(edited by Obtena.7952)
Please No Profession Loot
Each armor classes has a good farming profession.
Light armor = necro
Heavy = guardian
Medium = ranger and engineer
If you farm in CS to salvage mats for profit, these classes almost have the same gold rate per hour.
Implement the new patch and majority of the light armors (which is one of the items with high worth) will shift towards necro.
Each armor classes has a good farming profession.
Light armor = necro
Heavy = guardian
Medium = ranger and engineerIf you farm in CS to salvage mats for profit, these classes almost have the same gold rate per hour.
Implement the new patch and majority of the light armors (which is one of the items with high worth) will shift towards necro.
That’s a very weak assessment.
1. The shift in profit farming with a necro vs. anything else is unknown. You simply don’t know what the bias will be. We DO know bias is only on armor. We also know that armor drops aren’t the majority of loot drops.
2. There is a cost associated with leveling and outfitting a character for farming to take advantage of this bias if you don’t already have one. In fact, the ROI to level a character to take advantage of cloth bias is prohibitive. The justification to do so is not financially sound considering drops in the game.
3. Who cares if it does shift? I don’t even see why that’s bad. If people think they are going to get rich using a necro to farm the hell out of their cloth bias, let them. I think the idea that people will only use certain classes to farm this advantage to the levels being described by you are nonsense considering people aren’t doing the same thing at the same levels NOW for currently known farming advantages.
The REAL impact here is the lower tiers because those tend to be only gotten from leveling, especially T4 and even then, it’s only on the armor bias. Everyone will continue to get cloth from bags and salvaged rags. This small advantage is not worth even thinking about.
(edited by Obtena.7952)
It is significant. I earn 30-40gold per hour via zerging and 5-10gold comes from salvaging armors. The others from t6 matts and ectoplasms.
Now if they increased the drop rate of profession loots then light armors will clearly have the advantage. Sure there will be no decline in the amount of cloth you get as other classes but it is good as proven than necro will get more.
If they however changed the system so that you get more of your profession loots but did not increase the drop rate, then not only you will see a decline in gold when farming with other classes, you will also see a huge gold income from light armor classes.
How much you earn farming is not relevant. What is relevant is how much extra cloth is introduced into the game due to this change.
Light armors have a small advantage for increased cloth salvage from armors. Any increase in income is a short term advantage until the market equalizes because of increased volume of cloth. Prices will adjust as volume increases. Increased volumes don’t tend to make mats hold their values.
(edited by Obtena.7952)
How much you earn farming is not relevant. What is relevant is how much extra cloth is introduced into the game due to this change.
Light armors have a small advantage for increased cloth salvage from armors. Any increase in income is a short term advantage until the market equalizes because of increased volume of cloth. Prices will adjust as volume increases. Increased volumes don’t tend to make mats hold their values.
Honest question here, upon what do you base your assumption that the volume of cloth will increase overall if the majority of classes in the game are having their drop tables weighted against cloth ?
Disclaimer: I do not think that the situation is as kittenome claim and hope that the drop rate adjustments across classes will find some degree of balance over time (though I really do not see it as being likely that getting more leather will do me much good over time).
How much you earn farming is not relevant. What is relevant is how much extra cloth is introduced into the game due to this change.
Light armors have a small advantage for increased cloth salvage from armors. Any increase in income is a short term advantage until the market equalizes because of increased volume of cloth. Prices will adjust as volume increases. Increased volumes don’t tend to make mats hold their values.
Ofcourse it does. Light armors largely affect my income potential and gimping my char from it will affect my gameplay.
Are you playing the game? Because if you do, you will know cloth are the most expensive stuff in game and will always be.
Fact1: every class needs cloth to craft their gears.
Fact2: cloth can only be obtained by salvaging light armors
Fact3: light armor users need a lot of cloths for their armor
Regardless of supply and demand, based on these 3 facts the price will always be cloth>ores>leather.
It will never change the fact that cloths will always be in demand regardless of what happens to other classes.
Even if you supply thousands of cloths in the market people will still demand it because everytime they craft an ascended armor they will be need some cloth.
It will surely affect the income of the two other classes if they kitten them from light armors.
Or since were not sure,
They could also just increase the drop of profession loot while maintainimg the drop rate of others. In thid scenario, light armor users still have the advantage over medium and heavy.
I dont know if i can make that more simplier.
Fact2: cloth can only be obtained by salvaging light armors
Incorrect.
Fact2: cloth can only be obtained by salvaging light armors
Incorrect.
Ok you can get them from bags as well but it requires rng. Unlike salvaging where you can get it constantly.
My point still stands that light armor will be the only class that gets the benefit of this change not only that it will overshadow other classes’ farming income.
Not to mention ores can be mined by every class as well.
It’s ‘punishing’ if two people do the exact same job and get the exact same results, but one gets paid more.
Short of crunching math figures (and getting them correct), nobody gets “the exact same results” at anything.
Besides, the engi and the ele both lose out when there’s a farm two zones over making loot hand over fist, or they’re not part of the Edge of the Mists train. Or if neither of them happens to get a Dusk drop but someone else does.
Too much randomness in figuring out whether someone is getting “the proper amount of loot”. Best to ignore it and deal with what actually is in front of you instead of worrying about what the other guy is getting.
That’s true, that certain activities are a lot more profitable than others. And while the differences in rewards could be tightened up, at the end of the day, it’s your choice of what you want to do. Anyone on any class can go along to a profitable farm. I think choice of class is a much more fundamental thing, especially for players who only have 1 or 2 lvl 80s. You finally get your first character, an engi, to level 80 and find out that actually, you’re doomed to get less valuable loot than every other class doing the exact same farm.
Yeah, there are a lot of factors that go into how much you make. But most of them have to do with choice of what to do, and how good you are at it. Others (like the precursor) are just luck (and the engi will have a higher chance at Quip, but a lower chance at Dusk or the Legend). I don’t think something as basic as the simple choice of class should come into it, especially since it never has before.
Yeah, there are a lot of factors that go into how much you make. But most of them have to do with choice of what to do, and how good you are at it. Others (like the precursor) are just luck (and the engi will have a higher chance at Quip, but a lower chance at Dusk or the Legend).
Assumedly, this will not affect loot out of bags or chests (much as MF and DR never did), but only direct drops. So if you’re getting most of your loot in bags, then you’re not going to see a change in loot distribution.
(Also, if the engi is mine, then I have a greater than average chance at Quip than Dusk or the Legend.)
I don’t think something as basic as the simple choice of class should come into it, especially since it never has before.
Of course it has before.
. . . rangers don’t go to the cool COF1 speed run parties
I doubt anyone is reading anymore at this point, but i feel op would not have an issue if they admitted 100 silk bolts, 300 silk scraps for just one ascended piece is too much.
That’s all it’s about isn’kitten
How would them admitting it fix anything? The real problem is other people will be getting better loot based on the class they’re playing.
I for one somehow doubt it will affect the salvageable items … or I should say the blues and greens much. My opinion of this is that I may see less exotic drops, perhaps even rares, that the character can’t use.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
I for one somehow doubt it will affect the salvageable items … or I should say the blues and greens much. My opinion of this is that I may see less exotic drops, perhaps even rares, that the character can’t use.
You salvage greens? I only salvage them if they’re under 1.5 silver, or I need bagspace . .. otherwise I sell.
I for one somehow doubt it will affect the salvageable items … or I should say the blues and greens much. My opinion of this is that I may see less exotic drops, perhaps even rares, that the character can’t use.
You salvage greens? I only salvage them if they’re under 1.5 silver, or I need bagspace . .. otherwise I sell.
I do yes, except for medium armour, those I just vendor now. I forged for a little bit, but figured it not really worth my time. I did the “only under a silver” a long time ago, it’s simply faster (for me) not to worry about that.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
Assumedly, this will not affect loot out of bags or chests (much as MF and DR never did), but only direct drops. So if you’re getting most of your loot in bags, then you’re not going to see a change in loot distribution.
Depending on what you’re killing, item drops are still a pretty large part of your loot. And small or “not easily noticeable” inequality is still inequality. The difference in total value looted for the same activities will just continue to increase as time goes on.
The thing with COF speed runs… that’s not an inherent feature of the class. Rangers could go on the speed run, and probably not slow it down very much. It’s just that the culture grew up that you had to take a specific class composition. It wasn’t something Anet could directly control, whereas this is.
Depending on what you’re killing, item drops are still a pretty large part of your loot. And small or “not easily noticeable” inequality is still inequality. The difference in total value looted for the same activities will just continue to increase as time goes on.
This is, perhaps, true if the assumptions this is based on hold true. Next question: just how much does it really matter? Due to the “Precursor Jackpot Lottery” going on, everything is pretty unequal if even one person gets their hand on Dawn/Dusk. Or anything except the underwater weapon precursors.
The inequality is staggeringly big between “I had Dawn/Dusk drop” and “I had Breath of Flame drop”, even if we assume the two people would have been guaranteed an exotic greatsword drop next.
And of course, all this is assuming the perceived inequality in this system will help light armor classes instead of hurt them. Honestly, the more I think on it the more I figure I’m going to get a good chuckle in two weeks when everyone thinks of gaming the system by making light armor farming characters and then discovers they inadvertently either tanked the value of silk or made it skyrocket due to demand, and then the market crashes.
This is, perhaps, true if the assumptions this is based on hold true. Next question: just how much does it really matter? Due to the “Precursor Jackpot Lottery” going on, everything is pretty unequal if even one person gets their hand on Dawn/Dusk. Or anything except the underwater weapon precursors.
The inequality is staggeringly big between “I had Dawn/Dusk drop” and “I had Breath of Flame drop”, even if we assume the two people would have been guaranteed an exotic greatsword drop next.
Everyone always had the same chance at a precursor, though. Or to be precise, an equally miniscule chance at all the precursors, from each kill. That’s no more inequality than buying a lottery ticket: you bought the exact same thing for the exact same price as the guy who won $20M.
And of course, all this is assuming the perceived inequality in this system will help light armor classes instead of hurt them. Honestly, the more I think on it the more I figure I’m going to get a good chuckle in two weeks when everyone thinks of gaming the system by making light armor farming characters and then discovers they inadvertently either tanked the value of silk or made it skyrocket due to demand, and then the market crashes.
As I’ve said before, it doesn’t matter on the specifics of the market. Unless all the relevant mats turn out relatively equal, and all the relevant rare/exotic weapons turn out relatively equal (these being the main things that will affect your income)… then some classes will have an advantage and others will have a disadvantage. If Anet implements a highly desirable leather sink, and Think Leather goes up to 10s each overnight… then the medium classes will be laughing. But it’s still inequality.
Everyone always had the same chance at a precursor, though. Or to be precise, an equally miniscule chance at all the precursors, from each kill. That’s no more inequality than buying a lottery ticket: you bought the exact same thing for the exact same price as the guy who won $20M.
And yet, we’re discussing the result of that chance. The resulting massive inequality of a huge payout for the same effort as someone who didn’t.
As I’ve said before, it doesn’t matter on the specifics of the market. Unless all the relevant mats turn out relatively equal, and all the relevant rare/exotic weapons turn out relatively equal (these being the main things that will affect your income)… then some classes will have an advantage and others will have a disadvantage. If Anet implements a highly desirable leather sink, and Think Leather goes up to 10s each overnight… then the medium classes will be laughing. But it’s still inequality.
. . . it’s strange because I read this again, and while I thought I understood it before I think I get it now. But not as you think I should. Probably because I look at this statement, and then look at things I witness in the real world, things I’ve witnessed since my first MMO, and hit the lightbulb moment.
If all loot was created equal, this game probably would sink a lot faster than what is being charted out with this topic’s general thrust. Though it should be said loot is almost all equal now – equally terrible unless you hit the jackpot.
Everyone always had the same chance at a precursor, though. Or to be precise, an equally miniscule chance at all the precursors, from each kill. That’s no more inequality than buying a lottery ticket: you bought the exact same thing for the exact same price as the guy who won $20M.
And yet, we’re discussing the result of that chance. The resulting massive inequality of a huge payout for the same effort as someone who didn’t.
Ok, look. Yes, an RNG system will give different results to individuals, so there will be inequality of outcomes. If you think the game should simply abandon RNG loot, then that’s a bit of a different question. What this change is doing is making even more inequality, by stacking the odds in favour of some classes and against other classes. Inequality of input.
Curious, how many people made sure to level up in a level appropriate zone?
My wife and I play pretty casually, following whatever whim we have at the given time into zones. We don’t make sure we’re always leveling in zones equal to our character level. That means, while we do get some level appropriate drops, most of our drops are significantly underleveled.
Even when I used to play solo and a little bit more goal driven, I didn’t push into new zones as I leveled up, preferring to do most or all of a zone before I moved on.
Which is all to say, in addition to my above comments about not getting much green gear and getting stat spreads I’m not using, I’m usually not getting enough drops of an appropriate level to keep geared even with a significant increase in profession-appropriateness.
Seems to me that this population of new players who would be benefited by more appropriate gear drops are also not likely to make sure they are consistently in a level appropriate zone.
I’m looking forward to seeing how this actually plays out.
Inequality of input.
But that already exists in the system, and not just talking about lucky RNG drops. People who farm longer (or smarter) or who do TP work to buy and flip are already making things lopsided (though unclear as to the extent of it). The game is already stacked for/against some people, and some classes already have an easier/harder time doing the farming for gold.
Heck, in a way the people who ground up their Luck also are stacking the RNG in their favor. It may be minor but we might as well ferret out the inequalities and start sharpening pitchforks.
Or.
Just deal with the fact there’s no such thing as equality in the loot system, and the statement there’s not much significant effect on loot changes, and the ‘inevitable’ point where it changes who’s at the “best chance for loot”. There is truly not enough need to grind gold out in this game, unless you’re bypassing the RNG and buying yourself a Precursor. Or buying Gems with it rather than paying cash.
(That last is sort of a losing prospect by the way- from what I have been patiently explained to, the more people trade Gold to Gems, the higher the exchange rate until it becomes prohibitively expensive to do.)
Curious, how many people made sure to level up in a level appropriate zone?
My wife and I play pretty casually, following whatever whim we have at the given time into zones. We don’t make sure we’re always leveling in zones equal to our character level. That means, while we do get some level appropriate drops, most of our drops are significantly underleveled.
That’s the weird thing, I fight in some zones and roughly half my loot is of the zone level range. Half isn’t. The good news is that means I’m getting lower-tier supplies like the ever-unpopular Tier 4 while hanging out in Timberline.
Even when I used to play solo and a little bit more goal driven, I didn’t push into new zones as I leveled up, preferring to do most or all of a zone before I moved on.
So I’m not the only one.
Which is all to say, in addition to my above comments about not getting much green gear and getting stat spreads I’m not using, I’m usually not getting enough drops of an appropriate level to keep geared even with a significant increase in profession-appropriateness.
Seems to me that this population of new players who would be benefited by more appropriate gear drops are also not likely to make sure they are consistently in a level appropriate zone.
I think I honestly preferred working Crafting up for my armor type and weapons so I knew I’d always have a weapon and proper armor available. As I level my alts caually, this has turned into a nice little benefit to making sure they’re geared also.
I’m looking forward to seeing how this actually plays out.
I’m sure no matter how it actually plays out, we’ll hear about how this was a rotten change.
How much you earn farming is not relevant. What is relevant is how much extra cloth is introduced into the game due to this change.
Light armors have a small advantage for increased cloth salvage from armors. Any increase in income is a short term advantage until the market equalizes because of increased volume of cloth. Prices will adjust as volume increases. Increased volumes don’t tend to make mats hold their values.
Honest question here, upon what do you base your assumption that the volume of cloth will increase overall if the majority of classes in the game are having their drop tables weighted against cloth ?
Disclaimer: I do not think that the situation is as kittenome claim and hope that the drop rate adjustments across classes will find some degree of balance over time (though I really do not see it as being likely that getting more leather will do me much good over time).
My assumption is that currently, armor of every type has equal chance to drop; so if you get a armor drop, that’s a 1/3 chance to get cloth armor.
At WORST, if Anet changes so that EVERY armor drop corresponds to a players armor class, then cloth armor ‘chance’ to drop will increase from 1/3 to 3/8, because there are 3 of 8 classes of light armor type.
Now, of course that assumes everyone farms at equal rates and that there are equal numbers of farmers across all professions. That’s not true but I can’t incorporate that into my assumption, so the best assumption is equality on those factors.
Now, add into that the fact that some fraction of cloth ALSO drops from bags and salvaging rags and it’s quite easy to see (for some people) that the impact of this change is VERY small.
(edited by Obtena.7952)
I dont know if i can make that more simplier.
It would be quite the feat to over simply the situation more than you have.
(edited by Obtena.7952)
Inequality of input.
But that already exists in the system, and not just talking about lucky RNG drops. People who farm longer (or smarter) or who do TP work to buy and flip are already making things lopsided (though unclear as to the extent of it). The game is already stacked for/against some people, and some classes already have an easier/harder time doing the farming for gold.
Heck, in a way the people who ground up their Luck also are stacking the RNG in their favor. It may be minor but we might as well ferret out the inequalities and start sharpening pitchforks.
Sure they try to have an advantage by boosting their luck or playing in TP but these things can be done by almost everyone as long as you know what you are doing. It doesnt restrict you into playing one class over the other. It is fair because you are not being restricted from doing the same thing.
Smart loot however, gives advantage to light armor classes. It doesnt do any good to medium at heavy armor but boosts light armor classes’ gold income.
You may say that the difference small, which is i doubt because of the way they hyped it and wasted resources on it, it is still clear that anet gave light armor classes higher chances on getting light armors. So for those who wants efficient farming, they dont really have a choice but to switch to light armor classes
In GW1 you could pick what you wanted to salvage from something and there was a chance of retaining the object to be able to salvage more from it. What if there was something like that in GW2?
Most armor isn’t just one material. Even if it is light, medium, or heavy there are accents and such. I’d like to be able to choose to salvage “cloth/leather/metal components” from any weight class of armor and “lumber/metal components” from weapons.
The option of retaining chance (maybe based on luck?) to salvage again would be awesome.
You may say that the difference small, which is i doubt because of the way they hyped it and wasted resources on it, it is still clear that anet gave light armor classes higher chances on getting light armors. So for those who wants efficient farming, they dont really have a choice but to switch to light armor classes
That’s because you confuse the size of the change (small) with the impact it will have on the people who it matters to the most; light armor users (big). From a volume consideration, it’s not big at all … it ONLY affects armor drops and cloth is derived for more sources than this. From a impact to players, it gives a much needed boost to the class that suffers the most from Ascended armor crafting requirements. It’s hyped because QoL is going to improve with a minimal impact to economy. That’s a win.
You can still farm efficiently with non-light armor classes. The difference in farming efficiency between professions is much more significant factor than the drop differential between light and non-light classes will be …. yet generally, people currently aren’t discarding their favourite professions if they are bad farmers. IOt’s clear that behaviours for farming aren’t influenced by a significant bais … why would it for a insignificant one?
I don’t think people’s behaviour to class choice for farming will change if armor drops are linked to the class being played because it doesn’t happen NOW for more significant differences in farming choices.
(edited by Obtena.7952)
In GW1 you could pick what you wanted to salvage from something and there was a chance of retaining the object to be able to salvage more from it. What if there was something like that in GW2?
You could do that, but you’re a little bit off. You could salvage for three things off all gear: Prefix, Suffix, and Material, and weapons could have Inscriptions also. You salvage the material, you lose the other items and don’t get to go back later. You also were not guaranteed to save the item unless you used the highest salvage kit, which required . . . some investment and grinding.
Most armor isn’t just one material. Even if it is light, medium, or heavy there are accents and such. I’d like to be able to choose to salvage “cloth/leather/metal components” from any weight class of armor and “lumber/metal components” from weapons.
Almost none of the higher-level armor in GW1 used just one material. The later prestige armors tended to use more “rare materials” than regular, in fact. (Oh Vabbian . . . )
But to the point – as soon as you salvaged for any materials at all, the item was gone. You didn’t get to hit the item more than once for materials.
How much you earn farming is not relevant. What is relevant is how much extra cloth is introduced into the game due to this change.
Light armors have a small advantage for increased cloth salvage from armors. Any increase in income is a short term advantage until the market equalizes because of increased volume of cloth. Prices will adjust as volume increases. Increased volumes don’t tend to make mats hold their values.
Honest question here, upon what do you base your assumption that the volume of cloth will increase overall if the majority of classes in the game are having their drop tables weighted against cloth ?
Disclaimer: I do not think that the situation is as kittenome claim and hope that the drop rate adjustments across classes will find some degree of balance over time (though I really do not see it as being likely that getting more leather will do me much good over time).
My assumption is that currently, armor of every type has equal chance to drop; so if you get a armor drop, that’s a 1/3 chance to get cloth armor.
At WORST, if Anet changes so that EVERY armor drop corresponds to a players armor class, then cloth armor ‘chance’ to drop will increase from 1/3 to 3/8, because there are 3 of 8 classes of light armor type.
Now, of course that assumes everyone farms at equal rates and that there are equal numbers of farmers across all professions. That’s not true but I can’t incorporate that into my assumption, so the best assumption is equality on those factors.
Now, add into that the fact that some fraction of cloth ALSO drops from bags and salvaging rags and it’s quite easy to see (for some people) that the impact of this change is VERY small.
Hmm,
Just using some hypothetical numbers (based on an assumption of equal distribution across classes now):
If there are 100 cloth drops
37.5 would go to light armor wearers
37.5 to medium
25 to heavy armor wearers
If light armor wearers have their drop rate for cloth increased by 10% while others have their drop rate for cloth reduced by 10% (I chose 10% only for ease of use in an example) then the numbers are:
41.25 for light armor wearers
33.75 for medium armor wearers
22.5 for heavy armor wearers
this results in a total of 97.5 cloth drops, a 2.5% reduction of the baseline.
I am not claiming that the adjustment to drop rates for cloth will be handled this way, merely that assuming that the supply of cloth will go up when drop rates are decreased for the majority of classes might be off.
That assumes an equal distribution among the 8 professions though, which we know is hardly the case.
I’m actually inclined to think that overall, the economy won’t see any real difference in the number and quantity of armor drops. But each character is more likely to see drops that suit his/her profession, meaning that it would be easier for a specific player to farm the cloth (or other mats) they need.
That assumes an equal distribution among the 8 professions though, which we know is hardly the case.
I’m actually inclined to think that overall, the economy won’t see any real difference in the number and quantity of armor drops. But each character is more likely to see drops that suit his/her profession, meaning that it would be easier for a specific player to farm the cloth (or other mats) they need.
Yeah, it was just an example to show why assumptions about how supply will be affected might be inadvisable.
The thing is, what mats does my ranger, for example, need? I do not need any leather for him. Leather is of less market value than cloth. Leather will have to rise in value to equal cloth (or cloth drop to the value of leather) for me to not see a net reduction in income needed to pursue other in game goals. How likely is it that supply of cloth will increase so dramatically, or supply of leather decrease so dramatically, (or demand change appropriately) that prices for those two will equalize ?
I honestly don’t know, not being privy to the exact changes ANet are making behind the scenes.
Personally I’d love to see the supply of cloth get increased by, say, adding cloth scraps as a bonus drop from harvested plants. The tier of cloth depends on the level of the map the nodes are in, with 1 – 15 zones dropping Jute scraps, 15 – 25 zones dropping Wool etc. This would return the sense of “Woo! Bonus!” that’s been sorely lacking from plants ever since Unid Dye drops were removed.
If you play a guardian, a warrior or a thief you already have cheaper equipment so you can afford less drops btw.
Zojja’s Warfists costs ~60 gold to make (according to GW2Spidy) and Zojja’s Wristguards cost ~66 gold to make. I don’t see why the 6 gold difference means that we should make the people who are trying to make Zojja’s Warfists harder.
If you read dev posts is less likely light professions will drop 10% more silk.
Also a light armor costs 30% more at leasts (iit often used to costs 50% more) than a heavy or medium.
That without even considering the timegates..
Last time i was crafting armors a heavy costed 340G VS a light costing 600+.
Those are not 6 golds
What is Wrong is how anet created artificial silk lack of supply while Always pretending to have a player driven economy.
That is arbitrarily changing the costs of playing a professions and thus creating many unbalance in the game.
If they change accordingly mithril and leather and adjust insigna and general recipes to not use damask as base component you won t be complaining about light dropping slightly more.
They did the worse mistake in anet economy and that was also paired with insider trading with people stocking silk before the announcement due to leaked informations (even a dev posted it).
@gobax: the discrimination was against light professions when they changed silk recipe.
The point is:
How many hours will take for a light profession to earn more than they spend on their equip comparing on a heavy or medium profession?
I guess so many thousands, that in the ends light is still the loser side (what if they change balance and you have to get another armor? happened 2 times already).
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
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Like Zaxares, I would prefer if I could farm the scraps directly. Or at least to get a higher drop chance for clothes with the tailor.
At the moment I got tons of metals and leather item , but rarely a cloth item, when I’m playing with my light armor classes. If I want to farm silk, I have to play with my heavy armor classes. That doesn’t make sense for me. So, I welcome the changes.
I am not claiming that the adjustment to drop rates for cloth will be handled this way, merely that assuming that the supply of cloth will go up when drop rates are decreased for the majority of classes might be off.
That’s fair … it’s not my assumption. My assumption is that if armor drops are linked to the distribution of light armor classes as opposed to armor types, it will go up because it’s a higher fraction (3/8 as opposed to 1/3).
As I’ve already stated, I doubt the volume impact to the economy will be significant because 1) the difference between 3/8 and 1/3 is small and 2) there are many other sources of cloth other than salvaging armor. It’s simply a QoL change for light armor users who struggle the most to craft their armors.
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Fact2: cloth can only be obtained by salvaging light armors
Incorrect.
Ok you can get them from bags as well but it requires rng. Unlike salvaging where you can get it constantly.
My point still stands that light armor will be the only class that gets the benefit of this change not only that it will overshadow other classes’ farming income.
Not to mention ores can be mined by every class as well.
RNG bag drops are also not the only way to get cloth. Map completion also awards quite a bit of cloth.
It’s the chain I beat you with until you
recognize my command!”
Honestly everyone is panicking too soon. This system really does show potential and I can see the reason for the change, however like many of you I am concerned about how it may work. This type of update really is dependent on implementation which so often is key. This could go very well or very poorly.
I have seen a few posts that make good arguments on both sides though.
Fort Aspenwood
Make it apply to levels 1-79 and it’s fine.
So is there or is there no profession loot? Cant seem to find it in the notes. And if it is there, does it influence containers like champ boxes?
Shows how little you understand even your own ranting … if so many light armor classes are going to exist that it will unbalance the market for cloth like you claim, it’s an excellent opportunity to make some coin. Even if there is a bias for cloth loot drops for lights, cloth is not going to fall like rain on them. They will still need it to craft gear they need. If so many exist because of this bias like you claim, demand should be ridiculous. You should really be speculating the hell out of this based on your conviction on how bad this would be for the game.
I don’t think you understand the cloth market. More people rolling cloth farming alts would not result in a huge rise in demand for cloth armor. They might need to get some at certain levels, which would result in some added demand, but with very small margins, and you’d need to farm cloth yourself to supply it.
The reason cloth is so very expensive is because 1. you need twice as much silk as anything else to make ascended mats. 2. metal and wood can be harvested in the wild, so supply is always higher than cloth. 3. EVERY armor type requires insignias that use cloth to make, while tailoring needs no metal or leather to make insignias.
So long story short, base demand for cloth is automatically higher in a balanced player base, and base supply of it is lower, so even without Profession Loot, the community is behind the eightball when it comes to getting enough cloth. This change only makes it MUCH worse, in a way that unfairly favors cloth-wearing classes, who are more likely to get high value loot, and less likely to get low value loot.
you spend complaining about it on the forums, you’d be
done by now.”