Overpowered Items.

despite the facetiousness of my comment, the idea of more deepshade like loot tables is actually a good idea that is more or less completely unrelated to this thread
 
I was going to say that the prospect of getting frags makes raids in ToT and Thaz a lot more fun, but I guess that's all BULLSHIT now so W/E :hmpf:
 
For xp zones - Tmaps and spells drop randomly off trash, and then tomes in iksith.

For raid zones, Thaz has class gem drops, ToT drops keys for chets. Its there, just not as obvious O_O
 
yeah i have poked into looking at so-called 'world drops' and it would not be that hard to implement but pretty tiresome to balance.. i mean you clear trash so you can get loot from bosses if you also get loot while clearing trash that is 'for free' as people would say.... EH!!!!!!!!!!
 
nice middle ground so it wasn't "for free":

The mobs that spawn after you kill a trash mob in ToT the ancient spirits or w/e, the dudes who managed to root jraul at 1% every single f'in time and spam that fire AoE. add a 1% chance for some kinda mini boss to spawn that you can either op to skip (time restratint,Not there for the loot just there to race to that elab, ect ect ect) Make it semi challenging like the ancient fire spirits are...kinda...more of an annoyance but for a guild breaking wings in ToT they can be kinda hard...(thinking of a guild that just broke valorb and decided it was time for djar wing had one of these spawn and at that point in progression they can kinda just rape you....Anyway something like this would make it not so much "free" specifically if you added a pool of mini strats that are chosen at random when the mob spawns.

I mean EF already kinda has something like this...nothing like being halfway to MK and you hear the dude at the ent spawn go go rust code! Id like to see something like that implemented. Dunno what you could have it drop maaaybe non game breaking but fun clickies or based on ware it spawns. (Say it spawns in djar wing well have it drop something from the mini? (Hello more chances at gloves and i could see groups going in there to just clear trash for chances at these gloves cuz that mini doesn't last more then a day.

Something to chew on i guess that makes it not "free"
 
You should add the water and/or ice elemental illusion clickies to your list of overpowered items, on the basis that EB-dispelling mechanics don't work on them.

Also it's a toss-up because it's back-tiered, but we used to take like 6-10 ppl and go rape High Warden in ToT for alt-loot/friends using the ice elemental illusion since it prevents the High Warden's debuff from landing on you period.
 
You should add the water and/or ice elemental illusion clickies to your list of overpowered items, on the basis that EB-dispelling mechanics don't work on them.

Also it's a toss-up because it's back-tiered, but we used to take like 6-10 ppl and go rape High Warden in ToT for alt-loot/friends using the ice elemental illusion since it prevents the High Warden's debuff from landing on you period.

Bugs:

Bugs should be submitted to the dev team with the /bug in game command. If the bug has any exploitative potential you must also please either contact the a member of the dev team on IRC or petition asking for one in game (be sure to include that you found an exploitative bug). Do not use the bug to further your character after finding it even if you reported it.

:toot:
 
I mean, that debuff is rather trivial, isn't it the one where you just need a dedicated cleric doing REDACTED?

OMG STRAT LEEKS
 
That fight is beyond easy as long as you have people with eyes who can type things or yell things. I think we killed him in like under 1 minute before...
 
yeah i have poked into looking at so-called 'world drops' and it would not be that hard to implement but pretty tiresome to balance.. i mean you clear trash so you can get loot from bosses if you also get loot while clearing trash that is 'for free' as people would say.... EH!!!!!!!!!!

I was kind of thinking about this, and almost every raid zone does actually have trash drops. Obviously ToT and Thaz have archaic frags, essences, ToT weapon pieces; PoFrost has various trash loots, some of which are awesome, some of which are situational; most tier6-7 zones have caster frags, in addition to special quest drops for valor, and gems for prison; nightmare... doesn't have a lot of trash, so I don't really remember; water has a bunch of trash drops; entropy has nice trash drops; poair does too; torment has that mutilated skull, in addition to the plate armor that drops.

I'm not too sure about how things work in higher end 6-man zones, but doesn't cmal armor drop off trash?

I guess what I'm saying is the whole trash-loots is a non-issue because it seems to be already implemented, but I'd also add that contrary to what I think Slaariel is arguing, the whole trash-loot system it is basically a really good idea.

The balance of it seems to basically work by having many of the drops either:
1) quest drops that require some collection in order to yield an upgrade, or
2) relatively situational items that are not direct progression, or
3) just quantitatively balanced by making the odds of getting a loot off a trash mob low enough that the number of loots you get from trash will correspond to the amount of time that you've invested in the zone. So lets say you think 1 upgrade/hour is reasonable; you put 2 drops/named, have it take 3 hours to get to the named, and have the odds favour 1 trash drop along the way. I think that math works, but you-know-what-I-mean-anyway.

But beyond the balance issue, I think it's pretty obvious why trash drops in raid zones are a good idea to make the game more like a playing a game and less like working at a task.
I'm not sure to what extent this sentiment is supposed to be taken seriously:
i mean you clear trash so you can get loot from bosses
but shouldn't the idea be that you are playing a game the entire time you are playing? If the majority of raid time is simply a task to get through in order to get to a reward, then that turns a lot of play-time in to work-time. It seems to me that the fact that the loots come at unexpected intervals during raids is another way SoD prevents that spreadsheet-progression mentality that Slaariel was rightly talking about earlier. Every trash mob is a potential reward, and the whole time of a raid is permeated by whatever sense of excitement is generated by the prospect of phatz, rather than the dreary feeling of grinding away at an onerous task. Making many of the trash drops about quests or making them situational oddball loots makes it even better.


As for "world drops", if that means progression drops in non-raid/6-man zones, then there are obvious problems with messing up the idea of progression as such, but that's a separate issue from whether they should be there in progression raid zones.
 
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