Gearscore watermark grind is not fun

I believe this is one of the major downfalls of the game, it will lose alot of new level 60 players if it remains unchanged.

The whole gearscore and watermark system is totally out-of-touch, it needs to be reworked entirely.

Its just extremely vague and tiresome to grind towards.

Why would the developers make the most boring activities imaginable (grinding the same boss for hours and hours, grinding chests with 30 people so theres zero challenge) reward greater gear?

The upcoming patch later this month will make turning orbs easier to craft, so atleast I can use dungeons to get gear slowly. But I am doubting it will be super interesting to do the same 2 dungeons over and over again.

Yet PVP only rewards you with extremely bad gear of 520-535 gearscore (disregarding the resilience bugs in the past and on-going issues with it, and other bugs with faction gear). Again, why? is it to appease PVERS who hate PVPers?

This all makes zero sense. And personally I will never spend hours and hours doing chest runs or mindless farming of same boss over and over. Until they add quality of life I will never be 600 gearscore and will stick with using the trading post for gear. Thanks for reading.

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It is meant to make you spend time in game when there is actually no content waiting for you.

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Thats what it feels like. But at the moment I would rather AFK in town waiting for my next outpost rush than open chests mindlessly.

Its the concept of applying a “Korean style mmorpg” grind to a Western orientated audience (the fact there are no Asia based servers is statement enough).

It really is a half-assed solution to the realisation that there is no meaningful end game content. Keep players engaged in the game to grind bosses for weeks in the vain hope they get the perfect drop. Fun for a few hours, but it does not stimulate return gameplay.

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Korea style MMO wouldnt do anything like this but instead have you grind upgrade items you apply to your current gear with an ever increasing chance of making it break without recovery per succesful upgrade done before.

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