Quote:
Originally Posted by Raith
Regular mobs give a certain amount of xp per kill (always), and a certain spin at a drop (which includes epics every so often). Bosses give a higher amount of XP per kill (always) and a non-epic drop once. By asking for bosses to drop items off the same epic table (while still getting the higher xp), you make a random boss encounter a non-boss encounter. You make then more powerful, higher-XP kills that are essentially mobs that don't drop trops. This is a stupid idea. It minimizes the difference between a mob and a boss, and makes drops (particularly epics) more common (although it might seem minimal to you because you don't really think about it. You're apparently too busy making banners for your sig that demonstrate what an idiot you are) which is a nerf to crafters especially, but to everyone in the end.
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THIS WOULD NOT DRAMATICALLY INCREASE EPIC DROPS...
why are you explaining to us all how drops work??? Everyone just skipped that paragraph, what a waste...my suggestion is to fix a small hole in the current system.
Obviously you are just another person fearing they will lose a monopoly on a market they wish to corner. I completely understand you've spent time developing your crafting skills.
But this would not make them obsolete.
Using your logic we should just take epic drops out of the game so that the crafters have a purpose....after all, thats why nod was invented right..so the crafters could control markets and make zillions of dollars??
AS WE ALL KNOW ALREADY:
a random boss encounter gives you nothing after its been defeated...making it therefore a complete waste of RT, or RRT to spend the time killing said boss. You could have killed lesser mobs, more often for a greater amount of:
XP PER HOUR
CHANCES AT EPIC AND NON EPIC LOOT
TROPHIES
Don't sit here and pretend in any way shape or form you do not flee the instant it is possible from a random encounter AT ANY LEVEL once that boss has been defeated. How is that system in anyway useful or beneficial?
It just makes no sense, period....Killing a harder enemy should yield greater rewards, as of now the current system only partially reflects this. Im not even asking for greater rewards..im asking for the same rewards as killing a mob 4-5 times weaker!!!
We are talking maybe
5-10
CHANCES FOR THE FEW PEOPLE WHO ARE DELIBERATELY GRINDING ALL DAY TO GET AN ALREADY MINISCULE POSSIBILITY FOR AN EPIC DROP
IF AND ONLY IF THEY ARE IN THE RIGHT LEVEL RANGE.
WHY KILL SOMETHING WHEN ARE THERE ARE NO TROPHYS?
WHY KILL SOMETHING WHEN THERE IS NO LOOT?
WHY KILL SOMETHING THAT JUST WASTES RRT?
PLAIN AND SIMPLE, NONE OF US DO.. WE JUST FLEE.
If a person chose to kill 15 extra standard mobs a day it would have a greater impact than this change would. It is very unlikely to hit 15 random encounters in a zone you are in the correct level range for even grinding all day.
My idea is sound, more profitable for jeff, benefits every single player in the game REGARDLESS OF LEVEL OR CRAFTING SKILL, and is easy to implement.