relevant for quite a while even after the cap went to 20.
- Greensteel was still fairly strong for a long time at the level 20 cap.
There are a couple things that can be observed here:
- Loot with unique effects that are strong, and continue to be relevant even after you've gained several levels can persist in importance.
- New loot doesn't necessarily have to supplant old loot--it doesn't have to be a direct improvement over something old, but can instead be a lateral move. We've had countless neck-slot items that have competed for space with the Torc, but haven't ever obviated the need or desire for the older item for many players. Instead, they collect the new item(s) and swap as needed, or stick with the older one if that's what fits best.
One of the problems we've had with loot in this game for a while is that the developers are constantly either 1-uping old loot by simply improving values (+6 becomes +7 becomes +8; +90 becomes +112 becomes +120; +1d6 becomes +2d6 becomes +3d6; etc...) or by creating items with better combinations (adding more effects, or changing the mix to grant stronger consolidation benefits). Hence, we get a rather dull progression with items that are useful for a few months before getting replaced by new gear. Then, by the time you get the new stuff, newer stuff has come out.
Look at the progression of loot for say, The Vale, Reaver's Refuge, Shavarath: first we had greensteel weapons and accessories, then dragontouched armor, and finally Tower of Despair rings--the items all shared some properties in common, had some slightly different methods for acquisition, and some benefits unique to each set, but they didn't really compete with each other. All had valuable loot, some came with a level cap increase, but it all remained relevant, although there was a play between all of the items, forcing some new decisions, but without erasing the value for any of the older stuff. Maybe you ditched your greensteel because of a combo on your dragontouched armor that replaced the key portions, but then you probably went back and crafted a new greensteel item.
Even after we started getting epic quests, most of that stuff was still useful, partly because some of it was kind of overpowered for its level range, but also because the unique stats the items carried were still valuable, and not replicated on the new items. Heck, we still don't have anything that adequately replaces the greensteel's +45 HP, +150 SP, or Concordant Opposition, and until this update the same was true for +6 exceptional skills bonuses. You could even compare all of this to the crafting we received, where there were a few high-level recipes/items that would trump the raid loot for narrow situations (+5 Holy <metal type> of Greater <creature> Bane weapons trumped greensteel and epic weapons against certain monsters), which further diversified the playing field in terms of equipment optimizing and the sources thereof.
Look at the CItW loot: for the most part, it's all just numbers' game stuff: they have better DPS affixes and base stats, and a few have some additional utility benefits. For many of the weapons they are simply "this weapon is better than any other weapon I could have been wielding." Look at Pinion. It's not interesting in the least. It doesn't do anything new or unique, it's just better DPS. Sure, some greensteel was, too, but we also had things like Radiance, which changed playstyles, and useful novelties like Earthgrab and Ooze.
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