Hey guys, I recently finished the campaign and I'm starting to grind adventures to get more items and improve my characters. After a brief session i realized that it's nearly impossible to drop the item you're looking for because the pool is too large and the RNG is too wild so I had a couple of ideas: 1) We could sacrifice 3/4 items to receive another piece of equipment of the same level and rarity (it will limit the randomness). 2) We could use the treasures as materials and build an item of the same rarity (the recipes can be bought with golds and/or pizza). 3) The BM can put up a barter shop where every day or week an NPC will exchange a couple of items or treasures for other specific items of the same level and rarity (rounded up). What do you think about it?
I think the major fear here is that you'll eventually see the same stuff equipped by most players. is there someone who wouldnt use "Vibrant Pain"?
I made a suggestion about adding crafting based on treasure drops, but I figured it would be best to only craft non-droppables. Being able to craft items you can already obtain (albeit randomly), makes the obtaining less valuable. I e - lessening the Hunter in Card Hunter.
This, really. About the only way to deterministically obtain items I agree on is allowing players to trade (I should post my trade idea one of these days) .
I understand what you're saying but the recipe will cost 100/500 golds just like the item itself at the Randimar's Shop, it's just a further chance to get the item you want without waiting months. Unfortunately you can't grind properly in this game because you can run an adventure just once a day so it's really frustrating and time-consuming if you're looking for a specific item.
Yes, all cards are situational and has proper counter. If you have vibrant pain, a single Entangling Roots will shut you down. Or stack 2 different encumber effects works too. Parry works as it always does for melee. It's hard to say I wouldnt use that item, but I won't stack 2 or 3 of it. We will see the problems once certain items start to be available to everyone. Changes and nerf is to be expected, rarity of an item only slow down the process. I wouldn't worry about it for now.
They wont ever. This means the majority of players, who never play any games for over a year, wont ever see Vibrant Pain. There would always be a constant conflict between new players who cant even afford blue uniform, and old crooks who can easily win with their red shirt team. Between quality, time and cost, you can only chose two. Want the Almighty Nimble Golden Apple Tree Of Penetrative Obliteration? and you want it fast? Sure, pay loads. Saying Randimar selling for the same price is a short-sighted argument, considering Randimar might take up to forever to provide the item. Beside, as I have stated, the game is card hunting, not card buying.
I kind of liked the notion of a crafting system that involves merging the cards on gear you already have. This at least would eliminate the situation of creating something out of nothing, so to speak. You'd already have to own the card on a specific piece of gear before you could deconstruct the gear to put that card onto the new item, so to make your legendary of choice, chances are you'd be deconstructing two or three epics you already own that have the cards you want. Next, should you decide to put nothing but absolutely perfect cards on the new item, you may well run the risk of building yourself something that's level 45 and takes two "ultimate" power tokens to use, so even while crafting what you want, you'd probably feel pressured into including a few crummier cards and/or handicaps. Finally, to keep from building yourself a great legendary weapon out of six really crappy common ones, there would be sone sort of cost rule, or a limit that legendary weapons could only be crafted by scrapped epics or greater, epics had to be made from at least rares, and so-on. I suppose you'd also want to create limits where items can only be made from like items, so heavy armor can only be constructed from cards taken from other heavy armors, for example. Basically I'm saying that crafting would feel better to me in this game if it was made out of the cards I'd legitimately "hunted", and didn't allow me to make anything I could possibly dream of simply as long as I'm willing to invest in some kind of flat fee, like just a bunch of gold, or disenchanting dust, or whatever.
You're losing sight of what a game should be, a rewarding and fun experience not a full-time job. All the crafted items can be restricted to PvE (CH is mostly a single player game after all) so all the hardcore gamers will not care if a casual player will get a specific item sooner.
I think crafting would be a terrible idea. Furthermore, CH already has a system which allows you to recycle items you don't need into potentially better ger: you can buy chests at the chests shop. 18g for a chance at a lvl 16 or lower item you might need is absurdly cheap, especially when the game throws items at you all day long. You might think limiting crafting to items you already have would be somewhat fair, but it's not. You're essentially suggesting to let lucky people, who found very good gear, to endlessly duplicate those items. I think I can see where Jack is coming from, but I certainly can't agree with his suggestions. CH's design already offers you lots and lots of ways to obtain more than decent cards: you get gold chests every time you beat missions/challenges for the first time; you can buy items for gold at the various NPC shops (Randimar's tends to have extremely good stuff for sale, be sure to check it weekly); you can buy chests for gold (or pizza) at the treasure shops; You can play MP for even more goodies. CH is what it is: you try and build the best deck out of items you have and as you win more battles you get more chances at better cards. You're not required to turn the game into a full-time job at all. Play the game at your own pace man! I have a day job and can only spare whatever amount of time per week to play the game. The fact you don't have an easy way to simply obtain the gear you need/want makes the game even more enjoyable, if you ask me. Since you're forced to cope with whatever items you have at your disposal (or can afford to buy from the shops) it means you can't bruteforce your way through the game by buying/crafting whatever items you wish. Nope, you are instead required to find genuine new solutions for the problem at hand. Don't take the "Hunter" out of Card Hunter. Don't even get me started on trading. Trading would make the hurt the game like nothing else.
The problem isn't how to get loot but the randomness of it, personally I have an issue with sub-par equipments in fact I tend to chase the BiS (for my style of play of course) and ignore all the other junk. In other games it's simple every boss has his own drops and you have a chance to get what you want every time but here it's different you can wait months to see your item at the Randimar's Shop and then start to drop it multiple times after a couple of adventures, this is messy if you ask me but I guess there's no accounting for taste.
I certainly don't have the pretense to have a say on people's tastes. But I think you're more concerned about what you personally like (or dislike) rather than taking the game design for CH into account. For instance, why do you think npc shops only offer a very limited subset of all items at a time? Why do you think Randimar's refreshes its stock only weekly, rather than daily? (the answer is not "to frustrate players") The fact you have to cope with whatever the RNG throws at you is indeed by design. Does this mean finding the one item you're really looking for might take weeks, if not months? Sure. But, I feel, you're not taking into account what other (positive) consequences are implied in such a system.
Weeeeelll, technically you can grind an adventure as much as you like. If you quit an adventure just before the last fight, click somewhere else on the map and choose to abandon the adventure, you'll still have the loot from the earlier fights and can now start the adventure again from the beginning. You don't get any XP since you didn't finish the last fight but the wait timer doesn't appear either. The devs did add those timers to discourage players from just grinding one single adventure over and over again but it's still possible...
Weeelll, technically it is impossible to grind a single adventure over and over again, you only get to grind parts of that adventure over and over again, excluding the last mission.
I understand what you feel, but I personally (and I think a good amount of other people in this thread, too) think static loot (and custom-made, to boot) isnt the way manchu is going to do their game. At least not in the foreseeable future. You're however try to ask them to improve the loot drop rate / amount. It's more likely that they'd listen to that. Shameless plug here, but I have a thread asking them to triple/pentuple the amount of items in the rare shop for the same concern you have here. On a side note, getting duplicates is never a bad thing.
I completely understand the importance of Hunter and even appreciate it a lot (actually, the only reason I don't play M&M: Duel of the Champions is the pseudo-sport atmosphere that I hate). Still, we shouldn't forget the ultimate goal of the card hunting: building the good, fun and effective decks. That's why crafting is needed. I need a certain legendary item for my deck idea. No, I don't mean Vibrant Pain or any other uber-popular item you may name. Actually, most people didn't even buy that item at Randimar's What are my chances of getting it "randomly"? Almost zero. There are lot of legendaries in the game, and Randimar usually brings just 1-2 of them every week. I can grind for years, and still not get it. This only leads to frustration. I am not saying that people should be able to craft everything they need. But the game would be better if we could craft, say, one item per month. The crafting cost should depend on the number of such items in the playing decks - to encourage diversity and discourage copying the netdecks.
Perhaps in addition to the 1 item per month limit, require some number of items of the same rarity as the target item, say 10 to be "disenchanted" along with whatever other items have the necessary cards, and a 10,000+ gold fee. A Vibrant pain or strongarm would still be worth that.