you can also fix the horrendous latency issues. im lagging every 30 seconds and dying as a result.
problem is, if the servers are US only, my latency in NZ is around 300+ most of the time. which makes this game totally unplayable.
got GM1/2/3 no common, uncommon or rare drops. you want progerssion for getting to GM3 which you cannot do when all you get are rares and uncommons. and commons.
February - last edited February
- progression is short,.
- loot is garbage, i just did a GM1 stronghold, asnd my first loot crate was 2x common, 2x uncommon and an epic. sorry Mr EA but thats * *. i shouldnt be getting commons and uncommons in GM1+. GM2+ should be epic, masterwork and legendary only.
- Act01 should have been in at release and not from march to may. you'd have more people in game if that was the case
- poor decision making on randomized loot for GM1+. no more commons uncommons and rares please.
- also, going from master work to legendary, isnt much of a progression. and by and large all but a waste to use, and in most part its no different to master works.
- not even close.
- no more commons, uncommons and rares in GM1+
- an increase in the games story
- make tarsis a player social hub
- 3 strong holds isnt enough ON RELEASE, you needed at least 6 - 8
- the contracts are meh, they are too similar, you need to mix it up and provide more meaningful contracts from more sources. and no more repeating the same contract over and over, it gets boring and tiresome after a while.
it feels well balanced and rewarding up to masterwork quality
once you reach masterwork you progress is drastically reduced, not by the legendary drop ammount itself (i have got 3 legendary items in 3 days so i think drop ammount is ok) the problem is are:
A) Getting legendary gear you dont use for your prefered build
B) Getting legendary gear that is worse than you current masterwork gear (my masterwork autocannon inscription gives me a 100% extra damage while my legedary autocannon inscription gives me 75% extra damage)
C) Gear description are not clear enough and in some lenguages like spanish you cannot even tell what it says (its so abreviated that its rly hard to understand it)
D) Spending A LOT of time to randomly get the legendary piece you are looking for and then having a masterwork piece with much better secondary stats feels like wasted time, i would suggest some sort of upgrading system thats uses the crafting materials to improve a lower quality item to the next quality (like upgrading from masterwork to legendary) or a rerolling system that allows you to lock on desired secondary rolls
E) There is no iformation at all on the posible max value of a specific secondary stat (adding a little bar to show you how good your current secondary stat in comparison to its max stats would be a nice touch)
D) Why are components not crafteable? since they are only obtainable though contracts am i supposed to just cross my fingers and let the game decide if i will even get one legendary component? what if its stats are awful, do i have to wait another eternity to get the same type, the same quality and better stats??
E) Low quality embers feel usless, yes they can be used to boast your expedition performance by crafting and using consumables but they kind of represent the ammount of time you have invested in the game, shouldnt they have a greater value rather than just consuming then in random crafts for better secondary stats or consumables?
from 0 to masterwork it does, once you reach masterwork it doesnt due to extreme randomness in secondary stats
- Rather than only RNG i would like to have an alternative progress path something more "little by little" alternative that would reflect the ammount of time i put in the game
- Clearer gear secondary stats description, like you click on the secondary stat and you get a full description of what it exctly does (at least for not so easy to understand stats)
- being able to reroll my gear's secondary stats while locking other stats that i wish to keep, also being able to improve a stat using crafting materials
February - last edited February
What do you like about current progression and loot?
Progression is ok, note: in freeplay, please! when there is no other player is near set the difficulty to solo, Loot: I love when I see that MW and specially legendary gear drop on the field.
What you dislike?
When I return to my forge and see that stats on that gear is complete useless, please remove individual gun ammo stats just leave all guns ammo on. I want to be able to re-roll stats, stats are still random so there is an economy control as well.
Does it feel rewarding and meaningful?
When you see good item on the field feels rewarding, when in the forge fells like a wast of time.
What would you like to see changed?
Stats to have an option to re-roll individually, you have lots of stats some should have high chance some low, adjust economy to probability with stats re-roll so it doesn't fell too expensive, please do not nerf amber drop rate, increase legendary gear power level, add second fixed perk and decrease by 1/2 drop chance so it dose feel rewarding, please remove luck chance from gear stats.
Way too many different Javelin-wide buffs from inscriptions combined with very limited storage space (especially when you play 3-4 Javelins actively). For example I need to keep several copies of each MW/Leg weapon depending on whether I want to have 30% cooldown speed on my E or Q, or whether I want to use the weapon with elemental or physical abilities etc
Solution - Condense some of the very specific inscriptions into more general ones. Q speed + E speed + Support speed => Gear speed. All the different damage rolls (weapon blast, weapon, physical, elemental, specific elements, gear dmg, specific weapon type dmg) => weapon damage, gear damage, physical damage, elemental damage... you get the point. Perhaps even move stuff like +%Shield over to components.
Making items "more likely" to be good doesn't prevent them from rolling very badly. While this isn't really an issue with Masterworks considering we can craft them indefinitely (and for cheaper now) it is still very much a major issue with Legendary items. Keep them rare, but allow me to be excited every time I see one on the ground instead of being worried and thinking "oh boy, let's hope this one is at least better than a Masterwork with average roll on it..." I have multiple Legendary weapons and abilities that are worse than my Masterwork versions of those, by a huge margin at that (175% weapon damage MW vs. Legendary with NO damage roll). I can get to power 500 (and be ready for GM3, seemingly) but I will do MUCH less damage with both my weapons and my Q/E abilities compared to my power 490 loadout with nicely rolled Masterworks... this makes no sense to me. Going up a rarity should always be an upgrade, just like it is with components where even with bad rolls you still get a noticeable armor/shield upgrade.
Solution - hardcode a damage roll to Masterworks and Legendaries. Say a MW can roll between 100-175% damage and Legendary rolls 225-300% damage. This way a Legendary drop is always gonna be, AT THE VERY LEAST, a noticeable damage upgrade for me even if all the other rolls do nothing for my current build. This will also create a clear connection between our overall item power and actual power, which simply isn't there currently. The difference between two power 500 players can be insane, especially in terms of damage.
Allowing ALL loot to drop everywhere and in every difficulty (GM wise) removes the drive to push higher difficulties and makes people burn themselves out by spamming easy content instead because its more 'efficient'. There is currently no incentive for players to play on GM2-3 instead of GM1 simply because the increased time investment isn't even remotely compensated by an adequate loot. Not only you would have to give people the same LPM (loot-per-minute) in higher difficulties but you would have to make it competitively better and more appealing to warrant the increased challenge as well. Boosting the GM2-3 loot considerably would, however, not be a good solution either - at least until all the exploits are ironed out. Why bother and actually try hard in GM2-3 when I can simply roll my face across the keyboard in GM1 with a 200% Luck loadout instead? (<- which brings me to problem #4)
Solution - apply the same "baby steps" approach that you have with Hard -> GM1 transition where only a limited pool of Masterworks is available below GM1. Remove Legendary components and abilities from GM1 completely. This way Hard would introduce you to a few MW weapons and get you ready for GM1, GM1 would introduce you to MW components and abilities along with some Legendary weapons and make you ready for GM2, GM2 would then allow you to fully equip yourself in Legendary gear and be ready for GM3. As for an incentive to farm GM3, I personally would love to see challenges ranging from clearing the content to begin with to clearing the content in style. Things like "complete a SH on GM3 in under 20 minutes with 0 deaths" with a badass cosmetic item as a reward would make my pants very, very tight indeed.
Luck, Pick-up Radius and Harvest Bonus as inscriptions combined with, again, limited Vault space. Luck is the biggest offender here by far for a multitude of reasons, one of them highlighted in Problem #3. Luck is a selfish stat that also incentivizes bad player behavior ESPECIALLY now that you have confirmed that it affects both loot quantity and quality and that it caps out at 190%. Nobody wants to see people running around with useless 200% luck loadouts who are either doing nothing or are constantly dead and do no damage while getting carried by the rest... thanks to the proximity based 'personal' loot the system rewards the least useful team member with the best loot this way.... that's a pants-on-head design if I've ever seen one. I want to focus on getting stronger with new gear, not on getting better at leeching loot. I'm already running out of Vault space, don't make me keep yet another gear set for harvest bonus and for luck, pretty please.
Solution - either remove Luck completely or make it affect resources only (higher rarity ember). Move Pick-up Radius and Harvest Bonus to consumables and free up the inscription slots for something actually useful in combat.
A sorting option for loot would make things a lot easier. Sometimes it gets difficult to compare multiple pieces to each other. It would also be nice to be able to unequip pieces from other mechs and not have to switch to every build in my roster before I can discard an item.
the loot "update" has come online and guess what? I still don't want to play the bloody game. I can STILL get idiotic stats like +1% damage on a MW sniper craft.
Until this nonsense of 1% dmg stats on MW is fixed and stats are bracketed to 100%+ on MW and legendaries I'm not going to bother playing this piece of * when the Division 2 is coming out in a couple of weeks.
I have been playing storm for many hours now - finishing tens of missions and strongholds - and I have yet to have a support drop. I eventually ended up crafting an uncommon one but I have a 450 storm and I'm still using an uncommon wind wall. What gives?
Also, I feel like when playing on GM1-3 you should be guaranteed to receive multiple masterworks during a stronghold. At that point epics are completely useless to you and feels unreasonable to not receive masterworks or better when you spend 30-60 min doing a stronghold since even then you will likely not get the ones that you are looking for. There are enough variables to the loot that you receive that there is no reason to be stingy on the drops.
Also the sound cue when masterworks and legendaries drop is still not noticeable enough. I am constantly worried when leaving an area that I did not scour it enough to make 100% sure that I didn't miss that random legendary.