I think it would be great if the extra enchantments needed for upgrading would no longer be required. Also, lowering the amount of RP needed to go from 10 to 12, and lowering the cost of Superior Marks is needed. It is time to end the gear gap. For the sake of PVP, retaining new players and bringing back old players, please do this. It costs 10s of millions of AD to get all rank 12s, not including utility. This has to change.
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While I can't say I like rng or the refinement process as a whole, to have a successful MMO there has to be things that are challenging to get. R12s are a stretch goal that is not required, but is a carrot on a stick goal to keep people playing and paying.
My guess is, not going to happen.
Everything is sun and rainbows. The fact, that 90% of the long time players I know stopped playing in the last year is mere coincidence. The fact, that the PvE and PvP community melted down to a fraction of their former numbers is a rumor and ppl who spent thousands of dollars LOVE the devaluation of their investment for the good of the community.
BTW this was sarcasm.
And it was a blip on the radar for player numbers.
Game requires too many $&@&in $&%# wards.
As for burning through pres wards, there is a trick that helps me dramatically. Move your character forward a ways between every try. It takes a long time, but it makes the % chance actually work right, if not better. The RNG seems to be re-seeded by moving. If you stand still, that's when the RNG starts streaking. That's why you can blow 10 wards on a 90% upgrade. Also, never open / upgrade anything near a bank, mailbox, anywhere near a campfire, and never EVER when you first log on to a character! (bank / mailbox / campfire are my superstitions, but the first logon thing is real, I swear it)
My personal recent history using this method is upgrading 3 enchants from r11 to r12 using 28 pres wards over the weekend, and upgrading 9 enchants to r11 or r12 in January using about 120 pres wards from winterfest. Might not be enough to be truly statistically significant, but I'm sold on it.
Still I don't think that will change soon unless someone surprises me as it's been that way for some time and honestly I'd be FAR HAPPIER AS WOULD EVERYBODY if they INCREASED THE UPGRADE CHANCE for a success refinement upgrade of all Enchants, Artifacts, and Gear by 1/3rd of the existing %. I'd also be happier if Preservation Ward's & Coalescent Ward's dropped a *little* more frequently from Celestial Enchant Chests from Praying, and were removed out Celestial Artifact & Artifact Gear chests but added possibly blue or epic power, stability or union stones to one of them. It seems 2 of the last 3 poster's on this topic agree with me on the preservation or coalescent ward's, but increasing the upgrade chance also helps you burn a *few* less of the ones that you do have.
Trying to get a Blue Artifact to Purple only give's a 25% chance but 1/3 of that is 8.25% so be nice to see that increased to least 33.25%. While this mostly helps people a little for EPIC Artifacts or Gear it also help to encourage upgrading of more Rank 6/7/8/9 enchants as they'd be slightly more successful in upgrading mid end gear or enchantments.
Orange Artifact's only give a 10% chance and a 1/3 increase would increase the chance to 13.3%, or Mythic which is 5% would increase to 6.65%; while that seem like a minor adjustment it would all is helpful and something they'd consider.
So I'd think it be NICE for a better chance of successful UPGRADE. We'd save a few perhaps not many preservation ward's or coalescent ward's, still at the same time by no mean's would it make them obsolete or not highly prized items. I just wish a few more of them would drop from Celestial Chest's of Enchants with each chest more focused reward payout. Minor stones or Pearls should mostly be earned from NPC drop's or chests in dungeons and possibly in sometimes larger quantities than 1, and certainly not from HE encounters in IWD or other 70+ campaign area's as those should be at least Peridot's. Even Sharandar award's uncommon thua stone's in each adventure for the 3 daily missions which start's at 64.
Each of the Celestial Chests should have a better FOCUS. Still I'd be happy if the requirement for duplicate enchantments were no longer required, like a fully refined rank 10 requiring a refining stones of a rank 10 and superior mark of potency, or if they just increased the chance of updating items/gear and gave better chance to earn wards.
I assure you though it should be at least for Artifacts & Gear: 25% chance at EPIC, 10% chance at Legendary, and 5% chance at Mythic. I identified the upgrade chances for a Rank 7 to Rank 8 Enchantment above.
Certainly not aware of any Rank 11 enchants that give anywhere close to a 50/50 chance to upgrade to Rank 12 as you indicate saying you've made many rank 12's with no ward's? Unless their is some BUG or unknown VIP feature that is changing upgrade chances for some but not others? Shard's which are Rank 6 Enchants do give a 1% chance but you often can earn several per day, and IF successful upgrade into Rank 7 Weapon Enchantments or Armor Enchantments worth a lot of AD. Those are also unavailable for use before Rank 7
So I say to plasticbat I think your a good guy and agree in principle with what your saying, but without RNG we wouldn't feel really amazing when it succeeds, yet believe if chances were improved a little it be less frustrating! I agree with defiantone99 that more should be done to lowering of costs a little especially when some have 4, 5, and often many more character's they want to play more frequently. More end game content now requires higher and higher GS to play let alone even to participate in.
Some of that could come from more focused & better reward's offered by the God's from Celestial Chests, as well as increasing our upgrade chances for EPIC, Legendary and Mythic upgrades as suggested above. After all when Sharandar offer's 3 uncommon thauma (unbound) or 9 at all 3 gate's it's sad if prayer's reward a minor stone or rank 4 enchant; at endgame Rank 5's drop not often but they drop from a Enemy and their no God.
A new Celestial Enchantment Chest single category of reward (lower & to right drop less frequent):
Uncommon/Rare/EPIC Thauma Stone(s) (unbound)
Preservation/Coalescent Ward : increased chances than today (account bound)
A new Celestial Artifact Equipment 1 of:
Uncommon/Rare/EPIC Resonance Stone(s) (account bound)
Uncommon/Rare/EPIC Mark of Power/Stability/Union (unbound)
Celestial Artifact 1 of:
Peridot/Aqua/Saphire/Opal (account bound)
Uncommon/Rare/EPIC Power/Stability/Union Stone (unbound)
I suspect the number is cached for a while before getting a new one.
That can explain why you open the skill node and fails N times in a row. For me, that usually happens in solo dungeon.
That can explain why I can consistently get 5 to 6 green RP in a row if I click very fast (I only do these RNG stuff in a lone instance).