City Dungeons Wards and Loot

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Ashoris
Posts: 406

City Dungeons Wards and Loot

Post#1 » Fri Feb 08, 2019 11:36 am

Hello,
thank you for the City dungeons !

The Ward system in place makes sure only well equipped ppl can enter the City Dungeons, while i do not like the way you handle the wards (only hours of PvE bring you to them) i can accept that this is the way you want to make sure the other PvE content stays relevant.

What i would suggest is making the random gear Drops in the City Dungeons "bind on equip" instead of "Bind on pickup" because it just does not make any sense to let only well equipped Persons in, but all "blue" drops are bindon pickup. Thats a lot of equipment in the game for salvage reasons only (because everyone eligible for Dungeon has better equip slotted).
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Egoish
Posts: 149

Re: City Dungeons Wards and Loot

Post#2 » Fri Feb 08, 2019 12:18 pm

The cloaks and jewels actually provide pretty solid stat bonuses, they don't really compete with gen or ravack but are an upgrade for beastlord/redeye equipped players.

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anarchypark
Posts: 2085

Re: City Dungeons Wards and Loot

Post#3 » Fri Feb 08, 2019 1:21 pm

you're right, it's for salvagers.
every crafters have their drops in dungeons.
if you need it, run dungeons.
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Grunbag
Former Staff
Posts: 1881

Re: City Dungeons Wards and Loot

Post#4 » Fri Feb 08, 2019 4:27 pm

We are thinking about a ward rework for the side drop . It won’t change the fact you need previous wards for main Dungeon sets.
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Ashoris
Posts: 406

Re: City Dungeons Wards and Loot

Post#5 » Fri Feb 08, 2019 7:22 pm

hi,

thanks for the answer i didnt want to start a discussion about the wards in general, just mention that the current ward system do not fit to the "Bind" rules of random blue/purple equipment in the dungeons :)
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