February 2019 - last edited February 2019
What do you like about current progression and loot?
-It seems like I'm always getting more powerful with new drops of my current average rarity on my javelin
What you dislike?
-Inscriptions being drawn from too broad of a pool
-Not getting gear for my other javelins
Does it feel rewarding and meaningful?
-It feels rewarding seeing the drop and increase in gear level
-Weapons are WAY to similar looking to be meaningful
What would you like to see changed?
-Inscriptions should roll with direct relation to the gear they're on, only with randomized value intervals(eg. Flamethrower with +x% flame damage with x rolling with 10/20/30). That way it's more of a grind to find the max valued rolls.
-Only include pickup radius, harvest bonus, and armor drop like inscriptions on components. Components should be the only items we should be able to "reroll" maybe by using embers for each inscription?
-Allow us to covert multiple embers of lower quality into higher quality, at the moment embers below our current rarity are useless, and to be honest so if crafting in general.
-Increase "good" loot drop chances from yellow barred enemies and increase the lower rarity drop chances on red bars/elites for craft mat farming. Allow us to set auto salvaging for specific levels and rarities as well.
you need to fix the loot drops. under no circumstances should i EVER get a white drop on GM1+ white drops are not progression and are not used for anything at endgame. all it does is out roll our chances to get better drops!
what should have been done if just like the jump from hard to GM1. add a small pool into GM1 of legendaries to obtain. and give higher chance at the boss. and make it a guaranteed drop at GM3. its not rocket science. stop giving us crap drops, thats not how you progress. we know why you're doing it to prolong the game play to add more money into the pockets of the company but when people leave you are loosing money.
What do I like?
I like that all things in game have a chance to drop quality loot.
What I dislike?
There is not enough loot for the amount of time put in to feel it is worth it.
Does it feel rewarding?
Currently no. It did for a short time while leveling but as most know that is not the true gameplay. The gameplay comes in after , when you're building up your gear sets. To replay the same missions over and over we need more reward.. Look at your own metrics you will see the strongholds that take the longest are not played because the time spent is not rewarding.
What would you like to see changed?
Gear should drop more frequently. Gear should not be given stats for random things? Frost grenades dropping with gear only fire damage , WHAT? My Ranger getting more drops with grenade launcher inscriptions than I care to mention.
SOO , give us more gear and make it relevant to the machine we are flying.
For the most part, I like it. Apart from the obvious critiques, like useless inscriptions on items.
But I keep getting duplicates. I've gotten 4 of the same sniper and no other snipers. I've gotten 4 of the same Machine Pistol and no other machine pistols. (One of those may be a 5). It seems like there was an attempt and tweaking drop rates from hard RNG, and its not working. That was on Xbox, on PC I was getting the same thing, I just played there less, so I only have 2-3 of that same sniper.
But most of all. I want an Official released guide, or preferably an in-game guide, that tells me what every icon means (still have no idea what that chain-link corner thing is), what every effect does and the maximum and minimum values we can expect to see.
I’ll make it very simple. Minimal reading, just listen. everything that is said on this video speaks my mind and I’m sure the majority will agree!
One of the biggest issues I have is reward vs effort it ABSOLUTELY demoralizes and infuriates me after beating a very hard enemy such as a boss or an ancient Ashe Titan etc and I get 2 greens. Every time something like that happens I literally don’t even engage in that activity anymore unless required by a challenge etc, because it’s not worth my time.
seriously watch the video!!!!
My main issue is that because many things come later than they should.
Because of RNG, we can wait too long to get every possible weapon and every possible skill.
We should be able to unlock common blueprints of each weapon and skill during the beginning of the game. Not everything at once. But at a correct pace.
Weapon and skill challenges are quite good to unlock following blueprints, allowing to not have to rely only on RNG to continue using the ones we like during the game.
But faction challenges unlock component blueprints a bit too late.
Uncommon is correct.
Rare is kinda OK.
But Epic is way too late: you're full epic and already have a few masterwork components when you unlock the epic blueprints for components.
Too late to have any use for those.
When we arrive to masterworks, all previous weapon and skill blueprints and there challenge no longer have any point.
Only level 1 challenges are kinda useful as they give coins and there is a challenge that require those.
I believe something should be done to motivate us to do the challenges and to give an interest to all lower tier craft materials (I already suggested to fuse all Ember and simply require different amount depending on the quality of the item crafted).
But for now, it feels like all time we spent on those challenges were a waste of time.
For the Masterworks, I have a bit of a grudge againt RNG as there is a component I'm still missing (it feels really terrible when I expect that missing component and I get the same already possessed component four time in a row) and two skills.
I'd love to get an improved chance to get masterwork items I never got.
Anyway, I kinda like how the masterworks drops.
I also kinda like still having lesser tier items as it give craft materials (but I would LOVE on the loot screen after a mission the possibilty tto chose a quality of items and salvage at once all items from that rarity and under - that would allow to get more loot to get more ressources to craft, as of now crafting masterworks in hope of better rolls is too limited).
But I would improve the rolls on masterworks:
- never have twice the same bonus on an item
- never have a bonus under a minimum (to be set per bonus)
- never have bonus for more than one different weapon (on a skill or component: one weapon, on a weapon: current weapon and one other) with universal counting as a different weapon
- maybe always have a damage bonus? (or only for legendaries?)
I would also buff a bit the legendaries. And maybe make them exclusive to GM2-3?
When we start GM1, the difficulty is high. But it drops quite fast as we get masterworks items.
It's already easy when we can get to GM2.
Maybe GM2 should be reached faster (and be easier than now).
Then we start to get some legendaries to get a progression closer than the one we have when we switch from epics to masterworks.
Then finaly GM3.
The idea is to have a smoother progression from epic to GM3 and for GM3 to feel less like a punition with enemies that get stronger when we stagnate.
The risk is the power creep.
February 2019 - last edited February 2019
This thread will serve as the your main hub for feedback around Progression & Loot in Anthem:
- What do you like about current progression and loot?
- What you dislike?
- Does it feel rewarding and meaningful?
- What would you like to see changed?
For the record, I am still in the process of leveling to 30, so I can only guess about what the endgame looks like right now. If I’m honest, the leveling progression mostly feels like it’s making me wait for an arbitrary amount of time before I unlock the next javelin/loadout option/etc.
I liked that leveling didn’t seem to take that long the first day I played, but in retrospect, I think it still took about 30-40 minutes per level, and that was on Hard in a group. That was on Sunday, when I was lucky enough to be able to get at least one or two friends in a group with me for my story missions, making Hard doable.
When I don’t have any friends available, playing with random groups is not an option (because I am not risking getting random rushers dragging me through the experience), and playing on Hard is not really viable solo either (I did solo the first couple missions on Hard, but it took way too long – and that was with LotL/FotM at the peak of their usefulness). So I’m forced to play solo on Normal, which makes leveling even slower. At this rate I wonder if I’ll even get to level 26 by the time I finish the critical path.
I really don’t understand why the game gives extra XP for playing in a group. You don’t need to encourage me to play with friends, I would love to do that as it is whenever that’s an option. When it’s not, it just feels like insult to injury that I get even less out of getting through the story by myself.
Another thing that feels frustrating is the whole inventory management aspect. The loot I get from the missions doesn’t really feel rewarding, because it’s a clutterhug of items and I have to choose between sorting through it or just sticking with my existing loadout that’s probably underpowered at that point but hopefully still good enough. Especially since I most likely won’t have enough top tier items for a complete loadout while leveling (much less a loadout that matches my playstyle preference).
I made a thread with suggestions for inventory UI improvements, by the way: https://answers.ea.com/t5/Feedback-Suggestions/Inventory-management-and-loadout-UI/m-p/7577358#M487 ... it’s already on page 5 though...
As far as what I’d like to see changed, I’d like to get as much XP playing solo on Normal as I would get playing with a group on Hard. Or at least closer to that. I also would like to be able to craft the basic versions of all items as soon as crafting is unlocked, so I can experiment with builds and playstyles without being limited to what happened to drop on the last couple missions.
I would also like to see crafting become a more important element of the endgame as well, because otherwise you literally have one in a million chance of ever getting all of your gear drop with the rolls that are viable for your build (or any build at all) – let alone your whole group of friends ever getting complementary builds before they get bored of the grind. Even if you dramatically increase the drop rates, it still means literally hours spent in inventory screen trashing items. You don’t want to keep people in that screen. That’s not the fun part of the game.
@Affalach one of the ideas I have for the endgame is having Epic gear have the highest flat numerical stats in the game, but then giving various enemies in GM modes significantly higher resistances to specific weapons/elemental damage types, and significant increases to damage versus player shields/health/Colossus armor.
That way increase in difficulty could be mitigated either with team loadouts where at least someone in a group has the right tool for each occasion, or with gear that provides bonuses that negates the enemy bonuses/resistances. But Legendary gear still wouldn’t be ludicrously overpowered compared to Hard mode because it wouldn’t have 1000% flat damage bonuses on it.
I also had a suggestion for javelin support systems reinforcing each other to become more than just sum of what is combined. Colossus shield boost “upgrading” the Ranger’s Rally Point, Storm’s area support skills doing a similar thing, Muster Point giving an extra bonus when shooting a target marked by an Interceptor, Interceptor combo auras giving extra boosts to nearby players or players shooting enemies in the aura – cooldown reduction, ultimate recharge speedup, lifesteal, etc. Though that’s going a bit beyond the scope of this topic. But I think that could also go a long way towards emphasizing teamplay and making endgame modes more about cooperation than just grinding until you get more zeroes on your floaties.
Armor sets with pieces that drop! Collect the set! No stats, visual only. Possibly reroll ability on secondary stats for a fee.
What do you like about current progression and loot? Overall the total amount of customization. 6 inscriptions, 2 guns, 2 seals, and a support offer a lot of customization. I also like the amount of loot that drops overall, more on that in the next section. The speed of hitting level 30 was also great.
What you dislike? While the amount of loot is great I feel the types are all off. Strongholds reward the majority of their loot at the beginning, whereas this should be more geared towards the end. The final boss Guarantees a MW gear, but it can never drop a legendary. Commons drop a lot in GM1 as well.
I also feel that there is too much a difference between a pointless legendary and a perfect legendary. If I get a legendary with 225% physical and 100% weapon damage how is any other legendary weapon going to compare without those. It basically locks me into using that weapon until I finally get a better one.
There also aren't enough options to handle loot. Having to salvage 20 items at the end of a stronghold takes quite a while. Salvaging at the vault isn't any better either and then I have to put up with categories.
While the speed of hitting level 30 was great, the difficulty of missions was low, even on hard.
Does it feel rewarding and meaningful? While leveling to some degree. However you also level quick enough that you can easily outgrow what you get. However you'll also getting new stuff and dealing with new missions so this isn't much of an issue. When you hit max level it feels rewarding during the beginning. After a while however it becomes to the point where I'm just salvaging most MW's and most Legendries aren't much better. I would say my gear is far, far from optimal but even playing 3-4 hours a day it can be hard to find an upgrade.
What would you like to see changed? I could see a few solutions to the issues is to restrict certain affixes to certain types. A legendary will always have the first affix be plus weapon or physical damage. Gear will also have the first affix be +damage or +charges. The second is to remove the +damage affix completely and rebalance the game. A weapon is useless without them but vastly more powerful with them.
I would like to see more loot near the end of a stronghold, less loot near the beginning. I would like to see more MW and Legendary gear drop at GM2 and even more at GM3. If I spend 1 hour running strongholds at decent gear with a decent group to do GM2, I would expect to receive more MW and Legendary gear drops running GM2 strongholds rather than GM1 strongholds. Right now I feel like it is the exact opposite. I feel it would be appropriate to do this by reducing the total MW/Legendary drops in GM1 and increasing vastly the drops in GM2/3.
In order to stop people from avoiding killing a boss because it doesn't drop enough loot I could also see a 50% loot loss penalty to anyone leaving before finishing the boss. Even give the replacement person a 50% extra loot.
I would also suggest making hard, harder while leveling. Could also just add a new difficulty between hard and GM1 that can be played while going to level 30.