Yeah, I've never really understood why people like heirloom stuff. Pure +SS gear is bleh. Especially with no sockets.
Uhh.. Every powerful character I have and know my friends have only stats SS in their gear.
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Interesting. But really, whether you stick to super stats only or add in some points to a non-super stat (such as Jonsill's recovery) is determined by player preference and sometime by the character itself. Having options would be more flexible.
EDIT, not really sure why the quote button didn't put gradii's comment in a blockquote, glitch I guess.
Sort of, but...not quite. Heirloom gear scales with level and has set bonuses. What I'm talking about is just gear that's guaranteed to have stats you can use. No scaling, no set bonuses, or anything like that.
You do start with that, the head trainer gives it to you, or at least is supposed to.
What Aesica said. Definitely.
Also, that starting gear is...well, it's starting gear. You only have 1 super stat at the time, so it's the only thing that counts whether the other stat on the gear matches your plan or not. Oh, and if you take Endurance as your primary, you get Constitution gear, or so I got the last few times I tried.
Good stuff in the auction house. Are you serious the only gear in the AH is level 40 gear. All my years I played was never gear for low, mid or high level just max level gear for sale.
I can find gear in the exchange while leveling up... why can't you?
Spinnytop mentioned this to me in another discussion. I went to the auction house, but found nothing that matched my super stats. So I have 2 things to say about this:
1) Try it. There could be something there; random drops sometimes hit you right on the money, and sometimes someone will do the same by putting something on the AH.
2) It all depends on what's for sale and what your super stats are. Just like with random drops, sometimes there's just nothing there.
It would probably be better to start giving out slotted primaries at low levels, as it's easier to make those fit your character. Could give out multi-slot gear with a mod cap, maybe, as it would create some reason to go around cracking nodes and learning your crafting skill.
Sounds good to me.
It does make me wonder, however, why you don't get blank gear. Then you could put mods in it to get whatever you wanted. In other words, [stat slot] [stat slot] [other slot]. So if you're planning a Con-Dex-Rec build, for example, you could take your three blank primary items and set them to:
This wouldn't be hard once you have a harvest run mapped out, though they might have to make the Science, Arms, and Magic harvesting points work as though instanced per character to keep them from being snapped up by hoarders; right now if one player gets one, it disappears for all players.
The present system of limiting higher-level harvesting points to characters with 101+ (or 201+) Sci/Arm/Mag (along with the success percentage based on how high in Sci/Arm/Mag you are) would already work to limit how fast you could get level 3 or higher mods, though some changes might make sense; frankly, I usually have 100 points in Science or Arms by level 21 or 22, which means I have to wait several levels before buying the next level from a vendor. (I have reached 100 by level 20.) That might have to be lowered.
haven't picked up the trick of aggroing the minions before the cutscene, and have had their a$$ Poe-ned three times already.
ayyyyy I can relate to this... I still remember
One thing I didn't realize you could do with a melee toon until I heard someone mention it on YouTube was you can pick up a crate from just outside the door Poe is in and throw it at his goons, drawing 3 of them out. I don't pick up and throw things all that much, but I felt a bit silly that I didn't figure that one out for myself.
Some of you seem to be forgetting that this game has a teeny-tiny dev team. Stuffing leveling gear into the starter box from the PoHo would be an easy solution to not having to deal with getting gear while you level. It's reasonably simple and requires minimal time. Yes, that means all gear dropping in the game is pointless vendor trash, but that isn't exactly much different than now, it seems. Plus, most people probably level via alerts, which means they aren't doing mission to get gear anyway.
I would much rather see our dev doing other, more exciting things than spending countless hours revamping the gear drops.
I would much rather see our dev doing other, more exciting things than spending countless hours revamping the gear drops.
Having raised characters through leveling, an awful lot of the rewards are in the form of leveled gear boxes, which you open to get a random primary or secondary that matches the level of the box. Just changing those gear boxes so they have a better chance of containing something usable would go a long way.
See how the silverback thing has no listed level? It's gear that you get from a mission around level 25 or so, but since it lacks a proper level it scales mods down.
Hrr...seems like a glitch. The way gear quest rewards are supposed to work is that they have a level (which is not displayed), but you can always slot them if you're able to get the quest (so if you do a level 25 quest at level 23, you can still use the reward).
It does. But I have no idea if it's intentional or not. I wish it would get changed though. Those rewards would be a lot better if they worked right. might also be why their sell cost is near zero. I mean, just look at the pic I posted earlier, a Primary Defense that is worth 50L if you sell it? doesn't really sound right....
See how the silverback thing has no listed level? It's gear that you get from a mission around level 25 or so, but since it lacks a proper level it scales mods down.
Hrr...seems like a glitch. The way gear quest rewards are supposed to work is that they have a level (which is not displayed), but you can always slot them if you're able to get the quest (so if you do a level 25 quest at level 23, you can still use the reward).
It does. But I have no idea if it's intentional or not. I wish it would get changed though. Those rewards would be a lot better if they worked right. might also be why their sell cost is near zero. I mean, just look at the pic I posted earlier, a Primary Defense that is worth 50L if you sell it? doesn't really sound right....
And as an example, the Fallout mission in the Desert gives gear choices of Int, Dex and Str. At least one of which will be useful.
It is also slotted, but since it doesn't have a proper level, any mods you put in it will behave as if they're rank 1.
There are eight stats. If you don't have one of those three, the reward for that mission isn't especially useful. That was my point.
Ah, but how many characters have none of them? All melee chars have a use for Str, and dex increases your crits no matter what your SS is.
I've had characters, including melee freeform builds, with none of the three. Not saying they can't use them--if I don't have Str as a super stat, I often stack some anyway just to help with resisting knocks, but that's never my only resist.
I think I will try a Str primary character and see how I like it. There certainly seems to be enough gear drops with Str on them.
I would much rather see our dev doing other, more exciting things than spending countless hours revamping the gear drops.
I agree. My characters generally get useful enough gear as they're leveling up, and it's not so long before a player has enough nemesis tokens before they can start building an heirloom set, and the auction exchange still serves its purpose. This isn't really a pressing issue.
No-one is asking for "hours of work", just a few sensible tweaks to rewards along the way - exactly as they did when they changed one of the Kodiak/Westside missions to give a slotted item. Make a slotted primary a reward for coming first on the Prison open mission, for defeating Kevin Poe and Hi Pan, and for doing the Desert or Canada Crisis. All BoP, of course, so no value in farming, but it would help people get their head around mods, gear and the like.
No-one is asking for "hours of work", just a few sensible tweaks to rewards along the way - exactly as they did when they changed one of the Kodiak/Westside missions to give a slotted item. Make a slotted primary a reward for coming first on the Prison open mission, for defeating Kevin Poe and Hi Pan, and for doing the Desert or Canada Crisis. All BoP, of course, so no value in farming, but it would help people get their head around mods, gear and the like.
If I was gonna go for a quick-n-easy solution, I would just add some slotted gear to the Unity token vendor, make it give you a piece of gear scaled to your level when you buy it, and set the price so players could buy them every few levels. Give players a mission once they have enough tokens that points them to the vendor, so now you're also introducing players to the token vendors. Two stones, one bird.
No-one is asking for "hours of work", just a few sensible tweaks to rewards along the way - exactly as they did when they changed one of the Kodiak/Westside missions to give a slotted item. Make a slotted primary a reward for coming first on the Prison open mission, for defeating Kevin Poe and Hi Pan, and for doing the Desert or Canada Crisis. All BoP, of course, so no value in farming, but it would help people get their head around mods, gear and the like.
If I was gonna go for a quick-n-easy solution, I would just add some slotted gear to the Unity token vendor, make it give you a piece of gear scaled to your level when you buy it, and set the price so players could buy them every few levels. Give players a mission once they have enough tokens that points them to the vendor, so now you're also introducing players to the token vendors. Two stones, one bird.
Sounds sensible, Spinny, but I suspect the urge to make people farm for it, rather than pick it up in the course of normal levelling development, may be too strong to resist. You'd hope they'd have twigged from the costume debacle that people don't farm those tokens, but you never know....
We already have story missions that give slotted gear...
Which don't always match your super stats. That's the point, isn't it? Or are you talking about something I'm not aware of?
Given the variety of choices you do have... I mean really, usually at least 3 options, some of them double stat gear. In the single example I posted earlier it was a choice of con/dex/str. that's a pretty good set of options. Besides, each mission has it's own set of options. So while that mission in the desert has con/dex/str as options, the mission to investigate the Argent Snowthrush sanctuary has con+int, str, or dex+ego options.
Another Desert mission has Sturdy Primus Visor(con+str), Primus Anchoring Visor(Int), and Brave Primus Visor(End).
A third has str/dex/int as options.("of Fallout" gear)
Random examples from other missions include: Clever Viper Gauntlets(dex+ego), Composed Spiritual vest(ego+pre), Hunterpatriot Formation visor(con+rec)
So you'd be hard pressed to come up with a build that can't use any of that stuff. Is it sub-optimal? maybe, but it's mission reward gear.
We already have story missions that give slotted gear...
Which don't always match your super stats. That's the point, isn't it? Or are you talking about something I'm not aware of?
Given the variety of choices you do have... I mean really, usually at least 3 options, some of them double stat gear. In the single example I posted earlier it was a choice of con/dex/str. that's a pretty good set of options. Besides, each mission has it's own set of options. So while that mission in the desert has con/dex/str as options, the mission to investigate the Argent Snowthrush sanctuary has con+int, str, or dex+ego options.
Another Desert mission has Sturdy Primus Visor(con+str), Primus Anchoring Visor(Int), and Brave Primus Visor(End).
A third has str/dex/int as options.("of Fallout" gear)
Random examples from other missions include: Clever Viper Gauntlets(dex+ego), Composed Spiritual vest(ego+pre), Hunterpatriot Formation visor(con+rec)
So you'd be hard pressed to come up with a build that can't use any of that stuff. Is it sub-optimal? maybe, but it's mission reward gear.
That's...nice, but I've been through those desert missions if I'm not mistaken. While some of those have hit some of my builds, it isn't just a matter of finding a Dex/Ego Primary Offense. If you're building a Dex/Ego/Rec build and you want all your stat to be NOT sub par, you need a combination of stat1/stat2, stat2/stat3, and stat1/stat3. A Dex/Ego Offense isn't necessarily optimal if you don't have a Dex/Rec and an Ego/Rec to go with it.
I think I know what you're trying to say, and I appreciate your input. However, when you build a freeform character there aren't supposed to be restrictions to your build, and the random gear drops interspersed with hard-coded rewards don't always hit you where it counts. When they do, it's awesome; otherwise you're stuck waiting on a random drop that may never drop.
This is of course, variable according to what you want on a particular character. I have gone stat1/stat2, stat1/stat2, stat1/stat3, then used secondary gear to increase stat3. It's all according to build and what drops.
No-one is asking for "hours of work", just a few sensible tweaks to rewards along the way - exactly as they did when they changed one of the Kodiak/Westside missions to give a slotted item. Make a slotted primary a reward for coming first on the Prison open mission, for defeating Kevin Poe and Hi Pan, and for doing the Desert or Canada Crisis. All BoP, of course, so no value in farming, but it would help people get their head around mods, gear and the like.
If I was gonna go for a quick-n-easy solution, I would just add some slotted gear to the Unity token vendor, make it give you a piece of gear scaled to your level when you buy it, and set the price so players could buy them every few levels. Give players a mission once they have enough tokens that points them to the vendor, so now you're also introducing players to the token vendors. Two stones, one bird.
Well, don't they have primary gear boxes at one of the vendors? until maybe?
those are random tho, so potentially even worse than the mission reward... potentially better too. For all we know a clown might jump out of them and kill you.
Well, don't they have primary gear boxes at one of the vendors? until maybe?
those are random tho, so potentially even worse than the mission reward... potentially better too. For all we know a clown might jump out of them and kill you.
Well, don't they have primary gear boxes at one of the vendors? until maybe?
those are random tho, so potentially even worse than the mission reward... potentially better too. For all we know a clown might jump out of them and kill you.
I had one of my characters stockpile a stack to open all at once. Not only are the stats random but so are the qualities.
Comments
Uhh.. Every powerful character I have and know my friends have only stats SS in their gear.
-------------------------
Interesting. But really, whether you stick to super stats only or add in some points to a non-super stat (such as Jonsill's recovery) is determined by player preference and sometime by the character itself. Having options would be more flexible.
EDIT, not really sure why the quote button didn't put gradii's comment in a blockquote, glitch I guess.
You do start with that, the head trainer gives it to you, or at least is supposed to.
What Aesica said. Definitely.
Also, that starting gear is...well, it's starting gear. You only have 1 super stat at the time, so it's the only thing that counts whether the other stat on the gear matches your plan or not. Oh, and if you take Endurance as your primary, you get Constitution gear, or so I got the last few times I tried.
1) Try it. There could be something there; random drops sometimes hit you right on the money, and sometimes someone will do the same by putting something on the AH.
2) It all depends on what's for sale and what your super stats are. Just like with random drops, sometimes there's just nothing there.
It does make me wonder, however, why you don't get blank gear. Then you could put mods in it to get whatever you wanted. In other words, [stat slot] [stat slot] [other slot]. So if you're planning a Con-Dex-Rec build, for example, you could take your three blank primary items and set them to:
(1) Con/Dex/gambler's lucky gem
(2) Con/Rec/impact prism
(3) Dex/Rec/gambler's lucky gem
This wouldn't be hard once you have a harvest run mapped out, though they might have to make the Science, Arms, and Magic harvesting points work as though instanced per character to keep them from being snapped up by hoarders; right now if one player gets one, it disappears for all players.
The present system of limiting higher-level harvesting points to characters with 101+ (or 201+) Sci/Arm/Mag (along with the success percentage based on how high in Sci/Arm/Mag you are) would already work to limit how fast you could get level 3 or higher mods, though some changes might make sense; frankly, I usually have 100 points in Science or Arms by level 21 or 22, which means I have to wait several levels before buying the next level from a vendor. (I have reached 100 by level 20.) That might have to be lowered.
I would much rather see our dev doing other, more exciting things than spending countless hours revamping the gear drops.
[at]riviania Member since Aug 2009
Epic Stronghold
Block timing explained
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My characters
I think I will try a Str primary character and see how I like it. There certainly seems to be enough gear drops with Str on them.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
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My characters
Another Desert mission has Sturdy Primus Visor(con+str), Primus Anchoring Visor(Int), and Brave Primus Visor(End).
A third has str/dex/int as options.("of Fallout" gear)
Random examples from other missions include: Clever Viper Gauntlets(dex+ego), Composed Spiritual vest(ego+pre), Hunterpatriot Formation visor(con+rec)
So you'd be hard pressed to come up with a build that can't use any of that stuff. Is it sub-optimal? maybe, but it's mission reward gear.
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My characters
I think I know what you're trying to say, and I appreciate your input. However, when you build a freeform character there aren't supposed to be restrictions to your build, and the random gear drops interspersed with hard-coded rewards don't always hit you where it counts. When they do, it's awesome; otherwise you're stuck waiting on a random drop that may never drop.
This is of course, variable according to what you want on a particular character. I have gone stat1/stat2, stat1/stat2, stat1/stat3, then used secondary gear to increase stat3. It's all according to build and what drops.
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My characters
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My characters
My super cool CC build and how to use it.
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My characters