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Ruin armor - Is it worth it?

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Synacy
Posts: 150

Ruin armor - Is it worth it?

Post#1 » Thu Jun 09, 2016 3:10 am

Hello all,

I as well as many others have this thought, wondering if Ruin armor through Tier 4 Public Quests (Hard difficulty) is worth getting.

I would like to get my rant out of the way by saying that I have spent 11 hours, more or less, trying to obtain this armor through the Massive Loot Bag(s) (gold) and have not obtained a single one in this time. I will also tell that I am of the Zealot class. I have received roughly 9 gold bags, only through the Caladain's Furnace PQ, and of those 9 gold bags, I have only gotten three of the armors I need; helm, body, and gloves. The rest of the armors I received from the remaining gold bags were duplicates of ones I already had and the happiness of getting a gold bag was useless to me because of all the work I would accomplish to achieve one, I would come to find that looting it was quite useless BECAUSE of receiving duplicates of the time spent. I would like to finish this first rant by saying that of 11 hours, I was the one who ran a warband for all this time and was there for all the time, watching other players come and go, at the point where it had alternated a whole wave of new players for some had given up - I still remained in my efforts, in the low contribution rankings for whatever reason it may be, bad luck or just not realizing that me as a Zealot is collapsing.

Since Caladain's Furnace is not working in Dragonwake, the Public Quest in Black Crag, "Valley of the Rangers" is Destruction's second option. Where the stages are to:
1. Kill 150 enemies
2. Capture 5 objectives
3. Kill a hero

This Public Quest takes roughly double the time it takes to complete Caladain's Furnace, me implying that you can probably complete Caladain's Furnace twice in the time it takes to complete Valley of the Rangers.

In these 11 hours that I recently told of, I have spent this time at Valley of the Rangers and have used the same methods I have used at Caladain's Furnace, nearly every heal I have, using mainly an AoE heal (Dust of Pandemonium) and a leaping heal that gives health to nearby allies (Leaping Alteration), as well as heated heals (Tzeentch's Cordial) and the instant heal (Flash of Chaos) along with my two AoE damages of Rite of Agony and Demon Spittle. In these 11 hours, I have placed no more than 5th, and earned everything less. My balance was either a green bag or nothing, which is very disappointing in this time spent.

I now have questions:
1. Is Ruin armor worth achieving given the time and toughness it is to gain versus Mercenary and Annihilator armor?
Some argue that Ruin armor sometimes is not even worth the effort because of some stats given that have no core need on the class, by my knowing of the Cowl of Ruin (Zealot helm) giving + 11 Weapon Skill. Why do I need Weapon Skill? It should be replaced with Toughness, or Wounds.
2. Is the time worth spending?
From experience, I was able to obtain Mercenary armor within 4 to 5 days matching the hours I would spend to obtain Ruin armor. It has taken me more over a week to obtain just 3 differing pieces with the hopes that a gold bag would grant me the piece I need and not another of the piece I already have. It's this reason that makes it even harder and more upsetting for a person to actually win a Massive Loot Bag and say they already have a Ruin armor, like a helm for example. Say that is their first piece and they hope for a new piece, but no, it's another helm, and they don't see a new piece for more hours, days, or even weeks to come.
3. Can we please have a change in this?
I would like to offer some solutions to make other players happy, as I ask about in chat for opinions and answers, I get some relatable feedback and some stingy feedback that is aimed at me being ungrateful or such. I am happy that I have currently 3 Ruin armors, but I am not happy at seeing how the system works to obtain these.

Might I offer some solutions?
1. I would like to start with one of my most thought-of ideas. Instead of having one Ruin armor be contained within a Massive Loot Bag, have 2 or even 3 differently generated Ruin armors within the bag so there is at least a variety for a player to choose from if he/she already has one of the pieces, and can then select a differing piece. This would terminate the issue of having to deal upsettingly with working greatly and having that work NOT pay off due to the other fact that you may not always get 1st or 2nd on the contribution/board.
2. Instead of having 1 gold bag drop, why not 3? And I am implying that 3 gold bags should drop EACH time a Hard Public Quest is completed. I don't see the bad in that, because say you think that, "Oh, well if only 3 players participate in the Public Quest, than that means all 3 would earn a Massive Loot Bag, and it shouldn't be that easy for them." Well also consider that if 3 players were to actually and successfully complete a Public Quest with just them, and also given that the Public Quest is labeled as Hard, than why not? They should earn that. And this extends to warbands too, giving large numbers of players the ability to fluctuate somewhere to at least reach third place if not second or first.
3. Last opinion for actually obtaining a Massive Loot Bag - upon acquiring a gold bag from a Hard Public Quest, insert somewhere a merchant that allows you to trade any Ruin armor for a piece you actually need. Say you received a Ruin helm and the next gold bag you receive gives another Ruin helm, have a merchant somewhere in the IC allow you to trade that armor piece for any other Ruin armor you may need. This idea is actually not effective because if you had to do that, than why would there be a random loot roll anyway for a chance at Ruin armors that you need. This is really a scribbled idea though. I would consider the first two.

I would like lastly for:
1. Give your opinion on this thread. Is it fine the way it is? Should there be improvement? Let me know, and let the team know.
2. Don't shoot these ideas down if you are Mercenary or Annihilator biased :lol: Some of us actually want to obtain Ruin armor for a varying amount of reasons. Don't shoot these ideas down also if you are one to have already obtained your Ruin armor without a problem. Some of this feels like it's luck-fed.

I'm not expecting any change if there were to be. This thread is really just based on a topic that is yet relatable to many others who just didn't take the time to voice it like I. May my offered solutions be of help and my expression be of something to think about as of the topic of this matter. Cheers!
Last edited by Synacy on Thu Jun 09, 2016 5:58 am, edited 1 time in total.
Yeah, I used to be that witch elf named Fun

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Anarius
Posts: 2

Re: Ruin armor - Is it worth it?

Post#2 » Thu Jun 09, 2016 4:01 am

The following googledoc has been posted elsewhere on the forum but it shows what each piece of the t4 gear set gives for each class, including a column for ruin.


Hope this helps.

https://docs.google.com/spreadsheets/d/ ... id=6844012

Dabbart
Posts: 2251

Re: Ruin armor - Is it worth it?

Post#3 » Thu Jun 09, 2016 4:51 am

...

How about you wait until all of the other PQs are working then? T4 isn't fully functional yet. Ruin will be far easier to obtain once everything is actually working. No way for anyone to Opt-out, and you can't Master-Loot. All of the tools and ways to give people alternative ways to attain the set/farm PQs is unavailable. Currently. It will be input. At some point.

I have seen you on Order side SCs and chat a few times. Overall bro, I believe you can do with chilling out a bit.

On your points though, PvE is in general less powerful than the PvP equivalents. The PvP based items have an RR minimum, thus boosting their basic requirements, and general strength. Theoretically you could PL a character up and have a 40/0 im full ruin for their first SC.

As for it's worth, it is entirely dependant upon what you want to do. My WH farmed SCs for merc, my Knight farmed Ruin for block, and my WP is on green RR merchant gear as he farms anni. It can take a long time to gear up. Live was far worse.

Yes. The grind can suck sometimes. No, it shouldn't be made easier. Fairer, Yes. More balanced, Yes. But you have to remember it is called Grinding and Farming for a reason.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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Ysil
Posts: 14

Re: Ruin armor - Is it worth it?

Post#4 » Thu Jun 09, 2016 5:14 am

I don't want to come out as rude to OP, but this kind of thinking is... A little bit tacky. I do understand the whole reasoning behind it, but I believe this random element of drop gives it a little bit of less predictable factor.

Also not to mention, creating an NPC solely for the purpose of trading gear would defeat the whole idea. I mean, look at this from the other side. If you'd get all the gear you wanted from every run (like I did... xD) it kinda defeats its purpose. You somehow go, do some grinding and killing and... That's it basically. I've done the furnace lots of time, so I'll be honest - **** is tedious. But on the other hand, it's not really that hard, just time consuming.

And while we're at time consuming, I must say - do you have anything better to do in T4 nowadays? It kinda keeps you busy, since we don't have forts and city battles yet. So it's probably going to change while the project moves on.

Lastly I'd just up what Dabbart said... We need to wait for this stuff to start working as a whole, since most PQs are currently not enabled/malfunctioning. So basically... Yea.

As of your request... Initially I kinda thought of the thread as another whine thread, but then I saw it more of as a valuable input. As of Ruin armor, I'd say it's superior to Annihilator armor in terms of set values, since it's giving +5% block on 4 pieces. For a tank, that is. So I'd say - if someone goes full tank as I do, Ruin's the way.
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Synacy
Posts: 150

Re: Ruin armor - Is it worth it?

Post#5 » Thu Jun 09, 2016 6:06 am

Ysil wrote:Also not to mention, creating an NPC solely for the purpose of trading gear would defeat the whole idea. I mean, look at this from the other side. If you'd get all the gear you wanted from every run (like I did... xD) it kinda defeats its purpose. You somehow go, do some grinding and killing and... That's it basically. I've done the furnace lots of time, so I'll be honest - **** is tedious. But on the other hand, it's not really that hard, just time consuming.
I do very much agree on the NPC thing. It was a very sporadic idea, honestly. It was just something brought up by not only me but a friend and it just seemed to form out, and even in my mind I thought, "Ah, this isn't the most productive idea." Thanks for the feedback!
Yeah, I used to be that witch elf named Fun

Irongit
Posts: 33

Re: Ruin armor - Is it worth it?

Post#6 » Thu Jun 09, 2016 6:15 am

Personally, i dont think any serious investment (beyond 2-3 pieces) is worth it for Ruin on anything aside from a S/B tank for their excellent stats (7% block!) or maybe a zealot because they can turn the unwanted hybrid stats into willpower

For all other classes, i feel like the 20+ hour time investment is better spent working on annihilator/mercencary gear, as it has more optimized stats(no weapon skill on healers for example) and set bonuses, in addition to higher armor and stats

User avatar
Synacy
Posts: 150

Re: Ruin armor - Is it worth it?

Post#7 » Thu Jun 09, 2016 6:22 am

Dabbart wrote:...

How about you wait until all of the other PQs are working then? T4 isn't fully functional yet. Ruin will be far easier to obtain once everything is actually working. No way for anyone to Opt-out, and you can't Master-Loot. All of the tools and ways to give people alternative ways to attain the set/farm PQs is unavailable. Currently. It will be input. At some point.
I can wait. I'm very patient, honestly. And I know that it's work for the team and so I do not expect things to happen. This is me trying to formulate ideas though for some to see, think of, and take into consideration the minds of not only me but of others. This may solve the questions of how healer classes are in contribution of Public Quests and what can better perfect the loot systematics. I am aware it's a PvE set , being a counterpart of Mercenary (PvP) and Annihilator (PvP), and I'm not too concerned of stats being just as good as I am of wanting to know why some, quote, "useless stats" are given to some of the Ruin armors. Though in this sense, I can only speak for the zealot armor set and the helmet having + 11 Weapon Skill for I don't see of the whole set, any Weapon Skill for a Zealot having any benefit; there may be some other oddities of stats for different races or classes, maybe or not. I do believe I'm looking for more of simply a better balance if there ever may be. I understand and value you input, however. It helps me have awareness of current workings of the game and others' ideas. I do apologize if I seemed sturdy on a demand, however. I can forever hope to be significant in shaping the community with ideas.
Yeah, I used to be that witch elf named Fun

User avatar
Synacy
Posts: 150

Re: Ruin armor - Is it worth it?

Post#8 » Thu Jun 09, 2016 6:34 am

Anarius wrote:The following googledoc has been posted elsewhere on the forum but it shows what each piece of the t4 gear set gives for each class, including a column for ruin.


Hope this helps.

https://docs.google.com/spreadsheets/d/ ... id=6844012
Thank you!
Yeah, I used to be that witch elf named Fun

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lawfol
Posts: 172

Re: Ruin armor - Is it worth it?

Post#9 » Wed Jun 22, 2016 3:12 am

I have my full ruin set for my Kotbs now...took about 20 hours if not even more. Beside the last item I got I have all parts several times, not total waste as I wanted to different sorts of talis anyways...and the rest goes down the salvage path.
BUT the way PQs work...the result heavily based on RNG...it really provokes lazyness. Hit a npc or two in a while to get on the loot roll (maybe being there is enough), and you are fine.
Being a defensive tank even if I tried to put in some effort there is a melee dps that will simply snatch the npcs away to get contribution...good to know contribution is far less important than just being around.
So,to be honest,I was quite lazy in most pq runs, especially with parties around with same guild tag...they were far better in accomplishing the goals than I could hope for, just waited for RNGesus to do the job for me.
I am pretty sure adding maybe just TWO items in the gold bags to choose from would really help a lot...and should be the easiest to implement without really affect anything besides time consumption. OR,as it is the case with pvp sets, another currency and a npc vendor for pve sets.
I mean,they implemented a r30-32 PQ for it, which has absolutely zero barriers beside time consumption...quite boring.
The possibilty to actually OPT OUT of loot rolls AND more pqs available would also make it better for organzied parties to work on sets for their members, espeically new bros and alts to fill gaps.

User avatar
Luuca
Posts: 1204

Re: Ruin armor - Is it worth it?

Post#10 » Thu Jun 23, 2016 9:21 am

IMO: For how difficult it is to actually win the gold bag for some classes, and how easy it seems for other classes, it would be nice to have the bag drop a token for purchasing a piece of the set.

This token would merely eliminate people like me on my Chosen who AoE damage (dot aura) and heal self on block (aura), and have a set pattern to optimize how many of the silly little dwarf rangers I kill and generally end up in the top 3 of contribution winning more than (what I consider) my fair share of bags. I ran it tonight to show a guild mate my "pattern" and explain to him how I maximize my contribution. I let him "kill" everything, but my DoT aura was n to pull the mobs and I taunted (pulled) the Champ at the end. With so very little contribution I was still ranked 2nd and won the gold bag. Guess what... a third set of Ruin Gloves. wa wa waaaaaaa.

If there were tokens for one piece (whichever piece you actually needed) that one could "buy" from a vendor, it would only take 5 gold bag wins to get your full set. (4/5 is fine with me BTW and I have quit grinding the PQ).

I know that this is "NOT HOW IT WAS ON LIVE", but the good 'ol days are gone, and as a working adult and father, the tokens would have meant time to do something I really wanted to do in game versus something I had to do over and over and over and over and over and over and over and over and over again, only to end up with 3 sets of gloves and two sets of shoulders (but no chest piece).

It may be too late to change the way the Ruin set is rewarded, but as the entry-level set for newly minted 39s and 40s, making it more readily available also makes Orvr and SCs more competitive for all.

My 2¢

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