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GEAR

Many players feel that after investing so much time and effort to push through challenging encounters, the fact that the next gear tier is dominated by crafted items can make that grind seem unrewarding.

It almost feels like all that pressure and hardship were negated by simply switching to crafted gear, which in turn devalues the skill and perseverance earned in savage raids.

Old Raids become unsync content or overlevel and people will just forget about them.

In summary, while the grind in Savage content is meant to be challenging, it often feels counterintuitive when the progression is bottlenecked by a gear tier that’s bested by crafted

Solution would be make the crafted gear less powerful than the previous Savage content before the new patch arrives , you can trade your already existing Savage BIS for the upgraded version example.

a Savage BiS iLVL 600 becomes a 645 when traded on the new patch content with a new NPC and the new crafted gear remains 630 less iLvl to catchup or join Raids.
That way you would be supporting the Raiders that do the content to feel that their grind is useful in someway!

Also for Ultimates for the Hardcore players
I know many people take PTO or do extra hardcore week 1 , or 2 why not reward them with something special?. we could have the Float system like CSGO if you clear the first week your weapon will have a special glow or Aura that it will look way different that the ones cleared 1 month after etc. also it could be possible that each tier or time it passes the weapon loses the intensity or colors if you choose to do the content with newer pots or gear , if you Min iLvl with the BiS at the moment you could get the 2nd month color glow


WORLD ZONES MAP and PVP could change that!
Equally concerning is the state of many zones on the map, Outside of the MSQ and Fates, large portions of the world feel empty and devoid of meaningful content.
lacking the vibrant encounters or immersive details that could make exploration feel rewarding, this not only reduces the overall immersion but also makes the world seem static and underutilized, as if the focus is solely on the instanced content rather than a rich, living environment.


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