sPVP reward chests and system feedback topic.

sPVP reward chests and system feedback topic.

in PvP

Posted by: Evagal.2584

Evagal.2584

I’m created this to show a somewhat detailed perspective on the current sPVP reward chests and the system overall. Feel free to add feedback,ect.

I played in every beta weekend and most of the stress tests, so i was able to get a grip on how sPVP gear was awarded before and after the system+mystic forge were implemented.

AS OF SEPTEMBER 11,2012 IT STANDS:
Currently, you are awarded PVP chests by either purchasing them,ranking up, or winning Tournament matches.
As it stands, each rank is divided into an animal based tier. (Rabbit,Deer,Dolyak,ect)
Each “rank” is given 3 sets of gear- low,mid, and high.
Low gear is crafted from Arcane Orbs.
Mid gear is crafted from Arcane Crystals
High gear is crafted from Arcane Slivers.

So, you have 9 tiers; each tier has 3 different models of armor and weapons.
Tournament and Paid Tournament, to our knowledge, are their own “tier” of gear.

There is a topic on Guildwars2guru that is collecting data on what people can craft per rank.

On to the feedback:
As it stands, the system is very reliant on RNG. I cannot dig up the quote,but I recall John Peters stating that when the system was complete(this was during a stress test when we had “half” the pvp craft system), we would have a way to reliably craft the gear we wanted instead of praying we got it in chests.
This would have been fine.
Except at the moment,this is not true because of critical crafting procs.

Critical crafting procs occur at the PVP mystic forge- you “crit” into the next tier.
Example:
Heavy Armor Free Tournament tier is as follows:
Low:Orb:Worn Scale
Mid:Crystal:Pit Fighter t1
High:Sliver:Armageddon

With critting, you can use an orb and get pit fighter, instead of worn scale.
This problem was annoying and presented itself, for a personal example, I wanted a Priory Sword. I used the required materials, but it crit into the next rank, so I got a Vigil sword instead. I got the item I did not intend to get,so my materials are effectively wasted.

Over time in PVP you’re going to get massive duplicates..and therefore probably massive materials. So it generally “shouldnt matter”…but it WILL matter for that moment your craft crits and you get something you do not like.

Furthermore on the materials:
I imagine i’m unlucky, but I’ve yet to see a sliver. I’ve been told you get higher grade materials more as you rank up. I suppose I will see if this is true eventually,however..
Why is there no recipe to take low materials and craft them into high? I have 80-something orbs. It would be nice to use maybe 5 orbs+10dust+consumable token to get 1-2 crystal(s)? Some kind of elevation of materials would be great.

And in closing:
Examining this system:
What is so wrong with letting us buy individual pieces exactly?
I personally believe the RNG of chests may lead to more discomfort..
I understand it makes the PVP a greater time sink and gives longevity..
but why not just allow us to buy individual pieces AS WELL?
Make them very expensive per piece,and maybe lower the costs on chests.
Chests should feel like a really good gamble, not forced.

How do you all feel?

sPVP reward chests and system feedback topic.

in PvP

Posted by: Scarlett.1549

Scarlett.1549

I feel like pvp rewards are lacking, I don’t know how to put it exactly but the level gain’s are so far apart that it feels like the hugest grind..

I like how all gear is balanced and stuff but maybe a way to make some money while pvp’n would be a nice addition. Something that we can also get along the lines of huge in between levels.

Maybe a reborn system could help substantiate any lessening of levels to continue longevity, if that road is picked. I dunno just feels too grindy and no reward. I got the armour set I wanted as soon as I got to level 20, and there has been nothing else to look forward to. The only reason I gain more levels is coz I love to pvp, but I wish there was something more to gain from it.