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. Would it be fair for meleers and rangers to be forced to play a PvP minigame just so they can be on an equal playing field with a mage? It would not.
This falls down when you ask: Is it fair that meleers should have to fight a monster that drops melee weapons, unlike a mage who has to fight one that drops mage weapons, in order to get what they need?
Or if you ask: Is it fair that to make melee armour, you need a smithing level, but to make ragned armour, you need a crafting level?
- Resources for things come from different places - what makes a material good for one thing, often means it's bad for another. It's the variance in method to get things, which makes an environment more realistic, and immersive. As long as both methods take roughly the same time to give the end product, then it's ok.
Both end products can be reached by obtaining, or by buying from the G.E. the recharge cost used to be due to an added bonus over alternatives, if anything, the bonuses should be returned, and bonus-version counterparts for the other styles should be added there/elsewhere, too.
The real thing that was broken, was the lack of equivelent bonus versions, then stripping of bonuses when there were already other items with the stats, obtainable through other methods.
Is it fair that you should have to use treasuretrail rewards for a range coif? That's far more wrong than having a minigame/craftable split.
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I agree that imbalanced systems are wrong, but I don't think removing the content, nor focussing only on sets, is the answer. By all means, make a group of sets which work, and are viable alternatives to current sets.. but removing other stuff, rather than finding ways to round slots off, and balance it with items elsewhere, just removes reason to use content when we could be adding
more
reason to use it.
06-Jun-2015 18:25:35
- Last edited on
06-Jun-2015 18:28:54
by
Yusou Bhoroi