Magic find is too selfish
Agreed…this has made many of my dungeon experiences horrible. Its not worth doing PUGs anymore on explorer modes cause most people are decked out in MF gearthus making them essentially useless for many areas and then they get mad when you dont rez them after the 500th time…
Defeats the purpose of working together and all that blah blah Anet talks about…. sorry its late thats why Im using the words blah blah..
For dungeons i agree that using MF is wrong unless the whole group agrees , or does not care about it. On PUGs for an example party members should be using not MF gear , even if their best set is full greens.
But really open world got nothing to do it , and using MF is perfectly fine.
Actually, I’ve thought of a way to compensate people who own MF gear while removing it:
– For consumables, just kill the recipe to produce them. Players will still have the consumables, till they consume them.
For other items, ANET just needs to look at the price the MF items are going for on the TP. Then give the players that much gold. If it’s a dungeon item, give them the tokens back. Don’t remove the items, just kill the MF stat on them.
This infusion of coin will give a brief inflation burst. But the TP tax will counteract that over time as it returns prices to the equilibrium of the tax taking about as much each day as players earn.
For reference, I’m not someone who has an MF gear.
One thing I do know is: “I am not going to sacrafise an important stat slot just so I can get better loot drops from mobs.” I think the MF gear is a piss poor game design, period.
Sure I will stick around until the next big game comes out, and you can bet your ars I will be there. Why play a huge treasure hunting game like Gw2, that the only way one can get half decent loot is to have MF bonus’s on their gear?