100786-itemization-and-stats-in-wildstar-whats-being-done-about-it-page-4

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No. With the amount of time you guys REQUIRE us to invest in crafting, it should ALWAYS happen in Veterans. How many days vs how many runs? Someone forgot to compare time sinks when they added research. You dropped the ball, hard. Admit it and correct it properly. No more band-aid fixes.


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This is laughable. Crafting consists of doing your data fragment quest and ignoring it until you want to craft 100 of something hoping for one with good slots. When you actually want to craft them it can be tedious, but comparing it to chaining dungeon runs or raiding from a difficulty perspective is laughable. There is nothing, I repeat nothing, about crafting that is remotely difficult. I have two master crafters and I spend maybe 10 minutes a day on it and you are not a better crafter than me. I can make the same stuff with the same stats in the same number of attempts you can. There are even addons that allow you to make 20 of an item at a time and go watch tv. This concept that crafters "work" and "deserve" to be able to make competitive gear is hilarious to me. This isn't Ultima. you don't spend 30 minutes naked drop-walking your ore back to a forge hoping not to be PK'd. You stand there and hit combine with materials you bought off the CX 10 meters away. Cry me a river.


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My money is on Drop 3, along with Expert Technologist Research. Partly because they are talking about it now, which means it is in a good enough place design wise to be talked about. Mostly because they'd want to get the rune slot and any crafting changes in place before purple hybrid power cores are released into the wild, and there are three new levels of hybrid power core in research that might be the purple cores according to the pictures released so far.


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Mhm, I agree 100% - looks like Carbine is on the right track to making some changes but keeping crafting relevant. Rune slots and AP/SP balance with other stats are the real issue here.


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They just said they're fixing rune counts and making AP less OP. Nowhere did they mention they're adjusting rune set bonuses, so the fact that I can't get Firestarter/Spellweaver on my esper in anything but fire slots means the change is worthless to me. Getting that 12/12 bonus is even more important than the stats you can slot in the runes, and the fact remains that earth runes have set bonuses completely irrelevant to magic DPS. Spellweaver is on Fire, Water, and Life. For Water and Life to even be worth it (that means getting ginesse and crit hit close in benefit to AP), you'd have to nerf AP by a good amount, and I doubt AP won't still be optimal over the other stats. So as an Esper having more runeslots means nothing if those runeslots are not fire/fusion.


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In honor of WildStar's recent attempt to be more transparent with the community, how about before posting anymore possible major changes to systems that are not working as intended (this list just seems to be growing now doesn't it.  Feels more like a subscription-based Beta test right now), only post when specifics are exact? There was so much outrage with the medal/loot system change because of a lack of specific information. I fear there will be a lot of outrage if any other major changes occur without specifics being explained clear and concise for the community to understand. Currently, it is becoming a struggle as a GM with participation of not only casuals but also hardcore players and officers drops. Several members have decided to take the next month or so off until they feel the reward of end-game content is worthy of the current time commitment required. Some may not even come back.


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To much RNG, like W* has right now, is a very bad system. They need to tone down rune types. Make dps weapons give dps rune slots, instead of slots that benefit healers more.(etc with tank and dps weapons). Same goes for Dps/Tank/healer gear.


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Thanks J-Tal, I really appreciate your feedback on the issue. As for the matter in hand: I think item randomization works great in a game like Bordelands or Diablo, but I really don't like it in a MMORPG, for the simple fact that this is a much more competitive game. On Borderlands, Diablo, or any other non-MMO really, people don't care as near as much about balance, simply because what other people do in their games don't affect you as much. Too much RNG like we have now makes the game feel unbalanced. I also disagree that random itemization feels rewarding when you get a good item. It just feels punishing when you don't, which can happen a lot if you are unlucky. Finally, random is luck. Most of the time, it doesn't involve any skill whatsoever. You can't do anything as a player to be more lucky, no matter how good you are. The only thing you can do is try again, and even that doesn't guarantee anything. In the end, it doesn't feel rewarding.


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This is thus far the only place you've mentioned changing stating on raid loot.

But at least in theory you agree that raid loot should be better. There is more than just rune slots to a lot of the problems. It's been mentioned several times that because 1 stat is so much more valuable than any other to DPS players, and crafted gear allots players to put all of an item's budget into 1 stat, crafted gear with a lower budget can often be better than dropped gear with a substantially higher budget. This is the case even with correctly stated gear in raids. So my question now is do you have any specifics on how you intend to handle this? Thus far most of your comments have been directed towards rune changes. The suggestion I've seen the most times may be beyond your team and would involve changing what the stats provide players. Such as having a  primary stat for acquiring the best ratio on AP/SP then the secondary 2 stats also providing AP/Sp but at a lower ratio than the primary. That makes a whole lot of sense because then gear that puts a lot of its budget to the secondary stats gets good value from those stats as well.


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