No, this isn’t a CoF bad/MG good thread, but I’d like to offer my 2 cents on how I think the current guild system can be improved.
My biggest gripe with MG compared to CoF is that, once one gets to the end game, there is way too many layers of RNG for CoF players to progress. You have to find the exalted stat of the right type, hope it doesn’t get bricked in the forge, find the unique with enough LP and decent rolls and then hope the affixes you want slam in. It feels incredibly random, especially compared to MG where you can simply buy the item you need. On top of that, if I find a great item for another class, it’s completely useless to me, where as an MG player can sell it to help someone else while getting closer to their goal(s).
TLDR: MG always has a carrot to chase (even with the messed up economy), and CoF doesn’t.
I am enjoying the game overall, but I feel progression has ground to a halt. I have some suggestions on how I think this could be improved (with a couple of randos tossed in):
Suggestion 1:
Add a new guild and demote MG to a ‘neutral’ position that is non-exclusive and open to all players. If I had to create a guild, it’d probably be a smithing guild that allows the player to better focus their upgrades, and maybe even allow us to add 1LP to a unique at rank 10.
Suggestion 2:
Get rid of rank 9 from CoF. The only use I’ve had for it is to actually know which set pieces go together (something that should be in the base game). Instead, move down rank 10 and make the new rank 10 an ability to actually target farm something useful. The player can pick an affix they want, and instead of gaining renown, we get a gradual boost towards the drop rate of that affix.
Suggestion 3:
Unique items should only require an exalted to have an equal amount of affixes as it has LP. It’d still be difficult to obtain the affixes I want (try using rune of removal 3 times and see how often it works out for you), but at least the player can have some sense of control. I find it demoralizing (and boring) to run the dungeon over and over again, just to see item after item bricked by RNG.
Suggestion 4:
I’ve seen it mentioned in a dev interview that they want to adjust ward in a way that it becomes less OP without punishing players for using it ‘correctly’. Why not make max ward tied to the players max HP%? It wouldn’t change any of the current ward building mechanics and it would be easy to adjust that % to an acceptable number.
If anyone has read through all that, I’m open to constructive criticism. If you feel these ideas are detrimental to the game, feel free to point out the flaws as I hope this game can continue to improve and be enjoyed by most for many future cycles.