No it doesn’t. Unless your addicted to gambling because you have no idea if your going to get a TF or not. You have to pray to the RNG gods that you get lucky, logging in doesn’t guarantee you a TF and neither does effort.
A deterministic system however would give you a reason to log in with a guaranteed way of getting to that piece of gear.
Choices are great. Make the effort and challenge required equal and I won’t have an issue with you receiving heroic level gear from world content. You receiving heroic level gear for killing 10 sheep? That I’m not a fan of.
You defeating a mage tower like challenge for heroic level gear? That I’d be a fan of.
It influences the gearing system, do you not understand that? It doesn’t matter if it’s made as a progression system or not, it heavily influences the progression system. Logging in and hoping you get lucky VS logging in and getting a guaranteed reward, which one sounds better?
Not only that but TF has many negative side effects whether they affect you personally or not. I’m not sure how getting a random upgrade that lasts you maybe 1-2 months because another random upgrade might come along is better than getting a guaranteed upgrade that will last 6+ months.
With currency you’d determine how fast you go and when you get your reward. Hell, currency would benefit casuals a whole lot more than TF. With TF you may never even get the same rewards others who are completing the same content do. TF in general takes the soul out of gearing. Why do you think these threads keep popping up? Why do you think people keep begging for deterministic systems including both casuals and hardcore players? It’s pretty evident the system is unhealthy for the gearing system.
You don’t see how getting a guaranteed reward for farming currency is more beneficial than the game determining if your lucky or not? There’s not much to discuss if that’s the case.
TF keeps gearing as a neverending, RNG filled soulless chore as opposed to getting a reward you worked for and keep for much much longer.
Okay, then use currency to upgrade gear? It’s the exact same premise. TF won’t be there to ruin your upgrade, whereas right now you can get two TFs back to back on a similar piece of gear IE two legs, two chests, etc. Maybe you won’t maybe you will, it’ll all depend on your luck.
Yeah exactly except it’s not TF. It’s you working your way to upgrading your own gear. The game doesn’t decide when your gear potentially gets upgraded and the game doesn’t decide if you get two TFs in a row that are the same slot, -you- decide what gets upgraded and when.
TF is a perk for those who are lucky. That’s the problem. Currency takes away the lucky part and allows it to be a perk for everyone if you put time into it.
Why not? If I knew doing XX content would get me XX currency with which I could then upgrade my gear, I would feel like I had a goal to work toward. Right now I log in, do an emissary, then maybe log onto one of my other characters for a little while. More often, I’ll log off and read a book.
Well, you do decide in the current system you get the guaranteed reward. If you want better do something that guarantees higher rewards or just run around and do stuff hoping for WF/TF.
It is not a problem unless you have problems with others gear.
And that’s the issue. Why run around and hope for TF when you can just farm currency and plan out your reward without “hoping” for anything?
I don’t have a problem with anyone’s gear and I’ve made that clear. Stop trying to spin it as if I’m anti casual that’s ridiculous. A deterministic system benefits every player, not just those who get lucky including casuals and everyone else.
Except that’s exactly what it is according to the devs.
Thunder/Warforging was introduced to give guilds who were stuck killing the same bosses over and over again a chance to still get upgrades with the hope that those upgrades would push them over the hump.
That’s exactly what gear progression is all about.
That’s a fine idea and it worked out perfectly for the first couple of expansions but as soon as this 15+ level titanforging abomination came around it screwed up loot progression across every level of the game and directly led to things like IO.
They need to put a cap on how high things can forge and ideally keep them at least 5 levels lower than but definitely no higher than the base level of the tier above it and that would fix all of the issues with it.
Right, but those better guaranteed rewards can still TF. The entire point is to eliminate the randomness and bring in an upgrade system that allows -you- to upgrade your gear as opposed to the game deciding you got lucky. It’s literally that simple. If you like logging in and gambling then hey that’s great, personally I’d prefer to log in and work for an upgrade rather than randomely get one.