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Borderlands type of loot!


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#1 ChuyDog08

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Posted 21 June 2013 - 11:34 PM

I don't know how to describe it other than what the title says.  I am getting tired of the same boring stats on everything.  I fell in love with the randomization of attributes that Borderlands applied to it's loot. Examples of crazy stats:

+250 Power, +25% Boon Duration, and 20% Chance of knockdown on critical
+150 Condition Damage, +150 Vitality, and 40% chance to go stealth when inflicted with a condition
+300 Toughness and every 5th swing causes burning

Does anyone else wish they would change up the loot stats?

#2 Kraviec

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Posted 22 June 2013 - 12:28 AM

Nope. I like my stats clean and simple, I hate deciding if +20 to WTF is better than +5 OMG and then handpicking gear every time I drop something. The way it's made right now is ok and I know what I want to wear.

By the way, I'd love to have that 20% KD on crit lol

Edited by Kraviec, 22 June 2013 - 12:29 AM.


#3 Fizzypop

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Posted 22 June 2013 - 12:35 AM

No. What I want is stats that are useful that aren't all damage oriented. It seems like in GW2 very few stat sets are really necessary or viable. That's boring. It'd be nice if zerk gear wasn't the only gear basically.

#4 Desild

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Posted 22 June 2013 - 12:47 AM

More legit stat combinations and a more fair distribution of the ones we have.

Is that too much to ask?!

#5 lmaonade

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Posted 22 June 2013 - 01:20 AM

revamp the crafting system and give players the ability to choose primary and secondary stats on their crafted goods, 2 birds with 1 stone.

#6 ExplosivePinata

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Posted 22 June 2013 - 01:29 AM

In Borderlands 1&2 the loot is plentiful as it is also in Torchlight 1&2. The thing is that in those games there is many different looties. GW2 is seriously lacking in loot quantity and quality, Anet should have added armour etc. but instead we get RNG boxes.

I worry for the future of GW2 as the GW1 costumes are gone and we have useless town clothes instead.

Has any GW1 player ever gotten excited about town clothes?

Edited by ExplosivePinata, 22 June 2013 - 01:40 AM.


#7 The Shadow

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Posted 22 June 2013 - 01:42 AM

No, but I think Elemental weapons should have some form of base elemental damage. I mean, it makes sense, right?

When I look at my Incinerator it says "Fire" damage, which is simply misleading.

Then what you could do is implement a system, like in Borderlands 2, where certain mobs are weak to certain elements. It'd certainly mix things up a little.

#8 ben911993

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Posted 22 June 2013 - 01:43 AM

View PostDesild, on 22 June 2013 - 12:47 AM, said:

More legit stat combinations and a more fair distribution of the ones we have.

Is that too much to ask?!

I don't think the problem is in the variability of stat combinations. It's more how useful (or in most cases, useless) the combinations we do have are. But that's another problem entirely.

As to making look in GW2 more like Borderlands, I want to like the idea, but if this would affect all pieces of armor and trinkets as well, that'd just be too much randomness, too many possibilities. Unless there were a completely wide open crafting system with the ability to craft every stat combination, it could be nigh impossible to find the stats you need for every piece. And the few useful stat combos would be even more expensive.

If armor didn't have stats and trinkets were removed, and you only had to worry about your weapon's stats, then it'd be slightly more feasible. But this would require an entire rework of several different systems in the game.

Borderlands style loot wouldn't much work with GW2. It works for games like BL, TL, and Diablo because those games were built around the premise of searching for equipment with just the right stats and mods. In GW2, once you've got the stats you need, it's just a game of dress-up. (Which, for the record, I'm perfectly fine with and actually enjoy.)


View PostThe Shadow, on 22 June 2013 - 01:42 AM, said:

No, but I think Elemental weapons should have some form of base elemental damage. I mean, it makes sense, right?

When I look at my Incinerator it says "Fire" damage, which is simply misleading.

Then what you could do is implement a system, like in Borderlands 2, where certain mobs are weak to certain elements. It'd certainly mix things up a little.

GW1 actually had this, and it's really disappointing to me that GW2 didn't go that route. Weapons would have a prefix mod and a suffix mod, and martial weapons (anything that isn't a wand or staff, or in GW2's case, a gun) could have an elemental mod for a prefix, and all attacks made with that weapon would deal damage of that element. This is relevant when warriors had extra armor versus physical, rangers had extra armor versus elemental (enough to halve all elemental damage affected by armor), and some enemies would get huge reductions. Destroyers, for example, took -50% fire damage and -30% earth damage.

There were some niche builds as well that relied on this, such as a Spinal Shivers necro + a cold martial profession. Spinal Shivers was a hex that, for its duration, would interrupt the afflicted foe whenever they took cold damage. Simply keep someone with a cold weapon trained on that enemy, and they'll never get a skill off.

Edited by ben911993, 22 June 2013 - 01:49 AM.


#9 ExplosivePinata

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Posted 22 June 2013 - 01:59 AM

View PostThe Shadow, on 22 June 2013 - 01:42 AM, said:

No, but I think Elemental weapons should have some form of base elemental damage. I mean, it makes sense, right?

When I look at my Incinerator it says "Fire" damage, which is simply misleading.

Then what you could do is implement a system, like in Borderlands 2, where certain mobs are weak to certain elements. It'd certainly mix things up a little.

The thing about BL2 though, as it is you now have UVHM that is pretty much tedium of difficulty, Anet have chosen that route, more HP's and one hit kills = difficulty. I demand fun instead of things like that.

#10 Baron von Scrufflebutt

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Posted 22 June 2013 - 07:05 AM

Just incorporate the PvP system into PvE: it's an improved version of the superb GW1 system and it's utterly superior to the hell that is the PvE system.
And then, while they are at it, simply remove the huge majority of customization options: heck, they could easily keep JUST gems as the gear customization option.

#11 Khrushchev

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Posted 22 June 2013 - 07:14 AM

View PostThe Shadow, on 22 June 2013 - 01:42 AM, said:

No, but I think Elemental weapons should have some form of base elemental damage. I mean, it makes sense, right?

When I look at my Incinerator it says "Fire" damage, which is simply misleading.

Then what you could do is implement a system, like in Guild Wars 1, where certain mobs are weak to certain elements. It'd certainly mix things up a little.

Fixed for accuracy.

#12 Mastruq

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Posted 22 June 2013 - 10:51 AM

View PostFizzypop, on 22 June 2013 - 12:35 AM, said:

No. What I want is stats that are useful that aren't all damage oriented. It seems like in GW2 very few stat sets are really necessary or viable. That's boring. It'd be nice if zerk gear wasn't the only gear basically.

You have several stats that arent damage oriented. They just arent deemed useful, and thats a decision the player base makes. Sure maybe there could be even more, but that wouldnt change a thing in current meta.

If dps would stop reigning supreme, then mixing in the defensive stats (vit, sta, healing power) would be a viable alternative to the usual power, crit chance and crit damage favorites.

#13 The Shadow

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Posted 22 June 2013 - 06:09 PM

View PostKhrushchev, on 22 June 2013 - 07:14 AM, said:

Fixed for accuracy.

I disagree actually. How elemental damage was implemented in BL2 was different to how it was implemented in GW1.

It plays a larger part in BL2 than it did in GW1 and I like that.

#14 Khrushchev

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Posted 22 June 2013 - 06:53 PM

View PostThe Shadow, on 22 June 2013 - 06:09 PM, said:

I disagree actually. How elemental damage was implemented in BL2 was different to how it was implemented in GW1.

It plays a larger part in BL2 than it did in GW1 and I like that.

I know, I've very scarcely played Borderlands so I wasn't even sure the extent that it played. I was merely bringing up the fact that Anet is no stranger to damage types affecting effectiveness.

#15 OnePunkArmy

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Posted 23 June 2013 - 07:09 PM

View PostThe Shadow, on 22 June 2013 - 01:42 AM, said:

No, but I think Elemental weapons should have some form of base elemental damage. I mean, it makes sense, right?

When I look at my Incinerator it says "Fire" damage, which is simply misleading.

Then what you could do is implement a system, like in Borderlands 2, where certain mobs are weak to certain elements. It'd certainly mix things up a little.
Elemental damage in this game is purely cosmetic and has no effect on battle or gameplay. Elemental damage simply determines the death animation of the target.

#16 Fizzypop

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Posted 23 June 2013 - 09:05 PM

View PostMastruq, on 22 June 2013 - 10:51 AM, said:

You have several stats that arent damage oriented. They just arent deemed useful, and thats a decision the player base makes. Sure maybe there could be even more, but that wouldnt change a thing in current meta.

If dps would stop reigning supreme, then mixing in the defensive stats (vit, sta, healing power) would be a viable alternative to the usual power, crit chance and crit damage favorites.

If there is no reason or content that forces us to look at other stat combos then no those stats are in fact useless. The developer could remove all other stat combos except for zerker and you could still do all the pve content this game has to offer without a problem. That shouldn't happen.

#17 NerfHerder

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Posted 23 June 2013 - 09:26 PM

They should get rid of stats on gear.

#18 Omega X

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Posted 23 June 2013 - 09:44 PM

View PostExplosivePinata, on 22 June 2013 - 01:29 AM, said:

In Borderlands 1&2 the loot is plentiful as it is also in Torchlight 1&2. The thing is that in those games there is many different looties. GW2 is seriously lacking in loot quantity and quality, Anet should have added armour etc. but instead we get RNG boxes.

I worry for the future of GW2 as the GW1 costumes are gone and we have useless town clothes instead.

Has any GW1 player ever gotten excited about town clothes?

Both of those use the Diablo model for loot.

ArenaNET won't implement that model. The "economist" that they hired won't allow that because its an income source. He really doesn't like that you acquire easy income.

#19 Mastruq

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Posted 24 June 2013 - 08:49 AM

View PostFizzypop, on 23 June 2013 - 09:05 PM, said:

If there is no reason or content that forces us to look at other stat combos then no those stats are in fact useless. The developer could remove all other stat combos except for zerker and you could still do all the pve content this game has to offer without a problem. That shouldn't happen.

Yea I said that - the solution is not having/making more defensive stats like the post that I adressed suggested ( that was the context of my post that you seem to overlook). I think I clearly said the meta or flavor of the month of serker or gtfo is the problem, but if it wasnt clear enough that is what I meant.

#20 Conkers

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Posted 24 June 2013 - 01:46 PM

View PostFizzypop, on 23 June 2013 - 09:05 PM, said:

If there is no reason or content that forces us to look at other stat combos then no those stats are in fact useless. The developer could remove all other stat combos except for zerker and you could still do all the pve content this game has to offer without a problem. That shouldn't happen.

The content is merely a result of the class  / combat design, if you have no healers, no CC classes, no real support classes, no real tanks and everything is pretty much DPS + a bit of a utlilty / CC / healing, then the outcome is inevitable, DPS > than everything else and no design of content will change that.

GW2 PvE is like when raid geared players run a 5 or 6 man in other games and peolpe just DPS through it with a healer in DPS spec or a support class giving them just enough heals to get them through.

#21 ChuyDog08

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Posted 24 June 2013 - 05:39 PM

View PostOnePunkArmy, on 23 June 2013 - 07:09 PM, said:

Elemental damage in this game is purely cosmetic and has no effect on battle or gameplay. Elemental damage simply determines the death animation of the target.

It is sad that it is purly cosmetic.  I think Fire Ele and Fire Shamen should be immune to Fire, Claw should be immune to cold, etc.  I think Norns should have some cold resistance, Necros have some resistance to fear, etc.   I think this game is fun, but Anet missed out on some simple design features that would make the game more interesting.

#22 Fizzypop

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Posted 24 June 2013 - 07:51 PM

View PostMastruq, on 24 June 2013 - 08:49 AM, said:

Yea I said that - the solution is not having/making more defensive stats like the post that I adressed suggested ( that was the context of my post that you seem to overlook). I think I clearly said the meta or flavor of the month of serker or gtfo is the problem, but if it wasnt clear enough that is what I meant.

lol what? You replied to my comment in which I didn't agree with the OP. I said exactly that in my comment. Perhaps you need to go back and reread. Your comment implied that the players are the problem. I disagreed. This is a development problem. Not a player driven problem. If we both agree that what the OP said wasn't an awesome idea and that the development is the problem then you are arguing with yourself.

View PostConkers, on 24 June 2013 - 01:46 PM, said:

The content is merely a result of the class  / combat design, if you have no healers, no CC classes, no real support classes, no real tanks and everything is pretty much DPS + a bit of a utlilty / CC / healing, then the outcome is inevitable, DPS > than everything else and no design of content will change that.

GW2 PvE is like when raid geared players run a 5 or 6 man in other games and peolpe just DPS through it with a healer in DPS spec or a support class giving them just enough heals to get them through.

I'm not sure I completely agree. I think it's possible to build a game without each class being only good at "one" thing. I think all classes should have a basic DPS spec, but I do agree that they didn't define real need for support. That is definitely a big problem and one of the biggest mistakes they made.

#23 Conkers

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Posted 24 June 2013 - 09:45 PM

View PostFizzypop, on 24 June 2013 - 07:51 PM, said:

I'm not sure I completely agree. I think it's possible to build a game without each class being only good at "one" thing. I think all classes should have a basic DPS spec, but I do agree that they didn't define real need for support. That is definitely a big problem and one of the biggest mistakes they made.

I think my last post could of been put better... I agree you can build a game without a class being good at only one thing, indeed many of my favourtie classes in games have been "all rounders" - Loremaster/Captain in LOTRO for instance, my point with GW2 was they essentially removed every other type of class and left DPS, rather than making a game with hybrid or all round classes.

I am afraid adding limited healing or CC that is useless when faced with the defiant buff, etc, does not make a hybrid or all-round class, it is just a DPS class with some fluff tacked on, thus the problems of content design, stats, etc all stem from this.

#24 Mastruq

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Posted 25 June 2013 - 11:01 AM

View PostFizzypop, on 24 June 2013 - 07:51 PM, said:

lol what? You replied to my comment in which I didn't agree with the OP. I said exactly that in my comment. Perhaps you need to go back and reread. Your comment implied that the players are the problem. I disagreed. This is a development problem. Not a player driven problem. If we both agree that what the OP said wasn't an awesome idea and that the development is the problem then you are arguing with yourself.

I guess I wasnt clear, but yea we agree that it's a design problem. I missunderstood your comment "What I want is stats that are useful that aren't all damage oriented. It seems like in GW2 very few stat sets are really necessary or viable." I think there are enough defensive stats, and they dont need to introduce more in an attempt to make some of them viable. Not sure if thats what you mean?

Anyway more defensive stats dont help as long as the best way to beat the content is ignoring them all and going serker. So it IS a design problem, but content design and not stat design.

To add some content to this lengthy explanation, I think they should start by making boon/condition removal more important, simply because it doesnt require a difficult rework of mechanics. Just have fairly weak mobs that have and re-apply 50 (or however many) might stacks, or big confusion stacks that must have removed, stuff like that. Anything that stops people from 100b'ing through any opposition and requires them to think for a moment.

#25 zwei2stein

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Posted 25 June 2013 - 02:55 PM

View PostChuyDog08, on 24 June 2013 - 05:39 PM, said:

It is sad that it is purly cosmetic.  I think Fire Ele and Fire Shamen should be immune to Fire, Claw should be immune to cold, etc.  I think Norns should have some cold resistance, Necros have some resistance to fear, etc.   I think this game is fun, but Anet missed out on some simple design features that would make the game more interesting.

It is awsome that it is purely cosmetic.

Getting that first fire-damage weapon to use against ice creatues is fun and neat.

But it quickly becomes chore to equip your character with  set of situational weaponry and resistance gear. It is preparing to play, not playing and thus not fun.

Reequipping for different mobs is not interesting, it is timesink.

#26 Cube

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Posted 25 June 2013 - 05:50 PM

You will end up with a crazy amount of stat combinations NOBODY is going to use(unless they don't know better!). What's the point of that?

#27 Darch0n

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Posted 28 June 2013 - 08:33 PM

View Postlmaonade, on 22 June 2013 - 01:20 AM, said:

revamp the crafting system and give players the ability to choose primary and secondary stats on their crafted goods, 2 birds with 1 stone.

I have always wanted to see a crafting system where each "fine" crafting material corresponds to a stat.
Power - Blood
Precision - Claw
Toughness - Scale
Vitality - Bone
Healing - Totem
Condition - Venom Sac
Prowess - Fang
Magic Find - Dust
Boon Duration - Essence

In order to make an inscription with 3 stats you need 3 different materials, with twice as much needed of the major stat.
Fine: 2 major stat and 1 each of the minor stat.
Masterwork: 4 Major and 2 each of the minor.
Rare: 8 Major and 2 each of the minor.
Exotic: 3 major and 1 each of the Minor

For example: To make a level 80 Masterwork (green) berserker item insignia you would need the following:
- 1 bolt of silk
- 5 silk thread
- 4 Vials of Potent Blood
- 2 Large Claws
- 2 Large Fangs

In order to make this work within 4 slots I would make a new item named "Blank Silk Insignia" which would require the silk and silk thread to make.

Edited by Darch0n, 28 June 2013 - 08:35 PM.





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