I agree that grinding is not good for RoR, but I also want to clarify that I think people only call it a grind when you're either A.) losing, or B.) bored. It's a grind when you're the faction at 30% population, fighting a zerg but getting no rewards because of a lack of drops. It's a grind when you're the faction with 70% population, playing PvDoor and doing the mental math "(285 medallions / 5 medallions per keep) * 25min per keep..."Penril wrote:Still haven't given a convincing argument as to why grinding is good for WAR/RoR.
Specially considering this is a group game unlike other mmos where you can dual spec for different roles. Here your success depends heavily on what classes you have in your group. Some nights i see very few healers on my realm. I would like to log on mine to balance things a little, but them i realize i have:
- 5 SC emblems out of 110/220 i need for SC weapons.
- 10-15 RvR emblems out of the many needed for RvR gear
Sure i can still heal and do fine, but i'm sure most see my point by now.
On the other hand, nobody calls T1 SC weapons a grind, even though it takes 20 wins (on average ~35 scenarios) to get the gear, which actually runs the risk of leveling you out of T1 before you even get them. I think the solution to the complaints lies not only in coming up with a gear price or medallion drop rate that seems fair, but also in mitigating some of the need for medallions completely.
In Tiers 1-3, the RvR gear is plainly Best-in-Slot gear for almost every class, and while there are alternative PvE sets, almost nobody ever got those. So if we make this gear available for silver upon achieving the minimum rank... why even have gear at all? Why not incorporate the stats given by BIS gear to the base stats granted by leveling? Once we get to T4, alternative sets would provide just enough of a bonus (and even penalties) to change a class' playstyle from the default to an alternative. But before T4, why even have gear at all if the best gear for you is available immediately for an incidental cost? For that matter, why only make the argument for sets? Why not remove influence gear too? And SC weapons? And Relic weapons (remember those?)?
Obviously this isn't necessarily a bad idea, but aside from the practical effort of implementation, it takes away a major avenue of progression. Consider then, that the purpose of gear is not to set you apart from those lower leveled than you or to bring you closer to those higher leveled than you, but to set you apart from those who either play worse than you, or put in less effort than you, at any level. A solution to a gear grind has to respect both of those purposes evenly, I believe.
- - This is why PvE gear drops are mostly whites and greens. It's low effort content. Blue and Purple drops in PVE represent a higher degree of effort put into it, with their lower drop chance. PvE sets from dungeon runs were roughly equal to RvR gear, because (at least when not overgeared), you had to play better to get it.
- - Dropping gear (or currency) from player kills comes mostly from playing better, and to a lesser degree, putting in more effort (read: play time)
- - Dropping gear from keep lords rewards playing better, but only if there's actually a defense.
- - Dropping currency from keep rewards more effort, and helps mitigate the randomness of drops. But only if there are alternative methods of getting the gear
- - Keep chests were supposed to reward effort separately from "play time (read: AFKing keeps)", but those were removed because the algorithm was shitty and Mythic refused to fix it.
Some things to remember when addressing the whole Devastator issue:
- When T3 is released, the community mostly wants the level range to be 22-31, which removes Devastator from being a T2 concern completely.
- The drop rate for Soldier's Medallions could be higher in T3 than it was in T2. 10 from keeps, a higher drop chance off players, etc. Frankly, the drop rate should be different, if for no other reason than to account for the cost difference between Obliterator and Devastator
- While down-converting medallions is an issue (the code to "open" boxes is not there yet, and is not a priority), buying up will be an option at the old rate of 5:1.
- There is little to no reason why we can't get Obliterator/Devastator gear to drop from keep takes or player kills directly, like it used to.