Server: Darkhaven (fb.com/groups/guildwars2darkhaven)
Youtube: https://www.youtube.com/user/TheJayvux
(edited by jayvux.4128)
I find the implementation of Magic Find stat aka selfish stat being implemented into armor/weapons/accessories is a conflicting attribute.
~Power-focused= faster kills + faster loots but less rarity compared to MF focused wielders
~MF-focused= slightly slower kills + slower loots but more rare loots compared to Power focused players.
Who gains more profit in the end, evidently MF-focused players, and the gap of power between the two different focused groups are not that big of a gap either.
I suggest taking Magic Find stats out of weapons/armors/accessories and restrict them into charm pieces instead. (ex. Diablo 2) This way, combat game-play is not affected.
Now your question is going to be but what about the existing items with MF on them being worn or carried in their inventory already? Extract them into charms :P Replace the “extracted magic find stat” with a stat of the player’s wish….they can pick Power, vitality, etc. I am sure GW2 will come up with something reasonable to compensate and maintain balance if this change was to occur.
TLDR: We should not have to be able to pick between MF or Combat stats; they should be mutually exclusive.
(edited by jayvux.4128)
I find this to be a problem especially for parties doing dungeons, etc; can really anchor a party.
Short Answer: The problem you give us just doesn’t really happen the way you explain.
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For a more in-depth look at Magic Find, let’s look at the stats they are coupled with currently:
Currently, Magic Find is only found on weapons and gear that have damage increasing stats.
Explorer’s : Power/Precision/Magic Find
Traveler’s : Power/Condition Damage / Magic Find
Then we have rune choices that augment whatever stats you preferred on your armor.
Rune of Scavenging: Condition Damage/Magic Find
Rune of the Traveler: Vitality/ Magic Find
Rune of the Pirate: Might Duration / Magic Find
Rune of the Noble: Power / Magic Find
You can also add a (Minor/Major/Superior) Sigil of Luck to any weapon.
Food buffs either come in Power/Magic Find, Condition Damage/Magic Food, $/MF
The issue isn’t that players have to sacrifice damage to get more magic find. Usually you are given some sort of damage increase as you get more magic find. Since there is only one combination that gives more effective health, the main drawback is your character usually becomes a glass cannon.
So if you were arguing that players have to trade off effective health for Magic Find, then you might be going somewhere with that discussion. As it stands, gaining both damage and magic find is a non-issue.
Hmm if I am digesting your post correctly, you are basically saying it is possible to gain both MF and combat-focused attributes/stats?
If that is so, then I am already aware of that haha. What I am saying is, some of combat-foucsed attributes/stats have to be sacrificed for MF. Players would get their hands on as much MF as they can
Your original post sounds more drastic then intended then. Since magic find comes with damage, there really isn’t this “choice” a player has to make. You don’t need those extra stats of damage that magic find replaces in order to tag more monsters. Your increase in damage output by the stats you’d replace with magic find wouldn’t really matter in tagging mobs to gain more loot.
Also, Magic Find doesn’t increase the rarity of drops. It increases your loot chance since mobs don’t always 100% give you lot even if you’re the only one who dealt damage. Under your MF focused line, “slower loots” simply does not exist.
It’s not the tagging of monsters that I am referring to for the faster loots, it’s the speed of killing due to having damage over MF; it is only logical :P
As for the concept of MF, MF doesn’t increase loot drops, it increases the quality/rarity of your items just as it does in any other games. It has been tested and confirmed.
The only issue I see in this is that MF gear is largely limited in farming locations and dynamic events. Stats don’t mean so much as you go with groups to farm events. All you need to do is tag a mob to get the chance of a reward. This is improved if you’re diligent enough to find a group.
I don’t look at MF gear when taking on dungeons for the simple fact that we try to avoid unnecessary confrontations to make runs speedier. If one is so adamant with having some MF, just use a food buff. Drops in dungeons are of second importance to me as we are already guaranteed good loot at the end of every run – 26s and tokens are more than enough rewards to satisfy the lack of MF in dungeons.
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