Picking someone up off the ground IS helping them avoid damage, what’s the difference between using a skill to do it and pressing F to do it?
For example my engineer has overcharged shot, it stuns me to knockback an enemy. or I could press f which disables me to give health to a downed ally. It’s just one more ability in your arsenal.
1) Fireball hits your ally and downs them; you run up to your alley and rub him.
2) Fireball hits your ally; you click on their GUI portrait; cast a spell and watch his health bar move right.
3) Fireball is about to hit your ally; you cast a bubble around him to block it.
4) Fireball is about to hit your ally; you teleport in front of him and take the hit.
1 and 2 doesn’t make sense to me. I could insult 2 all day but 1 is interesting too. What is rubbing anyway? What does this rubbing consist of? How does the rubbing work? Is it a bandage? Is it some magic lotion?
It’s not only that I dislike systems that patch up other people mistakes but; its also systems that don’t make any sense at all. Especially in an MMO where the designers are trying to create an immersive world.
I don’t want to go back to T1.
If TC gets to tier 1 we’re losing on purpose to go back down. Tier 1 is clusterkitten of lag, zergs and drama.
No other game that takes PVP seriously will implement this mechanic. The reasons should be quite obvious but, apparently for some people it isn’t.
We agree that there is quite obvious stuff being missed, but some concealed too. Skip ahead a little bit – to the time where the game has matured for PVP and bear with me…
Arena type PVP in particular has always has a flaw in that there is generally a lot of fiddles requried to prevent OP abilities to limit zerging heals/control/key mechanic characters, preventing cascading win/fails on a team, etc – the “serious PVP” guys know the list.
Downed state actually requires you “gain the advantage” (like tennis) and maintain it rather than face roll a team on the back-foot after you “zerg teir helz yeh”… it will provide depth.
I quit WoW arena because I hated healing mechanics. Not healers; just healing mechanics. GW2 turns every player into healers.
I’m not against support roles in general; I believe that skill should be based on a players ability to deal damage, avoid damage and help his teammates avoid damage (assuming there are no other objectives).
Patching up someone’s mistakes by running up to them and rubbing them while they’re downed or playing whack a mole with 2D boxes is a quality of life issue for me.
No one should have the ability to erase someone’s mistakes. Preventing mistakes is fine but patching them up is not.
Healers in the traditional MMO trinity model act as support in a group. But if you look deeper; what they’re actually doing is erasing the mistakes of their allies by filling up their health bars. The downed state is actually very similar. It allows every player to heal any player.
Wrong. In a traditional mmo, you rarely have the ability to evade the damage as a dps class, because most mobs and bosses have some sort of attacks that do aoe dmg and is way better to take the hit and continue your dps. Also, healers are there mostly for the tank, because he needs to take the hits for the entire party.
On the other hand, in gw2, you can evade and mitigate almost anything is thrown at you.
Hope you see the difference and why there is no need of active and dedicated healers.
You misunderstood my post.
Developers in traditional MMOs have to account for healers and create content that has unavoidable damage. If all damage was avoidable; healers would be unnecessary.
In GW2 you can avoid damage.
Enter the downed state. When a giant monster smacks you in the face and puts you down; I can run up to you and heal you. But get this; my healing is uninterruptable by damage and the rate of healing is usually greater than the incoming damage. This mechanic turns everyone into healers.
You are incorrect on this assumption. See, you can be interrupted by stun, knockback, or whatever else than an enemy -NPC or player- can throw your way when trying to get another player up from the downed state. Another thing to note is that your heal rate when getting them up from downstate or finished state is 50% reduced once you’ve taken damage and have entered combat yourself. This is in there because the developers foreseen your negatives about this being a “nanny mechanic” and try to mitigate the rush to get players back in.
P.S. Arguing against he down state is soooo 9 months ago. That was argued to death prior to the game’s launch, and was buried in shame. Please, kill this topic, it’s never going to change.
I know people like the downed state. I probably can’t convince them otherwise but I don’t really need to. No other game that takes PVP seriously will implement this mechanic. The reasons should be quite obvious but, apparently for some people it isn’t.
You’re right. We should kill this topic since it’s quite sensitive for some people.
(edited by Calae.1738)
Arenanet will always nerf ways to make gold. The reason why is because they want you to buy gems. If I was working at arenanet I would design things for people to buy in the gem store. You’d think this would be common sense but; apparently for them it’s not.
Downed is about as forgiving as healing in trinity games. As a support I take abilities that let me pick up downed players more easily, I cast protection/reflection/blind etc to buy time to get people up, I take traits for 10% faster res etc.
When a supportive player is in the group it makes it a lot smoother for people that make mistakes.
Yes healers cover mistakes, so does any supportive class. If everyone stops to res in gw2, the party usually dies to an aoe. Also many mobs HATE people ressing, and some even finish downed players.
The system is fine, just needs some tweaks to the numbers.
You bring up an interesting point here.
If NPC’s turned around and knocked you down when trying to resurrect your fallen ally; now could work. The game would be letting the player know that resurrecting your ally is dangerous.
Or how about this.
An NPC puts a bubble around your fallen ally when you go in to resurrect them. The NPC would be using your ally as bait. You’re trapped inside the bubble and the NPC just shoots you like shooting at fish in a bucket.
Then what would be the point of downed state? :|
In a game that provides a dodge mechanic; it is my opinion that any and all attacks should be telegraphed to provide enough time for the player to dodge out of the way.
In other words you should see the bubble and the knockback coming; if you don’t dodge; you’re toast.
Downed is about as forgiving as healing in trinity games. As a support I take abilities that let me pick up downed players more easily, I cast protection/reflection/blind etc to buy time to get people up, I take traits for 10% faster res etc.
When a supportive player is in the group it makes it a lot smoother for people that make mistakes.
Yes healers cover mistakes, so does any supportive class. If everyone stops to res in gw2, the party usually dies to an aoe. Also many mobs HATE people ressing, and some even finish downed players.
The system is fine, just needs some tweaks to the numbers.
You bring up an interesting point here.
If NPC’s turned around and knocked you down when trying to resurrect your fallen ally; that could work. The game would be letting the player know that resurrecting your ally is dangerous.
Or how about this.
An NPC puts a bubble around your fallen ally when you go in to resurrect them. The NPC would be using your ally as bait. You’re trapped inside the bubble and the NPC just shoots you like shooting at fish in a bucket.
And one way the game can create challenging content is creating content wherein the downed state will be rendered useless because stopping to help get your teammate up will be more detrimental to the party in the long run(e.g. final boss in dredge fractal).
That’s my main beef with this game design philosophy.
They go through the trouble of designing a mechanic that reward players for using it then turn around and punish them for using it when the going gets rough.
I can see why the general population would be confused or frustrated when something that’s supposed to work suddenly stops working.
It’s a wonderful mechanic actually. It rewards you for trying to improve, but punishes you when you rely on it. :p
I don’t think it’ll reward players trying to improve. I think players will grow dependant on it and get frustrated when they can’t heal someone and when other people can’t heal them.
And one way the game can create challenging content is creating content wherein the downed state will be rendered useless because stopping to help get your teammate up will be more detrimental to the party in the long run(e.g. final boss in dredge fractal).
That’s my main beef with this game design philosophy.
They go through the trouble of designing a mechanic that reward players for using it then turn around and punish them for using it when the going gets rough.
I can see why the general population would be confused or frustrated when something that’s supposed to work suddenly stops working.
I think the (GW2) developers will have a hard time making any content challenging. The game doesn’t punish bad play and encourage players to improve. Instead it creates an environment where making mistakes can be covered up by a friendly ally taking the time to help you get back up.
GW2 doesn’t punish bad play? Why does mob AoE always seem to center on the downed player? Why does every third thread in the dungeon forums seem to be about dungeons being “too hard?” Why is the response to these threads almost always “You just need to learn how to dodge, use skills, position, etc.?” In other words, “improve?”
When they enter content that prevents them from healing their downed allies (assuming this content exists) wouldn’t this cause confusion and make them think that the content is broken or too hard?
Since that is what is occurring, yes.
You’ve made the point in other threads that you do not find GW2 challenging. This thread seems like just another means to deliver your request for content that requires your level of dedication and twitch reflexes. My suggestion would be to ask for hard mode dungeons. While you’re at it, also support “easier mode” dungeons to keep the “too hard” crowd out of the theoretical harder content.
Open world content? MMO open world difficulty is always going to be tuned to the middle to low end of average play, not top tier skill. It does not hurt to ask, but don’t hold your breath.
I don’t think challenging content can co-exist with the downed state and rally mechanic.
Take the Grawl Shaman as an example. In my opinion; It’s one of the most fun encounters in the game and there are many complaints that it’s too hard. However there are elements to this fight that makes it feel weird. If the group AoEs all the elementals while putting up projectile deflection walls; their odds of rallying off one dead elemental is quite high. I have gone down and rallied at least 4 consecutive times in this encounter.
What I’m getting at here is that I’m purposefully playing bad by abusing the rally system. Unless of coarse this is intended design which would be quite funny to hear a developer admit.
There is a downed penalty tho’.
And you cannot ress people while standing in a boss’ red circle, or get downed yourself.You do get punished for downing. But it is forgiving yes, which imo isn’t a bad thing.
I’m trying to think of content that a developer could create that would be unforgiving enough in order to be deemed challenging. The only thing that I can think of is abilities that kill players through the downed state.
Which is kind of ironic because players are taught to heal their fallen allies during the leveling process.
When they enter content that prevents them from healing their downed allies (assuming this content exists) wouldn’t this cause confusion and make them think that the content is broken or too hard?
In GW2 you can avoid damage.
Enter the downed state. When a giant monster smacks you in the face and puts you down; I can run up to you and heal you. But get this; my healing is uninterruptable by damage and the rate of healing is usually greater than the incoming damage. This mechanic turns everyone into healers.
Have you played any dungeons/pvp? If you’re ressing someone, it means you’re not protecting yourself and effectively having two people out of combat instead of one, while mobs/enemies are freely raining damage on you. Ressing can be interrupted by daze/knockback/knockdown or just by downing the ressing party.
Downed state is there to prevent cheap and one-hit kills and it’s a great improvement over a traditional system.
Also, ability to avoid damage means it becomes much more about skill rather than your build, making most of the content solable, if you’re good enough and that’s a GOOD thing.
I don’t want to discuss PVP. I believe the downed state is why sPVP has such a miniscule representation. Trying to discuss this topic with players who support the downed state in the PVP environment is futile for the most part. The twitch players who demand high skill ceilings are turned off by the downed state; trying to convince them that the downed state is fun or promotes strategic gameplay isn’t going to work.
So…
If everyone in the group is a healer; do the developers have to account for this? How do you design content that assumes everyone is a healer? Challenging content would require abilities that kill players through the downed state no? Isn’t that a contradicting design philosophy?
Healers in the traditional MMO trinity model act as support in a group. But if you look deeper; what they’re actually doing is erasing the mistakes of their allies by filling up their health bars. The downed state is actually very similar. It allows every player to heal any player.
Wrong. In a traditional mmo, you rarely have the ability to evade the damage as a dps class, because most mobs and bosses have some sort of attacks that do aoe dmg and is way better to take the hit and continue your dps. Also, healers are there mostly for the tank, because he needs to take the hits for the entire party.
On the other hand, in gw2, you can evade and mitigate almost anything is thrown at you.
Hope you see the difference and why there is no need of active and dedicated healers.
You misunderstood my post.
Developers in traditional MMOs have to account for healers and create content that has unavoidable damage. If all damage was avoidable; healers would be unnecessary.
In GW2 you can avoid damage.
Enter the downed state. When a giant monster smacks you in the face and puts you down; I can run up to you and heal you. But get this; my healing is uninterruptable by damage and the rate of healing is usually greater than the incoming damage. This mechanic turns everyone into healers.
I think it’s actually the opposite.
But yeah every once in a while a traditional MMO player comes here to explain how better is the traditional way; if a lot of people are playing this is because they hate how gimmicky the old combat was – and how refreshing it is to have a skill-based game where you must time dodges/blocks carefully and quickly to be good, instead of having tank and healer carry you around.
Don’t get me wrong; I don’t advocate the old system in anyway. I find this one worse than the old one for the reasons stated above.
Any challenging content that the developers create will be fiercely rejected by the community for being “too hard”.
It is my opinion that this design philosophy will backfire.
The downed state and rally mechanics are providing players with the tools to cover their mistakes. In the same way a healer covers your mistakes by babysitting your health bar in a traditional holy trinity model.
Turning every player into healers is not an improvement over removing healers.
Healers in the traditional MMO trinity model act as support in a group. But if you look deeper; what they’re actually doing is erasing the mistakes of their allies by filling up their health bars. The downed state is actually very similar. It allows every player to heal any player.
I think the developers will have a hard time making any content challenging. The game doesn’t punish bad play and encourage players to improve. Instead it creates an environment where making mistakes can be covered up by a friendly ally taking the time to help you get back up.
I have a hard time understanding why anyone would think that running around in an open world map looking for an NPC is fun in anyway. I use to do that when I was a kid during Easter. I was running around looking for chocolate eggs.
Seriously, who is this game targeting anyway?
GW2 was rushed out to release early by the way. This game needed at least another 2 years of development.
The biggest problem with MMO’s is the budget. Instead of building a small world and focusing on great gameplay systems; they instead spend 5 years all their money and resources on developing a huge open world and a personal story that the average gamer gets bored with in 30 days.
How do these developers expect to take some of World of Warcraft’s market share by making bigger open worlds and a personal story that nobody cares about is beyond me.
If everyone protested against the ridiculous system that is the legendary grind; you know how much those precursors would be worth?
Zero.
I don’t believe this was accidental. It was deliberate. Anything they do in the game is designed to slow down the consumption of content in order to buy more time for them to create new content.
The Elementlist should have 4 weapon sets and a specific set of skills for each attunment.
Example:
If you have a staff for your fire attunment; you’ll have the 5 staff fire skills.
If you have double daggers for your air attunment; you’ll have the 5 double dagger air skills.Giving the elementalist 5^4, or 625 possible configurations to choose from. 5 weapon set choices for fire x 5 choices for water x 5 choices for air x 5 choices for earth. Are you sure this is what you want?
I would agree that out of combat weapon switching would probably be problematic but; I’m sure you could make out of combat weapon switching less of an issue by using templates. The more unique weapons there are the more combinations you have to try to balance.
What I mean by templates is 2 sets of weapons that attack the same way but have different visual styles. Greatsword and Hammer. Both are 2 handed weapons and would deal damage the same way; they just look different and swing different. Greatsword would attack faster and deal less damage; Hammer would have slow swings but deal higher damage. This would avoid people from keeping a Hammer in their bags if they choose to use a Greatsword.
We could put restrictions and rules on weapon sets. For example: 2 melee and 2 ranged weapon sets. It would prevent people from using the same weapon sets on 2 slots. Example a Thief with pistol/dagger on weapon set 1 could not use any daggers and pistols on weapon set 2. He would have to use sword/sword.
The Elementlist should have 4 weapon sets and a specific set of skills for each attunment.
Example:
If you have a staff for your fire attunment; you’ll have the 5 staff fire skills.
If you have double daggers for your air attunment; you’ll have the 5 double dagger air skills.
One thing I definitely agree on is normalizing base hps and armor across the professions.
Then tweak some numbers/utilities/traits accordingly.
Like you might say “But if warriors and thieves were left as they are, but thieves got a bunch of extra hps and armor, why would someone play a warrior?” Warriors could get x desirable stuff added to them. Maybe they’re better at clearing conditions than they are now and they get more sustainability in healing etc. Necros (the other high hp class currently) might just outright get more damage or something.
The Warrior’s current weakness is condition removal and mobility. If you provide the Warrior with ANY of these 2 things; it throws balance off a cliff.
If base health and armor were normalized then yes I agree, Warriors would require mobility and condition removal. The Thief would still have stealth. Stealth is what Thieves use to remove conditions and be mobile.
If every class was given the option to have 4 weapon swaps, then ever class would have their weapons nerfed to compensate. As a result, like the elementalist, every class would have to commonly rotate through their weapons. The average majority couldn’t handle it and would complain, saying their class is weak and that the game was too hard, because they wouldn’t switch weapons.
I don’t understand your reasoning.
Are you stating that swapping between 4 different weapons and having 20 weapon skills would be too difficult for the average person to understand?
Leaving aside the question of whether or not every class having 4 weapon swaps is an improvement or not, your suggestion seems incomplete without some mention of what you think the Ele class-specific mechanic should then become.
In other words, if Engis had 4 weapon swaps + toolbelt skills, Guardians had 4 weapon swaps + Virtues, etc … Elementalists would have 4 weapon swaps + what exactly? Or are you suggesting that all the class-specific mechanics need to go?
I don’t understand the mechanisms behind balancing an Engineering tool belt with Guardian Virtues or a Hunter Pet or a Thief’s Steal or a Warrior’s Burst.
I don’t think the developers themselves balance those at all. These look like iconic features that gives a profession it’s own personality and feel so to speak. It’s more of an artistic thing than a mechanical thing.
In response to your question; I think the solution would be to provide the Elementalist with something… Elementally?
20 weapon skills and 4 weapon swaps. Equalize the base health and armor for all professions. Use weapon skills, traits and utilities to balance and make them unique.
Your variations in base health and armor and amount of skills available to each profession is causing a chaotic environment for balance.
In it’s current state; you’ll find it almost impossible to balance because players will always try to find ways to augment their weaknesses. Remove the weaknesses.
the downed state, and how easy is to revive allies, makes outnumbered fights very very hard sometimes
outnumbered fights should be very very hard.
A skilled player should be able to destroy 4 noobs. A skilled player should get destroyed by 4 skilled players. When you add the downed state; even noobs stand a chance against skilled players.
the downed state, and how easy is to revive allies, makes outnumbered fights very very hard sometimes
Tell me about it.
I find the downed state to be like an insurance policy for noobs. Oh crap I’m downed because I suck. But it’s ok; I’ve got my friend “Joey Six Pack” who’s going to revive me.
I like how you were owning those 4 noobs over and over again at 16:15 and they kept reviving each other. This is exactly the reason why GW2 and eSport put in the same sentence is a complete joke.
(edited by Calae.1738)
Could you imagine if we didn’t have to use cantrips to stomp? If the downed state didn’t exist I could mop the floor with 10 people.
I was laughing when you were fighting that bunker guardian who was hitting like a girl and removing all the conditions the necro was applying.
Fire and Earth are our worst trees.
When I look at Fire all I see is talents that boosts Fire. It goes completely against attunment swapping which makes no sense what so ever.
When I look at Earth I see condition damage. Well lets see how good condition damage is. Oh that’s right I forgot; bleeds only stack to 25 in group content and your bleeds won’t get applied when other people are applying them. Burning stacks with other players who apply it and keep knocking off your damage ticks. Survivability? I’d rather invest in Water and get the toughness from gear instead.
If I invest deep in Fire and Earth; my survivability goes to crap and my damage is severely crippled.
Being bad at something doesn’t mean you’ll never be good at it. Go ask how hard professional “anything” has to practice in order to get good.
There’s a big difference between people who don’t want to get better versus people who want to get better.
People who don’t want to get better use the game in the same way they use a radio or a television. It’s a relaxing non stressful environment that they can do while eating and socializing at the same time. Like going to a bar or a restaurant. All you have to do is show up, talk, drink, eat and breathe.
People who want to get better have a desire to learn new skills, develop new strategies and master elegant techniques. Like hockey players, football players, basketball players, tennis players ect…
Using pro athletes as a comparison is not a good one. I’m sure there are people who don’t want to get better. I am also sure that there are people who want to get better, but are not able to spend the time needed to do so. Professional athletes make money playing a sport. How many gamers make money by gaming? You’d be better served referring to amateur sport players competing in city leagues, who actually have limited time, than to pros whose life is about their sport.
I’m not a pro athlete.
I play hockey and tennis in the summer with friends for no money. I play because I love to learn new skills and perfect my techniques. In short; I love to learn.
I don’t turn on a video game for it to tickle me.
Considering the very casual audience this game targets; a subscription fee would be financial suicide.
People in this thread need to learn to dodge and kite.
I run a berserker build with my elementalist. Crowd control is your friend, and outdamaging absolutely everybody is a fantastic bonus.
The damage doesn’t out weigh the survivability I’m afraid. In fractals 40+ you’d get one shotted by almost anything and be a liability to the group. In PVP players would just sneeze at me and I’d die.
i can fight well only on my mesmer.
fractals and dungeons are doable only with players that know what to do, random pugs end in random wipe in my experience.
never believe people that say everything is easy.
there are people that think that mad clock tower and southsun jumping puzzle were easy. i think they are nearly impossible and never managed to complete it
You can’t say that. Some people were able to master the clock tower. They failed plenty of times but eventually; they were able to master it.
Sorry bud, there is no challenge in GW2.
I’ve looked for it. Can’t find it. Even if the challenge existed somewhere it wouldn’t be rewarding enough to do it. I don’t care if the reward is cosmetic. There’s nothing in the game that makes me fail continuously and be rewarding enough for me to succeed. I succeed at everything without even trying.
And yet you still log in, at least to the forums regularly. If it’s that much of a bore to you, why not just move on? Hanging around here for the purpose of just hanging around is only going to turn you into a forum-troll eventually.
That’ll depend on how far the developers want to take this game. The fact that I’m still around means I still support the game. That’s not going to last long I think; 2013 is going to be an interesting year for the MMO genre.
Being bad at something doesn’t mean you’ll never be good at it. Go ask how hard professional “anything” has to practice in order to get good.
There’s a big difference between people who don’t want to get better versus people who want to get better.
People who don’t want to get better use the game in the same way they use a radio or a television. It’s a relaxing non stressful environment that they can do while eating and socializing at the same time. Like going to a bar or a restaurant. All you have to do is show up, talk, drink, eat and breathe.
People who want to get better have a desire to learn new skills, develop new strategies and master elegant techniques. Like hockey players, football players, basketball players, tennis players ect…
(edited by Calae.1738)
The classes are fine, it’s the traits that are sub-optimal. If every trait line was as good as water/arcana you’d see a lot more builds.
The Earth trait line is so terrible that the only way for me to get armor is on gear. 6 seconds of protection from Elemental Attunment and the cantrip Armor of Earth is one of the few forms of damage mitigation available.
They need to add condition removal tools in Fire and Earth for me to even consider them.
Our weapon skills only add mobility in exchange for the loss of health and armor.
Investing deep into Fire and Air doesn’t do anything to increase our viability. The only logical thing to do is to invest in Water and Arcana. By doing that we swap attunments faster; granting access to all our skills quickly and gain the health / condition removal tools we need to offset the low health and armor.
Every class does this by the way. Even Guardians spec bunker. Thieves and Mesmers can get away with speccing damage due to stealth. Right now you can argue that the Elementalist has the best bunker.
The classes are very poorly designed in GW2.
Sorry bud, there is no challenge in GW2.
I’ve looked for it. Can’t find it. Even if the challenge existed somewhere it wouldn’t be rewarding enough to do it. I don’t care if the reward is cosmetic. There’s nothing in the game that makes me fail continuously and be rewarding enough for me to succeed. I succeed at everything without even trying.
What’s easier to make?
A game that is easy and takes long to finish or a game that is challenging? Challenging content is more difficult to make because you have to test it a lot. Easy content doesn’t require much testing. You just have to test that it works. Making easy content is less costly and less time consuming.
Someone at Arenanet slashed the development budget. Big time.
I would argue that being hard to kill has more benefits due to the rally and downed state mechanic.
The control points are not the only factor. PVP in its current state will always favor bunker builds.
It’s ok to be bored in GW2.
In my opinion; GW2 is breading a very casual type of gamer. A gamer that never fails at anything. This gamer always succeeds because everything around him poses no threat. The dailies have no hard mode that challenges him to acquire superior rewards.
The loots tables are very erratic.
One week its Christmas and the next week you’re getting nothing. I don’t think this is manual overrides; this has to be an algorithm that monitors certain variables and adjusts the loot tables when certain conditions are met. I don’t think this is account wide, this is most probably game wide.
All the good players left. You could count the entire sPVP population on your left hand. I would be very surprised to see ANY resources go into sPVP in the future.
It’s dead because the developers let it die.
its back up to 32s so far from like 24s yesterday, gg devs.
You should’ve seen this coming and stocked up. I did.
It definitely says unique, shouldn’t really be any confusion.
As for WHY they’re unique so you have to take one with a defensive infusion slot and one with offensive, I’m not really sure. I do know they intend on ascended “progression” to take place in the infusion slot in the future, they’ve said they’ll be adding better ones. Probably some sort of weird balancing act against the scaling percentages in power offered by berserker gear at a theoretical level, just heading it off before there’s a possibility for it to be a problem in the future.
Yes but, what does unique mean? Unique to what? Unique in my bag? Unique in the world? Unique on my character?
It’s not clear and its confusing.
For a game that hires a full time economist I’m surprised he hasn’t come up with a drainage system. The only items in the game that are destroyed are items used in mystic toilet recipes and food consumables.
Although gambling in the mystic toilet might be amusing for some people; the rest of us would like something useful instead. Food consumables provide benefits to the player and help drain items from the system. Especially in a system where people don’t change gear often.