Theyre still tweaking it. But regardless of what they do there's always going to be that one idiot whose bitching up a storm over what he gets out of those engrams.
Theyre still tweaking it. But regardless of what they do there's always going to be that one idiot whose bitching up a storm over what he gets out of those engrams.
This is so true the RNG is awful the only good way to get good gear is grinding crucible and vanguard marks and buying them or getting them with motes of lights/strange coins from Xur on the weekend
This is so true the RNG is awful the only good way to get good gear is grinding crucible and vanguard marks and buying them or getting them with motes of lights/strange coins from Xur on the weekend
Miraak's Robes actually don't have a chance to proc; they have a guaranteed "apply on impact" effect with a 5 second cooldown. Try putting on Miraak's Robes, then running in and out of the fire in Raldbthar once every 6-8 seconds, and it'll activate the tentacle explosion every single time. Granted, I actually really like the idea of cooldowns on armor enchantments -- it evokes a bit of the old "cast on use" enchantments from Morrowind -- but it's not Luck.
The only armor I can think of with an actual Luck roll is Ahzidal's Armor, and that's a perfect example of something that would benefit tremendously from a modifiable Luck attribute. A flat 5% chance to proc is fine, but imagine if you could get it up to 15% or something. It becomes a *lot* more useful, and can be made more relevant to a character whose skillset is related to stunning/staggering/paralyzing, as well as one who revolves around manipulating the odds in his favor.
Miraak's Robes actually don't have a chance to proc; they have a guaranteed "apply on impact" effect with a 5 second cooldown. Try putting on Miraak's Robes, then running in and out of the fire in Raldbthar once every 6-8 seconds, and it'll activate the tentacle explosion every single time. Granted, I actually really like the idea of cooldowns on armor enchantments -- it evokes a bit of the old "cast on use" enchantments from Morrowind -- but it's not Luck.
The only armor I can think of with an actual Luck roll is Ahzidal's Armor, and that's a perfect example of something that would benefit tremendously from a modifiable Luck attribute. A flat 5% chance to proc is fine, but imagine if you could get it up to 15% or something. It becomes a *lot* more useful, and can be made more relevant to a character whose skillset is related to stunning/staggering/paralyzing, as well as one who revolves around manipulating the odds in his favor.
I generally feel the same way, but I think it's important to have both options. And I think allowing the player to manipulate the chance to proc on those items is a great way to encourage folks like you who normally wouldn't use them, to give them a try.
Say you have two swords: One +10 Fire Damage Guaranteed, one +20 Fire Damage with a 50% chance to proc. They both average out to 10 damage per hit. But now say you can use Luck to buff the chance to proc on the second sword from 50% to 75%. Suddenly, it's doing 15 damage per hit, on average. Would you be more likely to use it? I know I would.
I generally feel the same way, but I think it's important to have both options. And I think allowing the player to manipulate the chance to proc on those items is a great way to encourage folks like you who normally wouldn't use them, to give them a try.
Say you have two swords: One +10 Fire Damage Guaranteed, one +20 Fire Damage with a 50% chance to proc. They both average out to 10 damage per hit. But now say you can use Luck to buff the chance to proc on the second sword from 50% to 75%. Suddenly, it's doing 15 damage per hit, on average. Would you be more likely to use it? I know I would.