Originally Posted by
Elfishski
So... the logic was that:
1. we know the game is too easy already for most people on TRs, (although it's a steep learning curve and can be a serious struggle for new players)
2. we wanted to make random loot sometimes of interest in comparison to named loot, because random, crafted, named, and raid loot should all have an important place in the game...
Despite (1), we decided that the only way we could achieve (2)was by:
3. giving random loot higher possible values than named or crafted or raid loot, to make up for its randomness and lack of number of effects and rare synergy between effects.
Okay... I would have liked a different solution that saw more 'horizontal' potential power for random loot if lucky, rather than vertical, but I can buy it so far.
But then we decided that...
4. named loot has to have as high bonuses as random loot (in the very next update), although not including stats at that point.
Now...
5. crafted loot has to have as high bonuses as random loot except in the extreme edge cases, but you can always have what you want, very nearly highest possible bonuses and augments etc, so in practical terms, ALWAYS better than random loot except at level 30.
And...
6. named loot now has bonuses as high as random can possibly go on the luckiest imaginable day (I was aiming not to look at Slave Lords stuff in advance to have a surprise, but +17 stats there? already? come on....)
So, all we've done, in the space of just 3 updates (!) is increase ALL of the bonuses by HUGE amounts, put random loot back to being complete garbage you use while leveling if you can't be bothered finding something better, and made (1) much worse. I mean, I know heroics were super easy zergs for vets with epic completionist before, even when you could only get a +6 stat bonus, but giving us +11 stat bonus or more doesn't actually help that situation.
Devs - do you have any plan for balance at all? Because right now it looks like +20 stat bonuses next update, +25 the one after, then +40 because people are having trouble seeing the difference in killing LE mobs in two to three hits from +25 to only +30...
It's not too late to stop now and actually give each type of loot a niche:
- Random loot has niche of highest possible bonuses.
- Named loot has sometimes many effects, that probably make sense together, and that can be in unusual slots, and sometimes unique powers.
- Crafted loot has flexibility and is reliably strong yet unremarkable
-Raid loot is much like named loot, but perhaps with some crafting flexibility and generally a bit better.
When you obsolete every previous quest and all previous loot every update, it gives us less game to play, not more. Grow the endgame. Don't shrink it.