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Old 07-13-2007, 06:28 AM  
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Default Re: RoK Loot System

after EOF i ll just be happy with a working random number generator.
anything else than getting the same loot over and over every weeks will make me happy.
actually it wont make me happy and i wont thank then because that s their fucking job to deliver us a product that work properly.
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Old 07-13-2007, 06:30 AM  
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Default Re: RoK Loot System

Quote:
Originally Posted by Krontak View Post
aren't the class sets the only things that keep people going into some of the instances over and over?

That is because the set armor takes up so much of the loot table that there is no other gear to get. The Itemization this expansion was based so much on set armor that other gear in general was pretty much forgotten. If there wasn't 168 pieces of loot dropping off 15 mobs that had to be set pieces we might have seen some unique, useful, interesting loot.
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Old 07-13-2007, 12:02 PM  
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Default Re: RoK Loot System

I would really like to see no class set for 80 all together like some of yall said... It's more fun I think to get a bunch of uber pieces than getting the same gear that everyone else is wokin their ass off to get.

No more ditching awesome pieces just because a piece of "okay" class gear drops.
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Old 07-13-2007, 02:26 PM  
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Default Re: RoK Loot System

Quote:
Originally Posted by Oakmiser View Post
I think I get the concept. So now lets expand though, and make it ton's easier for a guild to gear up and not have randomness slow them down to much.
IF I understand this correctly...
-Fabled BreastPlate. Has it's own effect, stats, and look.
Then you can adorn the following to add:
-Fabled Adornment For BP that Applies class specific set-bonuses to it and changes appearance. This adornment can be very open. SoE can either be annoying and mark class specifc OR mark it armor-type OR archtype or subclass (Bard, Druid VS Fury, Warden, Dirge, Trubador)


IMHO it should be archtype specific. Having an adornment for the set be as specifc as teo things and no more: Armor Part Slot, and Archtype. The game "knows" which class is applying the adornment so it automatically adjusts which set of set-bonuses it applies to the armor.

Bam problem solved, you allow 6 instead of one person to have a chance at loot. You could be more specific and make the adornments be subclass specific to give it a bit of balance and not as easy to farm for it.

Dunno if I'm talking out of my ass or not. But that seems like fair itemization to me. I love the ideal of set-piece adornments.
Highlighted quote is exactly what I was thinking. No more having to sacrifice a particular slot just to get the set effect. IE. ok, I need to get 5 slots for the bonus, do I wear the head, chest, legs, bracers and shoulders and lose the proc on my Breath of the Destoryer or do I go hands, chest, legs, bracers and shoulders and lose my Gloves of Sagacity.

With this system there is no more class sets in the loot tables. Just individual items that allow classes to wear the actual best items available to their class while at the same time giving a reason to go back to the zones to get the set. And like I said before, not looking like shit while doing it.
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Old 07-13-2007, 05:23 PM  
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Default Re: RoK Loot System

Might as well just add in Dropped Adornments from mobs that are archtype specific to use. Not a recipe but an actual adornment that can only be used by that type of class or classes. And maybe a set bonus for the amount of "set" adornments are on there. People could mix and match their adornments if they wished but it would not only give raiders a way to further expand on their gear but they could still have a set bonus without having to have the class specific set? Thats kinda the impression I got from this whole thing.

Example

7 Different Adornments 1 for each armor slot for each type of class "healer, mage, scout, fighter"
Each Adornment would have its own effect as well as a shared effect across the board of these specific types of adornments, something like "if 3 Superduper Healing adornment Teir 1 are equipped on armor worn, you get super duper healing effect" and so on and so forth for 5 and 7 pieces OR have it changed up to be 2 4 and 6 thus allowing players to get new effects if they have the adornments but not the set pieces. The adornments shouldn't be lore by any means due to obtaining more than 1 so you can switch out armor but retain the bonus IF you were lucky enough to have multiples.

Also the adornments would have to be SUPERIOR to anything you could buy.

Named Raid Mobs would have a % chance of dropping one of these adornments but it wouldn't interfere with the normal loot table drops. It would just be "OH look we got a bonus adornment! we are so uber thanks SOE"

Multiple different sets of these adornments could be made for each raid zone, they would however need to be No Trade but not Lore. You might want to spend all your dkp on the adornments but not have any armor you want to put it on right away so that when you do upgrade your armor you have the adornment ready to go.

By making them Archtype only you eliminate alot of the need to sell them for plat cause a guild all has them all for a specific class.

The healer adornment for instance could be something like:

2 set: +5% heal crit chance

4 set: Increases heal amount by 100

6 set: +7% increase to all healing spells cast

Hidden Set Bonus that is only revealed when adorned and equipped
7 set: Shape changes Caster: Caster becomes semi Translucent (similar to a spirit steed or ghost or some other cool thing) and gains an Aura, Holy Aura for Good Classes, Unholy Aura for evil classes and some other sort of aura for Exiles. The aura would not be like the fluff spells some classes get, but a permanent glow (not partical effect) outlining the char and making them stand out. It would give no other benefit other than what the last adornment itself gave but it would be a nice Fluff for people who like to look badass when they do badass things!


This would make them highly valuable commodities and since they are usable and armor gets upgraded fairly often it would keep people buying them up with DKP until they just can't upgrade their toon anymore at which time they have already won the game and should retire.

edit: i know i repeated some of things in prevoius posts but only in order to consolidate my expansion on the idea.
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Last edited by Stoic; 07-13-2007 at 05:24 PM.
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