Problems With This Gearing System

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I'm just wondering why Ruby Weapon gives a 485 weapon for 1-2 lockouts worth of work when the previous end game fight gave a 475.

This is bizarre. This is not RPG design. There's catch up mechanics and then there's whatever strange mess this is. Call me crazy, but I expect to be able to actually progress and use my gear from the previous tier on the next tier. I understand there's a hard reset between expansions, but c'mon, really? You won't even have gear persistence from one tier of the same expansion to the next?

Why is week 1 gear 480? This situation creates a form of an RPG where the gearing feedback loop for taking out the strongest content isn't even used in the very next fight. This is absurd. Gear resets like this used to only happen in MMOs between entire expansions and now we're doing it between literal content patches?

How about just handing cosmetic and vanity items as rewards for savage fights if you're gonna pull this kind of catch up system? I'm not against catch ups because I know that's going to be the straw man, but geez. This is ridiculous when there's essentially no progression between savage tiers at all. It's going way too far off the deep end when it comes to RPG mechanics to just do the previous tier gear dirty like that. Maybe if players got umbrellas or anime ears or whatever for killing savage bosses that would be more honest than the bait and switch that it's going to actually be useful RPG gear going forward to the next progress fight in the expac.

Catch up does not mean better than end game. It's catch up.

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