xultrax means that a few months ago people who reached 200 could either ref their gear a lot easier or buy a +15 valor/honor sets with ease. Just feels like the list of "Things/tweaks to boost IM and screw over the gearing up new players" list is bigger by the patch.
And of course it is not fair, you are boosting the convenience (pushing it down our throats) of IM by cutting into the percentages our regular farmable items give.
You can call it whatever you want, fixing what other developers messed up or ''reducing the ability to influence the refine reaching a flip of a coin'' but it's still a nerf to boost sales end of the day
While I can appreciate your opinion and viewpoint, they aren't the truth of why it was done. Past development leads have had different visions over what is and isn't fair, as well as what feels rewarding and challenging. I've taken various experiences of many games to consideration to come to the decision of making this change to have the rewards of what the refines provide as a benefit, to the effort put in to it. And the effort previously put in to it did not match the benefit when the amount of time and effort was put in to it.
While you may believe we're doing it to heavy hand the Item Mall, that only becomes a side effect of a decision made to game play. You may not believe me, but I don't consider the Item Mall when going over game play changes. I consider how it would be for a normal player first, then after which we will consider how the Item Mall might be able to offer a convenience to it. We want to create content that can be enjoyed and challenging to those who have the time to play. But we also understand not everyone has the endless hours to play, but still want to be able to keep up with those who might.
Just curious, are those Mystic Charms and Protective amulets intended to have a use in refining in the future since they started dropping again?
Yeah, I'm including them so they can start seeding in to game play for future use. I'd hold on to them!
I know that no one would ever agree to it but changing all +15 items (prior to the patch) to say +12 or +13 (after the patch) would have been a perfect way to adjust for old and new users.
Yea, Yea.... I know we all earned our +15's but did we really EARN them?!?! I prefer to call them gifts.
I do agree however that the new refine rates are too difficult. A 5-10% boost upgrading from Grade 13-15 from what the current rates are seems reasonable.
Let's all feel like we earned something. Something new and rare to the market.
I miss seeing the very select few from the old days that could refine to a 9. It was AMAZING! A REAL sense of accomplishment.
I agree that the old ways and the effort needed to reach the old cap had an amazing sense of accomplishment! I also have a feeling that hardly anyone prior to the recent change to catalysts, felt the same way. The long term effect of this change is that it will start feeling more like an accomplishment. It may feel hard, but let's face the small fact that you still aren't losing the item when you fail, so it comes down to just trying again and hope for lady luck to be looking over your shoulder.
This is what i ment , old players just got their gear with the old refining rates, making it "easy".
New players are now forced to use the new refine...
Tell a new player he needs 7k Lisent U and to refine it 700 times just for a single item , and you might not see it again .
I like the idea of reducing the existing+15 gears to +13 atleast.. seems more fair for new users or people without refined gears.
That was my first attempt, future attempts could show different results because it had a bit of chance to it. I'd be willing to do it again, and continue recording my results for evidence of difference. But there's no way that we can compensate the old and the new based on the change. So it is what it is at this point and there are already plenty of other avenues for everyone to work towards obtaining strength for their build aside from refining.