PvP Reward Track Tagged Gear

i like seeing the carrot at the end of the stick too but i SERIOUSLY hate that every single person in any semi serious game mode is ether in full blown heavy ori plate or some flavor of clown costume to hide the heavy ori plate (or shade walkers)

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I really love that idea, i.e. weighting for a rolled item to have a 50% chance of being for one of the weapons/armor etc that we are wearing.

Great Idea!

So just to confirm, the equipped loot tag means that you must have an item of that type equipped for it to be eligible to drop out of the bucket, correct? If so, that’s a really nice addition that indeed would be good to see expanded towards other areas of the game too (especially since some of the goodies are BoP, makes it even more annoying when you get weapons you don’t use much).

Also, as others have said, having more visibility into the possible rewards from the PvP track would help with giving people a goal to work towards. An option to also “lock in” a slot would be nice (even if it prevents a roll until it’s unlocked/purchased), as in the current format, the pvp reward track is, let’s say, mysterious. I’m fairly informed on it due to the data present in the game files, but the average player won’t really know what to expect or what to set up a goal for in this system.

Can it enhance the chances/weight of equipment weight class I’m wearing, as well, if rolling armor?

E.g. I play medium healer, I’d love more medium pieces to rotate into my build

probably shouldn’t as to increase the diversity of gear and builds…except they are about to screw over heavy heals so i dunno.

STR and DEX MELEE based heavy medium and light are always viable

DEX based range 100% always light. medium and heavy not worth it

INT some builds can function in light medium heavy

focus… lol.

The value that is weighted could be adjusted. Maybe start at 50% and worked down.

I agree I like build diversity but I really don’t like heavy pieces for example, and will never use them so it’s a waste. I know some folks only play heavy and light would be a waste.

There’s already excessive amounts of gear just trying to reduce the amount that we currently receive

i really dont know what the right answer is as there are a LOT of builds that will NEVER run one or two of the armor types. (while some mix is still required for min maxing. so a heavy chest is always useful for a medium or heavy build)

alternative to this for the pvp track at the least is to have 3 pieces always available in light medium or heavy on a gear drop.

then you can chose one of the 3.

I made this awhile ago. There is a lot of play room but with how rare good perk pieces are to find (unfortunately so) it’s easier to stay in 1 weight class

100% Agree with this.

Honestly - scrap the “reward track” as it stands. Give us Arena Caches. Let us level up our PVP level from 1-200. As we level up our PVP LEVEL, give us +Quality rolls on the Cache loot. This would apply to Arena Cache, OPR Cache, and War Caches.

So a player who is PVP lvl 200, will get more Purple/Legendary gear from ALL caches versus the lvl 1 player who will get mostly greens. This could work similar to +Luck, or how I envision it, how we get +20% Luck from 200 Mining, or we have chances to duplicate crafting items with 200 Refining, etc. We would have “+20% Quality Luck” on all Caches for 200 PVP Skill.

Give us a PVP Vendor, where we can buy PVP-Only consumables. Currency would be Salt and/or faction tokens.

The PVP vendor can also sell the new “PVP-Armor” for a HIGH amount of Salt. So a player can either get it via RNG from the Cache OR just save up for a desired piece. This way its RNG, but alleviated RNG if you want to save up salt and just buy it over the course of time.

This gives everyone what they are asking for.

Reducing RNG in more areas/systems would be greatly appreciated.

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It’s a great idea, but it would require hundreds of pieces of gear. You would need gear with every single weapon perk on it, and multiple possible combinations of those. Can you imagine browsing a PVP vendor with 100 items to go through? Certainly possible, but potentially daunting for the developers, and then we need to hope they know what good PVP gear is (which I have my doubts, seeing the horrible PVP perks they implemented on the PTR…)

There is the system of tokens, each one being responsible for a perk/armor type. You collect 1-5 tokens gained through PVP progress and by combining them you get a specific item.
For example: to make a legendary medium boot with gem slot, resilient, critical and skill perk would require 5 tokens.

Im glad you are adding stuff like this. Would it not be easier to just have a selection box that allows people to choose an armor type or weapon of their choice? I mean if its a 50% chance roughly than the rng itself doesnt really matter all that much does it?

Even better, as Relentless-Turnip suggested, a store where people could choose. Just make it expensive enough to make up for the fact that there is no RNG. I would like to eventually see that added for a dungeon reward system in the future too.

A lot of MMOs have done this. Look at Rift for some inspiration. They had dungeon drops but if you did not get lucky enough for dungeon drops then you at least got tokens. Once you collected enough tokens you could buy the drop you were not lucky enough to get. This felt rewarding. It felt like I didn’t waste my time because I was earning SOMETHING that wasn’t just vendor fodder. As an example, I have been trying to get the Dex ring out of Laz for months. Getting the same stuff over and over is just a waste of time to me. Getting the ring now isn’t going to feel rewarding. Took me many months for Laz bow. Seen company members get it over and over and they will never play bow. I got Will of Ancients over and over and I will never heal. Im glad I finally got the bow but it just didn’t feel very rewarding because it was too much effort.

Thanks for listening (if you did come back and read it anyways.) I hope this is something you consider.

Or here me out… Make the game less gambling addiction dependent.

Reward pvp tokens you can get from open world pvp/opr/arenas/wars. Use these tokens to be able to lock in specific perks on a specific type of equipment. Make every extra perk/gem/designation cost exponentially more tokens. These pieces could even be BOP when you craft as to not screw up the market.

That’s how you create a rewarding system which respects peoples time, rewards players with something they actually want and is a healthier system.

there is always the re forging and charm options.

i wouldnt mind a special purple armor that can be modified to your chosing using the gemslot system of breaking whatever is in it to replace a perk.

make a legendary version of that be a goldfish bowl levels of rare.

Can we add this system to OPR / War reward caches as well? I am wearing 0 items from either of these and I have been playing 7-10 OPRs a day since release and war every other day. The loot from these caches is so awful.

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so if i open the box with only one weapon equipped (if secondary weapon) does that increase my chance of getting the only weapon equipped?

While it’s not a box (it’s the rewards on the actual track), yes. If you want, let’s say a Lifestaff, you’d have higher odds by removing the other weapon.

However, this happens as soon as you unlock a notch (which happens when you get the pvp exp, which is when you finish the arena), so you’re gonna have to un-equip during the fight :sweat_smile:

Edit: you could technically have a better shot by leveling up through missions since there’s no pressure.

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This is when we remove crafting from the game too right?

Also what happens if I already have BIS weapons in primary/secondary. Can I equip a different weapon and open the box for that?

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