Better way to do Magic Find
Don’t know if I like that. If you’re doing a world boss that can be affect by magic find (he drops loot besides the chest) and 5-10 people get downed/killed from spike damage, it kinda sucks if that lowers my MF just because I’m near them. The same applies to high level fractals where sometimes it only takes a spike or two to kill you, I don’t want my death to affect the entire parties MF, that would cause a lot of grief (also, if you didn’t like the random PUG you were with, you could easily just die on purpose to spite them).
You can improve your account magic find through the account achievement reward system and from consumable items found in game. As your magic find increases, it will require more consumables to keep raising it higher.
I just wonder what that means. Will the account achievement system get a boost (to compensate for the gear loss)? If +182% MF is the max from gear/runes/sigils currently but only +6% for 10k achievement points will the achievement % be increased to compensate, or is everything going to be done via consumables now, which I know we can get from salvaging blues and greens, but I’m curious to learn how their system is going to work. (Maybe have other achievements add their own +% MF, like master savager [similar to gw1] to not “gate” it to newer players as bad).
It looks like the consumables will be stackable for +% but I wonder how many it’ll take (and how much money that will cost) to keep it where we can get it passively already.
I also hope they let us trade in our gear and let us choose a replacement (or at least give us a full refund on the mats) when they remove the gear.
that was why I specifically said party members, my suggestions are all just possibilities, of course some of them could be eliminated for possible trolling. What if there was a party setting for my idea for magic find? or work for guild groups?
Ah sorry, I must have missed that. Besides trolling, I can see another side problem (not saying it’s a bad idea, I just like finding flaws in ideas, including my own).
It can form a bigger rift between the casual and the hardcore or the newer and older players. “LF1M must have done it X times” or “Sorry, <guild mate/friend> but I’d rather run it with these people because they are better and don’t go down as often” I’m not saying that it doesn’t happen now, but I feel that attaching MF to skill would hurt PUGs and would make it harder for newer players to learn Dungeon/fractal X mechanics because it’s harder for them to find a group.
I mean it would be cool if every X kills increased party magic find by +0.1% (or something) and reset when you wiped. Or increased for other things that you mentioned (reviewing someone from downed state or twice that if they were dead and you were still in combat, both to a limit of 2 or 3 times to keep people from farming it in the first battle, because at least 1 group would).
But, I’m not a fan of the dodging/blocking/attacking/healing part as that pretty much includes everything you do besides walking, and those can also be easily “farmed” in 1 encounter. Heck, sometimes when I’m waiting for a pre event to spawn, I’ll let a neutral creature attack me to keep my adrenaline up because my passive healing is greater than his damage and I can walk away and get a drink without fear of dying. Attaching a magic find increase to that or even blocking (a guardian can get a passive block just by standing there) wouldn’t be in the best interest of the game I feel.