Luck Sink past 300%
Im still not convinced that luck has any effect at all. Think i have around 175% MF and most of my drops are whites and blues.
I got an idea which fixes this problem as well as the one with not having any kind of death penalty:
First things first; make dying actually a penalty
-remove armor repair merchants and anvil from exportable zones; keep them in your home instance, and as an upgrade for guild, halls.
-damaged/broken armor cannot be unequipped.
-damaged/broken armor cannot be salvaged
-damaged/broken armor cannot have new upgrades applied to it
-damaged armor will lose upgrade effectiveness; as more armor gets damaged, runes will be “downgraded” to the next lowest tier (Superior will have the same effectiveness as major once two of the six armor pieces are broken, major will have the same effectiveness as minor, etch)
-Further more, for ascended (and when it’s released, legendary) armor
—Damaged ascended armor loses agony resistance
—damaged legendary armor cannot have its stats changed
Now in order to repair your armor:
-Up to exotic, use essence of luck to repair your armor. For ascended and legendary pieces, you have to use globs of dark matter; you cannot repair armor with a lower tier essence of luck than the piece being repaired (ex you can’t repair exotic armor with masterwork luck)
-If you find a place of power, you can commune with that place of power to repair your armor (4 hour cool down on that)
In this system, it incentivizes you to go out and play the content, instead of just running to the anvil at the start of the dungeons, or exiting to Dessa’s lab for fractals.
Kittening hell, no.
All of that is just busy work. Why would we want to add more tedium and micromanagement in order to deal with excesses of an item that currently causes minor inconvenience?
Beyond that, raising the stakes that high would cause an unprecedented level of elitism and selfish game play.
(edited by Jahroots.6791)
We had another thread about this, and in that thread I suggested that luck past 300% be put in to a repeatable achievement track like agent of entropy.
This keeps it from influencing the economy, doesn’t create a situation in which uncapped MF players have a reason to not eat luck for MF, and funnels ongoing luck in to one of the only systems in the game designed around endless uncapped advancement.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
New Mystic Forge recipe
250 Exotic Luck Essence
1 Philosopher Stone
1 Mystic Coin
1 Black Lion Chestinto
1 Black Lion Key
Great idea, or one ticket scrap.
Greed knows no bounds.
no, you mean jealousy.
I got an idea which fixes this problem as well as the one with not having any kind of death penalty:
First things first; make dying actually a penalty
-remove armor repair merchants and anvil from exportable zones; keep them in your home instance, and as an upgrade for guild, halls.
-damaged/broken armor cannot be unequipped.
-damaged/broken armor cannot be salvaged
-damaged/broken armor cannot have new upgrades applied to it
-damaged armor will lose upgrade effectiveness; as more armor gets damaged, runes will be “downgraded” to the next lowest tier (Superior will have the same effectiveness as major once two of the six armor pieces are broken, major will have the same effectiveness as minor, etch)
-Further more, for ascended (and when it’s released, legendary) armor
—Damaged ascended armor loses agony resistance
—damaged legendary armor cannot have its stats changedNow in order to repair your armor:
-Up to exotic, use essence of luck to repair your armor. For ascended and legendary pieces, you have to use globs of dark matter; you cannot repair armor with a lower tier essence of luck than the piece being repaired (ex you can’t repair exotic armor with masterwork luck)
-If you find a place of power, you can commune with that place of power to repair your armor (4 hour cool down on that)In this system, it incentivizes you to go out and play the content, instead of just running to the anvil at the start of the dungeons, or exiting to Dessa’s lab for fractals.
..no, that would incentivize me to quit the game, or possibly climb a bell tower and snipe people. But seriously, I think you’re missing the point of a dungeon. The fun part is playing the dungeon, not the administration of the entrance requirements. Then again, if administration gets you hot, power to you.
I got an idea which fixes this problem as well as the one with not having any kind of death penalty:
First things first; make dying actually a penalty
-remove armor repair merchants and anvil from exportable zones; keep them in your home instance, and as an upgrade for guild, halls.
-damaged/broken armor cannot be unequipped.
-damaged/broken armor cannot be salvaged
-damaged/broken armor cannot have new upgrades applied to it
-damaged armor will lose upgrade effectiveness; as more armor gets damaged, runes will be “downgraded” to the next lowest tier (Superior will have the same effectiveness as major once two of the six armor pieces are broken, major will have the same effectiveness as minor, etch)
-Further more, for ascended (and when it’s released, legendary) armor
—Damaged ascended armor loses agony resistance
—damaged legendary armor cannot have its stats changedNow in order to repair your armor:
-Up to exotic, use essence of luck to repair your armor. For ascended and legendary pieces, you have to use globs of dark matter; you cannot repair armor with a lower tier essence of luck than the piece being repaired (ex you can’t repair exotic armor with masterwork luck)
-If you find a place of power, you can commune with that place of power to repair your armor (4 hour cool down on that)In this system, it incentivizes you to go out and play the content, instead of just running to the anvil at the start of the dungeons, or exiting to Dessa’s lab for fractals.
This really sounds like a bad idea as a luck sink, it wouldn’t be fun. I do like the idea of maybe turning luck into a low quantity armor repair kit of some sort.
New Mystic Forge recipe
250 Exotic Luck Essence
1 Philosopher Stone
1 Mystic Coin
1 Black Lion Chestinto
1 Black Lion Key
Great idea, or one ticket scrap.
When told to a friend, he first thought that it was an announcement from Heart of Thorn and was very disapointed when I explained that it was just an idea
I would like the ticket scrap too, but I doubt Arena.net would agree to give people a way to bypass the “random lottery” of BL keys. That’s why I suggested it give only a key
Greed knows no bounds.
There are 2 scenario’s which allowed you to cap mf to 300%
- You are filthy rich and bought your way to 300% mf through ToT bags or whatever means
- You salvage items bought from the TP to resale the broken down materials for a profit
There is zero reason to give people gold (because that is what this sink is about, turning something you have no use for into something profitable) for essence of luck, non.
But here is an idea:
- Turn in a stack of exotic essence of luck for a stack of bloodstone dust/dragonite ore/empyreal fragments
Or you open lot of ToT bags and sell the stuff from it with profit and then repeat (cant do it atm do the price of ToT bag).