I'm nearing 80 runs of Fornost Water Wing since U10 on my Runekeeper, have yet to see a teal drop. I've been grinding it in the hopes of getting the healer cloak as well as the gold Runekeeper earring, the fact that I'm almost to 80 Water Wing runs and have yet to even get the teal I was hoping for is ridiculous. I haven't even seen it drop. Haven't seen the Teal earring drop either for that matter. And don't get me started on IP.
Gruid-Level 65 Burglar. Trebon-Level 65 Minstrel. Foilfang-Level 60 Hobbit Warden. Stiric-Level 56 Man Champion.
As someone who accepts nothing better than the best on my character I've ground myself into the ground for gold items and sometimes I even forget about having fun when I'm in an instance. If they continue to introduce this in higher levels people really will be cancelling subscriptions, most people make all the threats all the time about quitting but I think this time it's gone past that point.
Only reason I'm still playing today is because FTLM is decently hard and will keep me entertained for a few weeks. You won't see me in the walls of Fornost grinding for 2 earrings that 1 person on a multi thousand person server has.
Yelk, Hunter| Rank 15 | Gladden | Leader of Shock and Awe
Original Challenger of Saruman
Original Challenger of Gothmog
In general, gold items can't replace missing knowledge and skills. They are nice to have, but no must.
I agree as many others, the new loot system sucks!
[COLOR=#ff0000][B] Polaris / Nazdar / Furia[/B]
[/COLOR][COLOR=#00ff00]Gorgonite Captain R9/Jinzo Champion R4/Donato RK R8/Kalira Hunter R6/Tempico Minstrel R3/ Athalmir Warden R7[/COLOR] [COLOR=#ffa500] ... and [/COLOR][COLOR=#ffa500]6 Creeps r10 - r11[/COLOR]
I also believe that raid locks + higher drop rates were a much better way. I'd like to see the gold items have a 5% drop chance per 6-man or raid chest (T2 and Challenge) and 0% on T1. completing a T2 Challenge would see 1-2 people get a gold every run. To compensate - bring back weekly locks. Or even better - allow us to run them repeatedly but only get chest loot once a week.
If in a week you ran BG, OD, 3 new raids, Bells, and SG you would be almost certain to get 1 gold a week, getting the right one would get harder and herder but at least a 10% shot once a week is more fun than a 0.5% chance 200 times. It might encourage kins to push a bit harder on certain content (OD wings 4 (Fear), 5 and 6 don't get a lot of love).
Lose = To suffer defeat or fail to win.
Loose = Not tight or released from a fastening or attachment.
It should be like this: the more challenging an instance is, the better the loot. While dev diaries already suggest that this method is active, i cannot see it in live action.
If we do not speak up about this loot system it will never be fixed. I'm not even sure why they changed to this one. I'd rather go back to the old system where hunters, champs, LM's , whatever are rolling on my tank items with block rating. I just want to see things drop when you complete a t2c. Instead of having to do 15-20 a night and only get some relics, bounties and a couple of trash purples. Atleast in the old system when you completed a T2c in foundry or roots you would always have something nice in the chest at the end for someone. Same thing went for the raids. In the old system atleast I knew if I ran a 6 or 3 man 5 times a week eventually I would get a drop. Which means I wwas running about 10-12 group instances a week instead of that number being in the hundreds. There are many other things I like to do in game other than grouping for bounties lol. Solo skirms, crafting instances, events, leveling an alt, etc. Now I am greeted every single night in kin chat and across the server with who wants to runxxxx? Every single 30 seconds.
This grind rng is trash. It can't even tell if you have the items equipped and half the time it has no clue what items you're class should be getting. When I come into the Instance finder as a tank I want tank items. This single changed to the game is the one thing that is going to make me quit after over 3 years of playing.
The two suggestions I've seen here have been gating behind t2c raids and instance locks:
My thoughts on gating behind t2 raids - I've never completed a t2 raid and probably never will but at least that takes the annoyance out of choosing my runs based on which one will drop a usable gold item for my character. I cringe a bit every time I do a barrows run and I pray that I don't use my one drop of luck on a gold item that doesn't fit my build. Also the best items should require completing the hardest content. That makes sense, right?
Instance locks - I don't hate spam running but it gets dull to see "Sambrog Sambrog Sambrog Farm". I can't remember the last time I ran Fornost other than Water wing. The only down side is having trouble getting a group because people have already run it. Didn't RoI have bi-weekly locks? I like that.
TL;DR: T2C raid gating or bi-weekly instance lock - I like either
Orthanc itself had weekly locks to even get in the instance. The 3-mans and Foundry had no actual "locks" so you could run them as much as you wanted for the teals, other chest goodies, and medallions, but the quests had a bi-weekly reset, limiting how many seals you could get from them.
Ulver - 85 Runekeeper | Grevling - 85 Burglar
To start with, the game's loot system sucks to the point that it "encourages" people to level chars of the same armour type (or base stat). Having a hunter, a warden and a burglar is so beneficial these days, since by using only one of these 3 chars to do instances, you can perfectly equip all 3 to the max (including the gold recipes, only excluding the gold item drops).
Beyond that, it is certain that the drop rates between instance clusters are not the same. Just look around you to see how many people have teal/gold items from GB/annu and how many have teal/gold items from fornost. Personally, i've run more fornosts than GB, and i haven't seen more than a couple of teal items drop in fornost (not only for me, but for everyone in the FS). Not to mention that fornost is considerably harder than GB, especially the last 2 wings, so it should reward more.
A third point for me, is that loot distribution is many times uneven and forces specific classes to run specific instances over and over again. Example, all end-game hunter earrings are .. in fornost. One in water wing, one in fire wing and the gold one shared in all wings. Oh yeah, i forgot, hunters can get an earring from PP skirmish raid, or from BG Twins, but both are much inferior to the fornost ones.
Last but not least, so that i also come to the main topic of the thread, in my opinion the problem with the gold items is that they are .... too many. I don't think it's good for the game to inspect people and see that they're wearing 10 or 11 gold items on them (i've met quite a few). The very meaning of the word 'legendary' is lost. How can an item be legendary, when 1000s of people are wearing it, or when one char is wearing 10 of them? Each class should not have more than 2 such items and of course the way to get them should be extremely difficult (as it was in orthanc for example). Now we have rings from quartermasters, bracelets and necklaces from grinding simple mobs, head/shoulders/boots/chests/pocket/earring from 3man/6man, FA symbols from T1 raids (for the ones that looted it, some of them multiple times), or with seals. In fact, anywhere in Rohan you could get a gold item. This is not correct. It ruins the game.
I know its all RNG, but i have seen so many golds drop in my runs after U10.1 that i assume my bad luck of having only one gold bracelet, at least after U10.1. Recipes are another matter altogether, never seen any drop.
if they would just add in a barter option for all the golds it would be an easy fix and make a lot of people happy. I have around 1600 seals on live and have 1 gold. if they made a option for 500 seals or something It would make all the work I did worth it. at this point its a big disappointment
If this proliferation of gold items is here to stay, however, then they should get rid of purple items and increase the drop rate on teals. By making gold the new teal, they make teal the new purple, and purple the new yellow. Instances don't drop yellow items; now that purple is the new yellow, instances shouldn't drop purple either.
Vikky (105 LM) * Samsgarde (105 Captain) * Iaggo (105 Burg) * Samsgaard (85 Guard, retired) * and various lowbies
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