Shards, Glyphs and Weapons

Shards - Please remove the shard retrieval percentage method used to determine which shards (if any) get retrieved when items are shattered. It’s hard enough getting shards thus it should not be handled as trivial, it has the potential to destroy ones efforts and in turn will destroy the game.
Rune of Shattering - Pretty please do something about the Rune of Shattering, drop rate, and buying 1 to 3 at the vendor considerably restricts ones gearing which is a major issue.
Glyphs - The drop rate for Stability Glyphs is far too low, and since you cannot buy them it becomes another huge gearing bottleneck which is rather unpleasant since you simply cannot do gear progression while the monsters keep hitting harder.
Gear - The unique, set and exalted gear drops would be much more appreciated if the drops were more in line with the specific class that the player is playing. From experience there’s about a 10% change of this happening which I am sure can be improved.
The same goes for general loot drops, there’s about 5-10% change in a loot drop that the items will be suitable for the particular class levelling.
Weapons - I find myself reaching a weapon ceiling every 10 to 20 levels due to the very low decent weapon drop rate which is exacerbated by the Shards and Glyphs challenge mentioned above . Reworking gear through the forge is amazing but it becomes a painful affair if most of the forging process rely on a large element of gambling with ones hard earned shards,

One last thing - the shattering probability of forged items is way to high please fix it thanks.

Many thanks for the loot filter, it is a huge WIN!
Keep up the great work - much appreciated!

I have found that logging in and out a bunch, buying Runes of Shattering each time, has fixed my shard drought.

I think they should just be unlimited to buy by default, but at least this work around exists.

This game as it is right now seems much more about crafting gear for your build, than finding gear for your build, which I’m fine with. This moves the excitement from the dropping to the crafting, which requires the RNG element otherwise it becomes taken for granted, and unexciting.

I have not had issues with Stability Glyph drop rates but YMMV.

In general your suggestion can be summarized as “make gearing/crafting easier by removing restrictions”.

I get that from a new player experience the crafting looks a bit restrictive. You see the possibilities but you can’t utilize them because of the lack of resources you have at the start.

This defenitely gets better the more you progress. You’ll find more runes, glyphs and shards. My shared stash is full if everything. There are few crafting mats I run short.

Personally I like the restrictions you have at the beginning of a new career. When we test stuff on the CT test client for feel and balancing purposes, we usually start SSF to somehow simulate a new player experience. For me this adds a small and welcome challenge to the story leveling.

The difficulty of the story in the Ruined and Imperial Era isn’t that hard. By slapping all the shards you want on your items this makes story playthrough very easy because you will be absolutely overpowered.

By the time you reach endgame you have plenty of mats and with mono it’s easy to farm explicit shards. That’s my experience with the current implementation.

I’m ok with it and further would suggest to suppress the possibility to relog to reset the vendor for buying runes. I suggested doing this on another thread. But basically it’s not intended and exploit. Even if EHG decides to increase accessibility of runes, there would be other ways to do this properly.

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Restrictions can definitely feel “unfun”, especially when you are a relatively new player, but if there would be no restrictions at all (in this case ressources) you could literally loot everyitem and shatter it.

Having to put some thought into which items i should actually loot and are worthwhile shattering is one of the most fun thigns for me.
It makes loot matter, even very early in the game. Since in LE even Base Types you are not interested in using, can be usefull for shattering.

If you combine that with the relatively new Loot Filter it gives you alot of control over what items you can see. if you want to do so at the beginning already.

If you really don’t like those restrictions, you should definitely just play normal mode (not solo) and than all your characters share gold and crafting mats.
This will not make your first playthrough easier, but every playerthrough after that will become very easy from the get-go.

And in endgame the drop rates of all crafting mats gets waaaaay more common.

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