New idea: Class specific loot drops!

New idea: Class specific loot drops!

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Posted by: Paulytnz.7619

Paulytnz.7619

Before I go into the idea part of this post I would first like to say that I do NOT hope to change the current loot/drop system. I think that is far too complex for me to go into and would be best looked at from Anet when it comes to that. I would also like to say that this idea is in it’s very basic form and is more of a “off the top of my head” thing. I would of course think if implemented that Anet would do so in such a way that would be balanced for all classes involved and game balance and not being such a big impact on the current economy.

Now that I have got the “not’s” out of the way I will say what I hope to achieve with this idea. Basically add a bonus drop system to the current drop system which would be seen as a bonus. Why would I like such a thing? Well, I think it would be a fun/cool new way to obtain current in game items as well as possibly give players an incentive to get out there and kill regular monsters again. Another bonus would be an incentive to play other classes and possibly get players into “alting” more. Also it would help with those complaints people have had before about reality/immersion (brief example – why can’t I skin animals?). Lastly it will make killing regular creatures feel MORE REWARDING being that it pretty much assures you a drop 100% of the time or per kill depending on the situations of course. Now to the idea in itself.

Basically each and every class will get a “bonus drop” per kill depending on what class they are and what creature they are killing. I had at first thought this would be a new “skill” that we could use after or during each fight or kill. In the end I dumbed it downed. However if Anet feels this idea is too “powerful” or rewarding they could have it as a skill that we have to perform per battle (for ele/thief) or after battle (for everyone else besides engi) which may even have it’s own cooldown and skill slot on the UI. That or the drop itself has an internal cool down and requires no action on our part. Anywho onto which classes get what:

Thief – Can actually “steal” and gain reward TO KEEP and profit from. Their targets would be any mob (I will use the term mob to mean monster :P) that drops loot bags. They would get one random item from loot bag per kill. Anet could adjust the contents of loot bags for this if they feel they have to.

Rangers – They can FINALLY skin any creature that drops hides/skins. One per kill. There could also be a chance of gaining instead “meat” from those that drop meat or it could be an extra bonus on top of the skin/hide. Again up to Anet.

Ele’s – Use the power of the elements to absorb Gems/Dust from elementals, wood from Oakhearts and other wooden creatures. Perhaps ores from dredge as well.

Engi – The power of repairing goes to them. Basically they can turn all those “vendor trash” “trophy” drop damaged “fine mats” such as broken claws, fangs, teeth etc into the actual “good” versions of them. I would not suggest 1 for 1 and would leave the actual ratio up to Anet. I would think maybe 5 to 1 or perhaps 10 to one would be fair. Not totally sure, but then again that means they are not getting an assured drop every turn but instead gain the bonus from pretty much every creature so this would need major thinking/number crunching here.

Before I move on to the last four remaining classes keep in mind I kind of got stuck for ideas here and just went with what was left over.

Warrior/Guardian: These heavy armour using people can salvage (get as drop) ores from dredge and leather from any creature that drops leather (usually humanoids that drop loot bags – example centaurs/ettins).

Necro/Mesmer: Similar to Warrior/Guardian but instead these light wearing classes can salvage cloths from creatures that drop them (again usually humanoids that drop loot bags – example bandits).

And there we have it. Remember I do not wish to change the current system or have this be too much of a problem with regards to the economy. However I feel something like this could do wonders for the game in it’s current situation (see above – paragraph 2).

Please if you like this idea don’t just think “cool” and then move on. Please post something, it does not have to be a whole book (like me :P) or a lot, even if just “cool idea bro” or “I like this”. We need a lot of support (replies) to get something like this to happen and to all those who read all of this, ty good work!

Since when did this business of being a hero become being a business?

(edited by Paulytnz.7619)

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Posted by: Paulytnz.7619

Paulytnz.7619

Wow 90 odd views and no one has an opinion on this at all? O.O
Perhaps I wrote too much…….

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Posted by: TexZero.7910

TexZero.7910

Nope.

Doesn’t even make sense in the world. Why should your profession dictate anything other than your combat style ?

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Posted by: LastShot.4762

LastShot.4762

lol, for some reason, after reading the whole thing, I come to conclusion OP must hate ranger.

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Posted by: Relair.1843

Relair.1843

I think it’s a good idea, I miss the days of your class actually meaning something and having extreme differences between classes. GW2 is so homogenized it’s not even funny. More diversity please!

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Posted by: Paulytnz.7619

Paulytnz.7619

lol, for some reason, after reading the whole thing, I come to conclusion OP must hate ranger.

Umm actually I love the ranger and use him as my farmer if and whenever I feel like farming. Heck I just soloed 2 champs (quaggin/broodmother) in Frostgorge with him while roaming since no one is there and everyone is in LA.

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Posted by: Paulytnz.7619

Paulytnz.7619

Nope.

Doesn’t even make sense in the world. Why should your profession dictate anything other than your combat style ?

Doesn’t make sense? So a thief tief that does not actually steal things to actually keep or profit off makes sense? Not being able to skin animals for their hides rather than HOPE the RNG Gods will be kind to you for them makes more sense?

Also why should ones class NOT dictate anything other than combat style? Some already do to a degree, Mesmers with portals, Engi’s with jumpshot for JP’s etc. To answer your question tho for variety and fun (refer to paragraph 2 again).

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Posted by: ronpierce.2760

ronpierce.2760

Nope.

Doesn’t even make sense in the world. Why should your profession dictate anything other than your combat style ?

I forgot how many necromancers use heavy armor. :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Zorby.8236

Zorby.8236

Making it required to have certain professions for running certain content to max out the profit of loot drops sounds like a bad idea.

~This is the internet, my (or your) opinion doesn’t matter~

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Posted by: Ropechef.6192

Ropechef.6192

Making it required to have certain professions for running certain content to max out the profit of loot drops sounds like a bad idea.

it is an “in addition too” regular loot drops.

OP, as an off the top of the head idea I can see where it might be an interesting dynamic. Could be fun. if nothing else that you get a small bonus drop for even just the armor tier you wear. little things. but if anything, a even slightly better drop rate of ANYTHING would not be amiss. Even if it was class specific.

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Posted by: Paulytnz.7619

Paulytnz.7619

Making it required to have certain professions for running certain content to max out the profit of loot drops sounds like a bad idea.

it is an “in addition too” regular loot drops.

OP, as an off the top of the head idea I can see where it might be an interesting dynamic. Could be fun. if nothing else that you get a small bonus drop for even just the armor tier you wear. little things. but if anything, a even slightly better drop rate of ANYTHING would not be amiss. Even if it was class specific.

That would be dumbing down my already dumbed down idea but I get what you mean and thanks for the input.

Tbh tho I think the drop system in this game is pretty bad, one of the worst I have ever seen and seriously think it needs to be looked at. Not just to be more rewarding but seem more rewarding every time you kill something. Having said that tho that is not the focus of this thread but I feel it had to be touched on slightly.

In a game I came from you get a drop 99% of the time and that 1% you miss out on is sort of an anomaly as it is a missing out on a rare drop. Works like this – you kill something you get a random item from a drop list. On this list is a chance for “rare items” if you get this roll you roll another “wheel” or drop list. On this second drop list you get a roll which has various valuable items placed on it. This second list has “empty slots” for rewards that the devs may want to add to the game in the future. If you roll an empty slot you get a “no drop”.

That game you got a drop pretty much every kill and it really made it seem worth your effort/time. Here you can go 10 kills and nothing. Most of the drops in that game are coin drops mind you and would be equal to say anything from 1 copper – maybe 1 silver here. It’s not a lot but it sure looks nice to see it drop on the ground (which happens there then you have to pick up) and then over time it all adds up.

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Posted by: LastShot.4762

LastShot.4762

lol, for some reason, after reading the whole thing, I come to conclusion OP must hate ranger.

Umm actually I love the ranger and use him as my farmer if and whenever I feel like farming. Heck I just soloed 2 champs (quaggin/broodmother) in Frostgorge with him while roaming since no one is there and everyone is in LA.

Interesting, then I assume you didn’t give your own idea much thought, because the way I see:

Thief: borderline broken, almost equivalent to guarantee loot bag per kill

Ranger: higher chance/guarantee leather(that’s what skin/hide turn into), meat

Ele: higher chance for gem/dust/wood, and maybe even ores.

Engi: down right broken, it’s not even a drop bonus, since you can farm vendor trash on a different character, and give them to engi for the conversion.(so everyone will just make an engi alt)

All other “afterthought” classes: higher chance of ores/clothes<—-basically a lesser version of ele, but still better than ranger.

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Posted by: Paulytnz.7619

Paulytnz.7619

lol, for some reason, after reading the whole thing, I come to conclusion OP must hate ranger.

Umm actually I love the ranger and use him as my farmer if and whenever I feel like farming. Heck I just soloed 2 champs (quaggin/broodmother) in Frostgorge with him while roaming since no one is there and everyone is in LA.

Interesting, then I assume you didn’t give your own idea much thought, because the way I see:

Thief: borderline broken, almost equivalent to guarantee loot bag per kill

Ranger: higher chance/guarantee leather(that’s what skin/hide turn into), meat

Ele: higher chance for gem/dust/wood, and maybe even ores.

Engi: down right broken, it’s not even a drop bonus, since you can farm vendor trash on a different character, and give them to engi for the conversion.(so everyone will just make an engi alt)

All other “afterthought” classes: higher chance of ores/clothes<—-basically a lesser version of ele, but still better than ranger.

You may not have noticed that I said Anet would balance this so all classes are/were fair and that this was all off the top of my head.

Thief, this was the point, you realise some bags have junk like apples etc right and I also did say they could adjust this particular loot bag pool of items.

Some cases you need leather and that’s the whole point of this! If your concern is that leather/hides are worthless then Anet could bring in more uses for them like we saw with T5 cloths which shot their value up.

Engi is not broken as those “trophy” items like all others are soulbound so you would/could not farm these on other alts to pass to engi.

Thanks for input.

Since when did this business of being a hero become being a business?

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Posted by: Minos.5168

Minos.5168

Well, the issue I see with this is crafting…

Medium armor tends to salvage into leather, Light into cloth, Heavy into ore.

Medium armor wearers would thus get shafted, while Light armor wearers would profit the most.

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Posted by: Paulytnz.7619

Paulytnz.7619

Well, the issue I see with this is crafting…

Medium armor tends to salvage into leather, Light into cloth, Heavy into ore.

Medium armor wearers would thus get shafted, while Light armor wearers would profit the most.

I don’t understand your concern. I am not saying that weapons or armours would drop for this idea. In fact if you think about it pretty much 99% if not 100% of mob drops are all CRAFTING related and my idea covers EVERY mat that can be dropped. If anything this would only help people to get what they need easier.

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Posted by: Minos.5168

Minos.5168

Paulytnz: Check the price of leather. Any piece of leather.

Next, check the price of silk.

I think my point will become much clearer.

EVERYONE needs cloth. It’s used in crafting insignia. (I suppose that assumes you craft your gear, which you may very well not do.)

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Posted by: Paulytnz.7619

Paulytnz.7619

Paulytnz: Check the price of leather. Any piece of leather.

Next, check the price of silk.

I think my point will become much clearer.

EVERYONE needs cloth. It’s used in crafting insignia. (I suppose that assumes you craft your gear, which you may very well not do.)

Yes I addressed this just before you posted. Anet needs to create a demand for them like they did with the silk for damask. Simple as that. The main idea of my post however is mainly for those of us who like to go out and gather what we need ourselves. Not really for those of you who farm everything and the best as such for the best prices. So again my idea would be fine for players who play with my play style in mind. Gather what you need or just as you go along.

Oh and also your post said “medium armours would get shafted”. Where as in my idea both Thief and Engi are fine it’s only really rangers and if you look again at my idea even warriors/guardians would mainly only be getting leathers. So I guess that’s both heavy classes and 1 medium getting shafted as you put it.

Lastly as I said these are basic ideas Anet can of course add on to them.

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Posted by: Rynn.1324

Rynn.1324

Nope.

Doesn’t even make sense in the world. Why should your profession dictate anything other than your combat style ?

Because your character is more than just what you do in combat. Honestly, this is the problem with so many RPGs these days, they reduce characters down to nothing more than a collection of stats for combat engines.

Your character is your means of interacting with the world. Anything they can add that adds diversity and uniqueness between characters is wonderful. Therefore, I really like the OP’s suggestion.

[Tarnished Coast] Lizzibeth Huffles, Asuran Genius (Engineer) at Play

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Posted by: Zorby.8236

Zorby.8236

Making it required to have certain professions for running certain content to max out the profit of loot drops sounds like a bad idea.

it is an “in addition too” regular loot drops.

Doesn’t matter that it’s “in addition”, actually it makes it worse. After some testing by players it would become obvious what profs get the most bang out of their kills. I’m all for more profession flavour, but this doesn’t seem like a good idea.

~This is the internet, my (or your) opinion doesn’t matter~

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Posted by: Paulytnz.7619

Paulytnz.7619

Making it required to have certain professions for running certain content to max out the profit of loot drops sounds like a bad idea.

it is an “in addition too” regular loot drops.

Doesn’t matter that it’s “in addition”, actually it makes it worse. After some testing by players it would become obvious what profs get the most bang out of their kills. I’m all for more profession flavour, but this doesn’t seem like a good idea.

You realise all your concerns would relate to farmers only pretty much right? Apart from that everyone else who needs specific mats can use whatever class that gains the bonus of those mats to go out and get them. While also everyone else playing as per normal gets these various bonuses as they just go along playing.

Every account gets 5 char slots, that’s more than enough to pretty much cover ALL the mats/bonuses here as you can see:

Thief – Loot bag items
Engi – Fine mats from damaged trophies
Warrior/Guardian/Ranger – Leather
Necro/Mesmer – cloth
Ele – Gems/Dust/wood

If my idea suggested that each class would get bonuses from EVERY monster in the game then yes your concern could be very valid. But it is not, it pertains to certain creatures meaning that for a farmer they would still have to sit in one area killing those said specific creatures and they would soon get hit by Diminished Returns. I also mentioned in the OP that Anet could limit the bonus by however they see fit to. They could also throw diminished returns in to how the bonus works if they really needed to.

Bottom line however right now drops from killing regular mobs in regular zones seem lacking and just not worthwhile. Meanwhile these events come like the current LS and look VERY rewarding and have us wanting to do those for the next 2 weeks instead which can become a bore and nothing much but a zergfest. This comes at the cost of the actual game world which should be “alive” being deserted and under-played while also making the current drop system too much RNG and a plain bore. I think it’s very sad.

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Posted by: Paulytnz.7619

Paulytnz.7619

Well after seeing the prices of some leathers on the TP recently I seriously think something like this idea needs to come into the game. Help us to balance out the supply and demand as well as all the other reasons I have stated here above for such an idea.

Since when did this business of being a hero become being a business?