Showing Posts For paulthepage.6385:
Just wondering why arah armor is the only dungeon armor that doesn’t have a rune attached to it. Did they intend us to run 2 extra paths (120 tokens per rune) for every piece of armor we get? Seems kind of absurd to me.
Yah, it would be nice if we could do something with useless rings like in your idea. But why not just ensure that people don’t get unsavory rings period? Luck would still be part of the equation. Maybe 1/4 would be too gracious in such a case then.
So this topic has been done to death, I know but I wanted to offer my opinion and see what everyone thinks.
There’s general discontent for the way things are. It’s been called a lotto for a good reason. Luck is hindering our progression. Now, I don’t know what the RNG drop percentage is but on my first run of 10 I was able to get a ring. I was lucky, but it wasn’t what I wanted stat wise and I wouldn’t budge ag resist over stat superiority. That’s just me. This is besides the point though.
The drop chance would be perfect at 1/4 on daily evens because hypothetically it would ensure that everyone will get a ring by the time they reach the next tier (after doing 10, 12, 14, 16, 18 for example – 5 runs statistically should guarantee it to you), but the luck factors in so as to ensure that players are able to consistently beat a certain tier without it being a fluke. I like this over buying simple fractal tokens b/c RNG can be fun and not everything should be token grinding. Ok, so that’s just one point.
My other point is ANet has been pretty good with letting us choose our stats. I love it. So why isn’t that the case with this? Give us a special token that allows us to buy 1 ascended ring with stats of our preference so that we’re upgrading our characters – not downgrading them just for agony if we don’t get a ring with stats we want.
I feel as if implementing these features would make a lot of people happy without making the system overly gracious. Thoughts?
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I think people are really scapegoating the character models (external attribution) in place of their own ability to perform well under pressure (internal) as it’d be a threat to their self-esteem. The pressure or stage fright that you experience is to be expected – its social facilitation – that is easier tasks are better performed when in a group whereas harder more complex tasks (this puzzle) are harder to perform when in a group. It puts strain on us and makes the task that much more difficult. I’m sure arenanet set the puzzle up this way with this social psychology principle in mind.