Gnova wrote:
Davngr1 wrote:
Tigerlord001 wrote:
The endless crying never ceases. Congrats to the devs for sticking to their guns on this and going ahead despite the whiny minority.
yes well it is the minority that understand what game balance and risk vs. reward mean.
Master aquisition is more a balance between risk vs reward vs luck.
The current system just makes it so that if you have a way to generate plat you can be mastered. You can harvest rares till your brain bleeds from boredom or mass produce alchemy cure pots. Where is the risk in that?
If you want to go to a risk vs reward system then change the game mechanic so that T9 masters are aquired by handing in some sort of rune or token that drop off named mobs like the current ones drop masters. Make them no drop and where you have to be in the zone when the mob dies to be able to loot it. Have one set of runes for 81-84 spells drop from the easier zones, 85-88 the next tier, and 89-90 the next tier. The higher tier names would always have a chance of dropping lower tier runes.
After the instance, take your earned rune/token to a broker and choose the spell you want. That is a true risk vs reward spell system.
That's actually a really cool idea. Or better yet, make them available for purchase off the void shard merchants (Or similar).