Originally Posted by
GoodSyntax
Crafting Materials
I would love to see Drakin Teeth and Planar Fragment essences used as the currency for the Legendary item crafting materials. The reason for this is because it is important to spread the focus of farmers across multiple season maps. The reason why Planar weapons are worthless is because (outside of arena), the only items with any real value are Planar Chests, so EVERYONE flocks to these maps for farming. Bring some value back into these older maps; that way, the value of drops in the new maps do not decay so quickly.
Frankly, I would also like to see additional currencies added for Nordr and Shuyal; whether they are in the form of "boss essences", tokens, or whatever, the point is to spread the farming activity around, and encourage people to run more maps than just the most current season.
It would be really nice to have currencies from Nordr, Shuyal, Tindirin, Planar Tombs and the new maps needed to create all of the crafting material!
I think most players would agree that they don't mind the grind if there is a surefire item that rewards the work. Even if the requirements seem a bit steep (like 100 Ashral Heart essences) to create just one of the numerous crafting items, at least, players who can not/will not farm the newer maps have a potential revenue stream from the crafting material of Nordr and Shuyal.
Crafting the Legendary Items
Once the required materials are in hand, players can craft the Legendary items. These should be comparable to Imbued as far as stats go.
Like Icescale sets, I would like to see a small set bonus (like +30 primary stat). This way, there is an incentive to complete the set (thus requiring crafting material in volume).
This type of craft, then refine system has long term value and, unlike the fast bottoming out of the market on the new items, will provide players with reliable revenue for quite some time.
Crafting the Mythic Items
Much as the lv26/lv31 Mythic items (which still hold very good value by the way) are the basis for the "upgraded" Mythics; these new Mythic sets should operate the same way. A Legendary item is needed to craft the Mythic counterpart.
Individually, the Mythic version should only be SLIGHTLY better than the Legendary item....perhaps +5 Primary stat.
BUT, the set bonus for a full Mythic set should very potent. Something like +30 to STR, DEX and INT. Beyond the 3 stat bonus, some kind of passive (or proc) would be a very nice addition. I imagine something like the HP+Mana passive from Samael as a very good candidate for the Mythic set bonus passive.
So, a player without the entire Mythic set would be marginally better until the set is completed. The reason for this is to keep demand of the Legendary items AND the crafting materials high, providing farmers with a long-term revenue source.
The Luck Factor
Obviously, luck should play some part in the game. But, unlike the way it operates now, where if you don't seem to be that lucky, then you are stuck, I think luck should be nothing more than a shortcut. So, you can work hard and EARN the Legendary and/or Mythic set, or you can get lucky and loot one of the pieces from an arena chest, boss drop or locked crate. Luck shouldn't be the only way to max out!
Luck (or lack thereof) has been a major sticking point for many hardcore players. As long as platfarming and other cheats exist, the value of hard work decreases. We are now at a point where, from a return point of view, 2-3 hours a day is better spent cheating the game than actually playing it. There really is no reason why so many elements of this game discourages you from actually playing it. Whether it is merching, popping locked crates, buying pet crates, selling elixir kits/ankh, etc., the obvious focus is on separating you from your plat (and therefore cash) for a "shortcut" to riches. This is a distraction and a point of contention for many, many players. Most people I know don't mind working hard to get what they want. But if hard work never seems to be rewarded, while those that don't really engage in the game (or worse exploit it) get all the riches, then it is this quiet, dedicated base that will become disillusioned and eventually leave.
Luck has a place, and while Locked Crates are, I guess, a necessary evil, the real place for luck should be within the context of the game and it should only serve as a shortcut that eliminates countless hours of grinding. It SHOULD NOT be the only means to get what we all know we have been asking for.
Same goes for platinum in general. I loved how the Egg rings were implemented. You could take the platinum shortcut and buy yourself one (saving the dudgery of farming and crafting golden eggs) or suck it up, deal with the grind and earn the ring. BUT, the point I appreciated the most is that if you take the shortcut, it is bound to your toon; whereas those that worked for it received a tradeable version instead. The shortcut, in this case, was a fair compromise, since the hard work will still have value, even when the usefulness of the item has passed.