Originally Posted by Sausaletus Rex
People are going to want the best items if they matter - and they need to matter otherwise there's no point to having them for anyone - and there are always going to be those who'll want to take a short cut. And they'll be willing to pay a premium to do so. There'll be people farming or running bots to collect these items to put them on sale on e-bay or some other way, EULA be damned.
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Originally Posted by Ensign
Only the passage of time changes the equality, and judging from what alphas are saying the passage of a month doesn't reduce scarcity to acceptable PvP levels.
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But the huge difference with D2 or WoW lies in the amount of power you gain from a perfect weapon as opposed to a decently good weapon that you can find in a week or so. In EQ or in many mmo games, the difference is so huge that just cannot compete without them. If you didn't have your ith weapon in D2, you could not pvp (barring sorceress). The current issue in GW is that to be PvP competitive you DO need a few overpowered mods.
Once item mods have been decently balanced, the situtation is entirely different. A good GW weapon could brings +20% pvp power and a perfect one only +21%. The perfect weapon is still better and it could sell on ebay. So what ? Some players will be compelled to gain this tiny +1% even if it means buying on ebay. Then they'll be stronger afterwards. Good for them. PvE grinders will remain happy farming for their dream weapon. So what ? Most competitive players will be perfectly happy with their good but not perfect weapon.
Originally Posted by Ensign
I'd tell those players to find a different game. People looking for the level grind, the item grind, the treadmill with that carrot always in front of them are going to be severely disappointed with Guild Wars, whether item availability is changed or not.
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Originally Posted by Ensign
If there was actual competition for armor slots, whether to take a vigor rune or not would be an actual decision. As it stands, a lot of characters have empty slots for runes in their armor, even with optimized equipment - there are zero decisions to be made.
... The simpler the mods, the harder it is the find the *right* mod. |
If ANet leaves item mods as they are, there simply won't be much room for future mods. If generic runes are changed to +dmg +speed and so on, they will overshadow any non-generic effect. Then only a handful of rogue builds will use the future mods. Three expansions later, that would cause an bigger grindfest : you must get a rune with one of the top 6 mods (out of 100), otherwise your rune is worthless.
Originally Posted by Ensign
That's the nature of obscure and narrow effects - they aren't generally applicible so very few people ever want to bother with them
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