Regional drops are on their own separate tables. So the uniqueness of things like Krytan weapons is preserved by those only being available on the appropriate maps.
Gear that comes from champion bags and other regional bags that would yield generic equipment are replaced by unidentified gear at level 80.
Opening bags on lower level characters will continue to yield gear appropriate to that character's level.
There won't be Path of Fire Unidentified Gear, Heart of Thorns Unidentified Gear and Core Tyria Unidentified gear. There are the different tiers of rarity for unidentified gear.
What about things like Living World Season 3 jumping puzzles that drop level 80 gear even for a level 2 character? How will those be affected?
Like for example. The Draconic Mons JP has a 100% drop chance for 1 rare per day per character. What will happen with that as there are a good number of people that have "invested" in parking alts there.
Hey, throwing my voice into the pile of "exclude them from salvage all" -- especially since there's a salvage stack option! (my tendinitis thanks you for that!)
@NazzyDragon.9127 said:
Hey, throwing my voice into the pile of "exclude them from salvage all" -- especially since there's a salvage stack option! (my tendinitis thanks you for that!)
Put them in an Invisible Bag, nothing gets auto-salvaged from there.
Do not fear difficulty. Hard ground makes sore feet.
All things...grow. And the blossom bothers the weed.
Act with wisdom and axe.
My thoughts: This will be a very good change if, and only if, the effects of Magic Find are changed to affect all direct drop sources (enemies, chests, event rewards, etc.), in other words apply magic find just once any time you can receive any kind of drop.
Currently, Magic Find is very hit or miss and needs to be normalised like all other game mechanics.
(Gold Find, Karma Gain and XP Gain need to be normalised too..)
Also, please don't get rid of all the many unique meta and champion bags. They bring a very specific, nostalgic sense of flavor to the game that reminds you of where you've been, and it would be a shame to waste all of the developer effort that went into creating unique icons, names, and descriptions for all of them. If you want to get rid of them at least turn them into junk drops.
Hannah | Daisuki[SUKI] Founder, Ehmry Bay, NA | 22 charas, 17k hours, 28k AP | ♀♥♀
Mains Mariyuuna/Auramancer(PvE) & Terakura/Healbreaker(WvW) aka Sea of Sorrows Silver Assaulter [SUKI] No need to be best, only good and kind.
This is just wonderful... After nearly 6 years of playing, when I finally have a respectable MF stat, and Anet pulls MF's usefulness out from right under me.
Yeah, I'm definately not happy about this change. Yeah change the drops to all unid'd. That's a good idea. But the whole idea of identifying drops was precisely because they could advance in rarity in the first place. That was the whole idea behind id'ing drops from the get-go. And now you want to abandon that..
Gee. Thanks a bunch. I wonder how long it'll be, before you come up with another inane idea to frell me over.
@cmpgamer.9628 said:
How will this work for WvW when items drop? I am under the impression that WvW maps are considered Core Tyria maps and thus use the same drop tables.
In thousands of hours of WvW I've only had a mace precursor drop when mace wasn't meta. Everything else is mostly fodder for TP <1g or salvage.
@Shadowmoon.7986 said:
Seems like another means of devaluing magic find and to further nerf farms. At least before when you got unidentified gear from a chest, who got use it for the id roll. Now it dont get to use it at all.
Most of my unidentified gear i get is from chest, which are not effected by mf. It seems to me mf is starting to get just as worthless as gold find. It only effects drops from trash mobs.
Well Thunderhead peaks is pretty much all rare unid gear in the treasure rooms.
The biggest discrepancy was people maximizing MF in Silverwastes versus people opening as they received them. I only saved the rare ones, because my MF isn't maxed it isn't worth my time to open those immediately (all blue/green went on TP). I opened 2 stacks of 250 rare unid last month because the going rate was around 18 silver , selling them would mean much less than one ecto per rare. Sorting through and TPing all rare staves (usually 25silvers) , greatswords (usually 40silvers), swords (usually 25silvers) and exotics (30-60silvers usually) made it minorly profitable.
Unless I'm reading incorrectly, this change would mean drop rate for exotics would be based on the unid and not on MF. The MF would influence which unid you receive.
Removing pulsing brandsparks, eye(s) of kormir, and congealed putrescence means salvaging the blue and green unid won't e as painful if you do it by accident. Eye of kormir and congealed putrescence are down to a few coppers rather than silvers.
@Fishrock.5207 said:
Is this coming to Raid loot and WvW? Those places are sorely in need of this...
Honestly the reward tracks from crystal desert onward providing "desert crafting material coffers" with spicy coffee in them are far more annoying. You need to open them manually and it is tiring because you need to select a reward for each box.
I have a stacking inventory position for heavy loot bags, embroidered pouches from the keep/tower lords and sell unids as I get them. All the green/blue fodder is salvaged. If MF doesn't affect blue/green unids I'm probably salvaging them all if the eye of kormir and congealed putrescence is removed from that possible salvage result.
@CryptoPseudoNym.3125 said:
This is just wonderful... After nearly 6 years of playing, when I finally have a respectable MF stat, and Anet pulls MF's usefulness out from right under me.
Unidentified gear currently double-dips in MF. It's the only loot that I know of that first checks against MF when it drops to see what rarity you get, and then checks against MF again when identified!
I'm looking forward to this change as I really enjoy how these bags were added to PoF maps, but I'm seconding those who wish there was a way to "uncheck" specific items from being salvaged in the salvage all panel. I know using invisible bags is an option, but it would still be a nice QoL feature I think.
@Randulf.7614 said:
Maybe its me, but i find unid gear more cumbersome as a system. You end up with a big stack, which you cant open if you havent the space and then you have to clear down and salvage and repeat. Fair play if ppl prefer it, but id rather just salvage as go along.
It also absolutely will need the filter to keep unids from salvage all
A lot less cumbersome than the bags that HoT and S2 maps give all the time. Hopefully this means we'll just have 3 unidentified gear stacks rather than 5+ types of loot bags after HoT metas to sort through.
It sounds like those will still exist from irenios latest comment, its just those will contain unid bags instead of gear. So we will get bags inside bags
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
Good oh less exotics = more expensive on TP meaning crafting will get more expensive because when people quote here how much gear costs they don't add in the fact that getting Globs of Dark matter is a right royal pain in the kitten.
A bit concerned, because its not stated if all rewards in 80zones will be changed to unids. For eg, ab grand chests always drop 1 bag that we can open on a diff char, in addition to the fixed 80s gear which will clearly be changed to unids.
From what was said, it sounds like all 80 zones' gears and possibly bags will be streamlined to unids. Would this affect the current bags that are dropped? Because these are a major source of lower tier mats... If this source gets removed (bags that drop in 80 zones), and not just the normal gear that drop, that would be unpleasant
Not sure if I missed an answer to this, apologies if I did.
Nonetheless, ty to the team for working on qol issues, even if there are new drawbacks.
(like, I appreciated that someone was working on the BFF brazier animation old content, even though it ended up being blinding when you are mounted. It's the tot that counts)
@Randulf.7614 said:
Maybe its me, but i find unid gear more cumbersome as a system. You end up with a big stack, which you cant open if you havent the space and then you have to clear down and salvage and repeat. Fair play if ppl prefer it, but id rather just salvage as go along.
It also absolutely will need the filter to keep unids from salvage all
I tend to sell all of them to the trading post, is that a mistake?
@Randulf.7614 said:
Maybe its me, but i find unid gear more cumbersome as a system. You end up with a big stack, which you cant open if you havent the space and then you have to clear down and salvage and repeat. Fair play if ppl prefer it, but id rather just salvage as go along.
It also absolutely will need the filter to keep unids from salvage all
I tend to sell all of them to the trading post, is that a mistake?
No. If you don't find time to boost your magic find to 800+%, you may as well sell all UnID'd items to the TP.
@Randulf.7614 said:
Maybe its me, but i find unid gear more cumbersome as a system. You end up with a big stack, which you cant open if you havent the space and then you have to clear down and salvage and repeat. Fair play if ppl prefer it, but id rather just salvage as go along.
It also absolutely will need the filter to keep unids from salvage all
I tend to sell all of them to the trading post, is that a mistake?
There’s no right or wrong answer to it. It’s your preference
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
@Yannir.4132 said:
So is there any point in having high Magic Find anymore, other than Mystic Toilet lottery, after this change?
It’ll determine the quality of bag you get (I think)
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
Thank you for this change. Finally I will be able to do dungeons/fractals with all of my characters if I want. So far I can use only 1 of them, 'cause no inventory space. And even so, I often have to stop to salvage my stuff, while my team mates keep running ahead.
Good improvement!
@Yannir.4132 said:
So is there any point in having high Magic Find anymore, other than Mystic Toilet lottery, after this change?
It’ll determine the quality of bag you get (I think)
Correct, however what isn't really explained is obscure loot .. like living world season 3 jumping puzzles .. which a low level character can get level 80 gear from. They said it's based on character level, but this one is a mystery to me.
@NazzyDragon.9127 said:
Hey, throwing my voice into the pile of "exclude them from salvage all" -- especially since there's a salvage stack option! (my tendinitis thanks you for that!)
Put them in an Invisible Bag, nothing gets auto-salvaged from there.
Account-wide bag slots work, too, if you have three to spare. This works especially well if you play many characters, as you don't have to reserve space in every individual character's inventory.
@Yannir.4132 said:
So is there any point in having high Magic Find anymore, other than Mystic Toilet lottery, after this change?
It’ll determine the quality of bag you get (I think)
Also they said exotics will still drop directly, and higher magic find will give you a higher chance of getting those. Plus things like the lost bandit chests in Silverwastes which are affected by magic find.
As I understand it outside of PoF maps the effect of magic find is largely unchanged, it still increases your probability of getting rares (and exotics) but now instead of getting a specific rare item you'll get a rare unidentified item, which will stack with all the other rare unidentified items you've got and only take up 1 space in your inventory (unless you get more than 250 of them).
It's just not going to be worth boosting it as high as possible before opening those bags, because the drops from them won't be affected by it.
Unidentified Gear was a terrible thing, when it was implemented. It's basically "we're too lazy, here it is a bag, deal with it". Now reclaimed weapon parts will go sky-high, as well as any other mats, depending on specific item salvage. And in general, who came up with an idea to mess up with loot processes in a loot-oriented-game?
As if Anet is really keen on killing any joy left in GW2...Well, on the right track then.
• Magic find will no longer affect the results of identifying Unidentified Gear.
• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
...
Before the 3/26 change
• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.
• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.
After the 3/26 change
• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.
Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.
Soo.. How does it work when you sell/buy Unidentified Gear bags off the BLTC? Do you inherit the drop magic find and location of the previous owner of the bag? Or do you get based on where and how much magic find you have when you received the bag from the BLTC merchant?
And, I take it, this negates any reason to travel to Silverwastes for the magic find boost there, correct? (Except for the bags from SW.)
• Magic find will no longer affect the results of identifying Unidentified Gear.
• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
...
Before the 3/26 change
• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.
• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.
After the 3/26 change
• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.
Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.
Soo.. How does it work when you sell/buy Unidentified Gear bags off the BLTC? Do you inherit the drop magic find and location of the previous owner of the bag? Or do you get based on where and how much magic find you have when you received the bag from the BLTC merchant?
And, I take it, this negates any reason to travel to Silverwastes for the magic find boost there, correct? (Except for the bags from SW.)
Magic find won’t affect the bags insides at all so buying from the tp is effectively nerfed post patch. It’s only the type of bag you get as a drop which is determinable
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
• Core Tyria and the Heart of Maguuma regions will now drop Unidentified Gear rather than individual fine, masterwork, and rare items.
• Magic find will no longer affect the results of identifying Unidentified Gear.
• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.
• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.
After the 3/26 change
• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.
I don't get it why so many cheer for that change it's useless in my opinion bc with salvage all and deposit all it takes max 2 min to clear your whole inventory. Im sorry but this sounds like a cloaked magic find devaluation. Its sadly the same thing over and over again the old playerbase just get their hard earned achievements devalued. Why even still push MF? but still we get so much Luck and can't do anything with it.
We’ve been working on a few major changes to loot drops at level 80 which will provide both quality of life improvements and help with the long-term health of the economy. These will go into effect on March 26.
Again a change made for the health of the game economy. ANet? When you will finally acknowledge what you stated in the Manifesto? That this is a game made for the players? And not for TP? Or for the economy? Or for .... anything else you want? But this is a game you made for players?
The quality of life change is not an improvement. If you have a drop now in Tyria you can salvage it in one move. After the change, if you want to identify and then you decide to salvage the results, you need two steps. It is this a QoL improvement?
• Core Tyria and the Heart of Maguuma regions will now drop Unidentified Gear rather than individual fine, masterwork, and rare items.
• Magic find will no longer affect the results of identifying Unidentified Gear.
Congratulations! Another change made for the players. Especially for the players with maximum MF. From what I remember, before the PoF launch I saw questions regarding the meaning of Unidentified GEar and why it was necessary when we already had a drop system already working. And I remember that the answer from ANet was that this is a feature of the PoF, with Unidentified Gear being affected by MF when identifying the content. Now you remove this feature. Is this an improvement?
• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
Something is not clear for me:
1. If you have now a drop in Tyria that drop may be a weapon/armor/junk items. After the change you will receive an Unidentified Gear according to the rarity of the item you could receive?
2. What happens with the bags/boxes/ ... etc dropped from certain mobs (usually from humanoid mobs). This will be replaced also with Unidentified Gear? What rarity? Or we will still receive the bags?
3. I will use an example here: By killing spiders, for example, you can receive two things: A venom sac and a junk item. The venom sacs will be replaced by Unidentified gear? Or we will still receive it?
4. What will happen with the items dropped from the grand chests at the end of an event (or World Boss). We have here one guaranteed rare item (two in some cases). We will receive Unidentified Gear instead of this items?
This means Unidentified Gear has the same value to everyone once it has dropped, regardless of your current magic find.
Thanks again. Great move - it makes the players with max MF very happy. At least, please stop dropping MF essence when salvaging. This can be a good QoL improvement.
If you’ve been playing in areas that dropped Unidentified Gear, and you were identifying those items, your overall chances to receive exotic gear and legendary precursors will decrease. If you’ve been playing in core Tyria or Heart of Thorns maps, your chances for exotic and precursor drops will increase if you choose to identify the Unidentified Gear you find. This equalizes your chances of getting those drops across any part of Tyria you like to play in.
Understood. So, you decrease the chance to receive exotics in PoF. In exchange for this move you made a change (nobody asked for it) stating that the drops of exotics will increase in Tyria (but only if we will use the improvement of making two operations instead of one). But ANet made so many mistakes in the past statements that I simply cannot believe the part with increased drops in Tyria. Why? Because the reason of this change is the health of the economy and not the players. And because the QoL "improvement" means in Tyria's case in fact a decrease in QoL.
Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.
So, a global change changing nothing? What was the real reason? And NO, at least for Tyria we will have to play our inventory twice as much as now if we want to identify the gear.
• Core Tyria and the Heart of Maguuma regions will now drop Unidentified Gear rather than individual fine, masterwork, and rare items.
• Magic find will no longer affect the results of identifying Unidentified Gear.
• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.
• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.
After the 3/26 change
• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.
I don't get it why so many cheer for that change it's useless in my opinion bc with salvage all and deposit all it takes max 2 min to clear your whole inventory. Im sorry but this sounds like a cloaked magic find devaluation. Its sadly the same thing over and over again the old playerbase just get their hard earned achievements devalued. Why even still push MF? but still we get so much Luck and can't do anything with it.
I'm happy because for me it makes inventory management much easier. All the normal drops will now go into 3 stacks, so anything unusual will stand out more, and my inventory won't fill up as quickly so I can wait to sort those 3 stacks out until it's convenient for me, instead of having to do it when I don't have enough space or can't find other bits in between all the equipment.
If you normally salvage everything instead of checking what might be useful or worth selling then it won't have much effect on you (except for stopping your inventory filling up as quickly), but I normally sort through for bits I want to keep (which are rare, but I don't want to find out I had one after I've sold or salvaged it), then sell anything I can on the TP, then salvage only what's left and being able to do that when I'm in town or otherwise safe and not busy will be a big help.
@Vyrulisse.1246 said:
Can we please get an option at least to keep it from Salvage All?
Just drop them in an invisible backpack
I also would like to have a way to filter them out of the Salvage All. While almost all my alts do have one invisible bag, I use it almost entirely for permanent keep items and it is at the bottom of my bag slots. I keep my turnover items towards the top so I can quickly spot what's new. On my most played alts the invisible bag is usually full of items and even if not, it's a lot of scrolling to get down to it, I don't have room to split stacks down there, and moving items to/from it involves moving the items in stages to lower slots, scrolling, moving. So it would be less convenient for that to be the only way to protect them.
I do usually have at least one empty shared slot though, so if those are protected from Salvage All I suppose that could work. Even so, I'd rather the unid'd had their own salvage options, if that can be done without too clunky a UI.
You will need 3 mate 1 for blue 1 for green and 1 for yellow. ( if only 1 I would suggest yellow so you dont accidently salvage pof specialist weapons)
The question for me is, will this reduce the value of the unidentified gear, and thus harm the existing meta events further (as a background nerf).
Everyone will be getting more, meaning there will be an increase of supply and a simultaneous drop in demand
To defeat the dragons, see the good in them.
Zhaitan reunites lost ones, primordus creates fertile land, mordremoth spreads the green, and jormag..
..jormag? Who's that?
• Magic find will no longer affect the results of identifying Unidentified Gear.
• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
...
Before the 3/26 change
• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.
• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.
After the 3/26 change
• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.
Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.
Soo.. How does it work when you sell/buy Unidentified Gear bags off the BLTC? Do you inherit the drop magic find and location of the previous owner of the bag? Or do you get based on where and how much magic find you have when you received the bag from the BLTC merchant?
And, I take it, this negates any reason to travel to Silverwastes for the magic find boost there, correct? (Except for the bags from SW.)
After the change Mf will only affect if you get a blue, green or yellow unided drop from mobs, bags etc.
@lokh.2695 said:
At this point, why not remove MF from the game.
Why should they? It's doing what it was always meant to do, giving veteran players with higher magic find a bigger chance at dropping green, yellow, and orange quality items. The only difference is that from tuesday on, you get the same chances in non-PoF areas that you get in PoF areas, and you get the same chances whether you id on the spot or collect the items and id in bulk later on.
@lokh.2695 said:
At this point, why not remove MF from the game.
This is what im thinking, and im someone who has 319% account bound MF, it seems Anet are moving more and more loot towards the MF does not affect this, honestly i wonder if MF does anything, i get very little in the way of decent drops, and yet friends of mine who call MF "Magic Beans" have less than 50% account bound MF and get exotics etc daily, i personally believe MF is more of a gimmick and its more that your account is tagged on creation for drops or no drops.
Can we get UnID gear in WvW too please, it might actually encourage people to fight instead of PvD all day.
Also, a lower chance of pre cursors, whats lower than 0, i have opened 1000's of rare bags and gotten only a handful of exotics, that statement almost seems misleading to near false.
The only downside i can see to this update is, that some items will never see the TP, most people sell the unid gear as it is, and the people buying it arent doing it to sell the items, its all salvage fodder, where this is ok to make gold in game, newer players looking for armor/weapons on the TP for lower levels may struggle here, long term this could push the price of raw materials even higher.
Don't say what you mean, it will get you in trouble.
newer players looking for armor/weapons on the TP for lower levels may struggle here, long term this could push the price of raw materials even higher.
Opening Champ bags with a low level character will still drop gear appropriate for that character, just not when opening unidentified gear. Opening regular champ bags you get say from doing SW farming.
It's pretty funny, there's always lots of people complaining no matter what the devs touch. They want to make looting and inventory management less of an annoyance but as soon as players perceive their loot might be nerfed ever so slightly in the process - brace yourselves for the hysteria.
Have you guys considered that market prices of materials will be affected by the MF nerf in the same vein? Magic find on unid gear never was a fun mechanic. Stack all of your loot until your bags are full, then pop as many MF boosters as possible and spend an hour salvaging. I'm sure I won't miss it...
This is a major improvement to convenience coupled with a small re-balance so players that don't have MF maxed out no longer need to sell all their loot at the trading post. So in turn a couple of veterans that enjoyed buffing themselves up for a round of hardcore inventory wars could buy it and turn a profit. Capitalism at its finest but not exactly a fun system for a game.
@Linken.6345 said:
We really should get a way to demote tier of materials so we can turn all that elderwood and mitril down to t2-4.
You do, it is called the trading post.
Back on topic, I love the change. Being able to concentrate 800 or 900 MF into drops on demand (or at least buyable drops) has obviously damaged a lot of markets. And the need to hoard unids and then spend an hour of super MF-buffed open/sell/salvage was not really fun, but I did it anyways due to "fear of missing out" on a good drop. Add in the need to separately list rare greatswords, swords, daggers, and all elonian weapons to maximize your return and then eat the luck, merch the lucent motes, and it was awful. Even with 250 slots on my main.
It is also really nice to see a renewed focus on managing the health of the overall economy and ensure that broad portions of the game and play styles are rewarded fairly without one particular style harming it for everyone else.
Thank you for the heads up and engaging the community in discussions. This is a continued step in the right direction for improving communications between developers and community.
Funny how after the Istan nerf, people theorized that Silverwastes was going to be next. In a collateral damage sort of way, this is a nerf to SW, since this diminishes somewhat the value of completing that meta for the MF boon.
@Turkeyspit.3965 said:
Funny how after the Istan nerf, people theorized that Silverwastes was going to be next. In a collateral damage sort of way, this is a nerf to SW, since this diminishes somewhat the value of completing that meta for the MF boon.
That's not a nerf to Silverwastes. If fewer people do SW for the MF boost, that means that it's going to generate less total loot for the economy. All else equal (which it so rarely is), lower supply results in higher prices, so this is more likely to result in a buff.
Of course, it's going to first destabilize markets immensely, so it will be months and months before there's a new equilibrium that would could assess. (And the income comparison is made more difficult because I haven't seen reliably data posted for Istan or Silverwastes since the first Istan nerf... and not even for some time before that. People throw around their estimates or just look at one source of funds; the public data currently is very poor.)
Hype is the path to the dark side. Hype leads to unfulfilled expectations. Disappointment leads to anger. Anger leads to disgust. Disgust leads to "oh, new shinies! I'm back!"
Jusk to ask, because I've never been sure, will/do exotics/precursors have a chance to drop from blue and green unidentified gear? Or do/will they only have a chance to drop from yellow unidentified gear?
It's not written in the best way, but it really gives the impression that we'll have a lower chance of getting high-rarity items, so the supply of the items drops, and there's more demand for the things that those high-rarity items bring. So, it'll raise the prices of ectos, for example, which makes it a 'long-term economy change'. The problem is that crafting is considered to be quite expensive already, so this knock-on effect could deter players from continuing with crafting as a form of gameplay, which reduces the game's content.
I don't see an issue in the idea that we loot a Fine/Masterwork/Rare/Exotic Unidentified Drop, and our Magic Find affects what we get from that box, but only within that tier of rarity. If that's the case, then I don't see the fuss, but it's worded so horribly that people are clearly uncertain mainly about what the change actually is and its purpose? @Irenio CalmonHuang.2048
@killermanjaro.5670 said:
Jusk to ask, because I've never been sure, will/do exotics/precursors have a chance to drop from blue and green unidentified gear? Or do/will they only have a chance to drop from yellow unidentified gear?
Yes they do drop from blue and green unids. The bag colour donates min drop rarity and the most common type inside
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
'Unidentified Gear drops are influenced by Magic Find once when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.'
This is where people are getting stuck. Because the wording for exotics makes it seem like we're getting two chances at loot, whilst the 'Before Change' stated that we had two chances, being reduced in the 'After Change' to one. How it sounds to me:
If I kill a monster, my MF determines whether that bag is Fine/Masterwork/Rare Unidentified Gear.
If I open the Gear of a rarity, it'll give me an item of that rarity, or will be upgraded at the same % chance as everyone else in the game. So if the flat rate is 30%, everyone in the game will have a 30% chance of getting an upgrade whilst identifying a piece of gear, as MF doesn't affect this and the flat rate takes over.
In the case of Exotic Items, this isn't affected by Magic Find at all. Everyone in the game gets a 30% chance of directly dropping an Exotic Item from a monster, and that 30% is used again whilst identifying from Unidentified Gear.
In summary, it sounds as if Magic Find will never be used for Exotic drops. Because if it had the same chance it currently does to drop directly in addition to the rare chance from identifying gear, you wouldn't have a flat rate for everyone. If my Magic Find was 200%, it'd imply that the subsequent chance of getting an Exotic Item from identification would also be 200%. However, because Magic Find isn't used through Identification, there's a flat rate that ANet decides for us making MF obsolete.
Or I'm just being dumb, because it's been a long day, and this post is really confusing.
FIRSTLY, even after re-reading the comments of the devs - I am still not sure I even correctly UNDERSTAND what they are saying they are doing. Especially concerning the Exotics.
It is definitely not written clearly enough or we would not be having all this confusion in the comments.
SO , assuming I understand things correctly then :
Do not like this change. Maybe even HATE this change.
For about 2 years now , I have been busy identifying, salvaging INSTEAD of selling so I could get the Luck , chasing achieves, and generally working hard to elevate my Magic Find so I could get nice drops like my friends who are "day 1" players. This change really disappoints me as now all the hours salvaging and consuming luck - all that clicking ( as I never had room in my bags { cause 32 slot bags are way overpriced to craft or buy! } to do a "salvage all" on a stack) are wasted .
ALL those hours spent in my inventory and all that clicking doing what I thought would , _**eventually **_(since it takes SO LONG to elevate MF),
HELP me get nicer loot - will now have been for nothing ? ........ definitely does not make me a happy player. What is the point left in Magic Find then ???
Keep in mind that I say this -- not even having gotten mine raised super high yet- as raising it is difficult and time consuming.
ALSO -- Why are these changes being made in relation to WHERE you want to play ? Are you trying to get more activity into lesser played maps ??
Are not there OTHER QoL issues that needed attention more than this ?
Lastly - My friends and I "thought" we noticed , a week or 2 ago that certain bags (some were un-identified gear types ), were NO LONGER saying affected by MF in their description. We even debated if we should report it as possible bug...
--SO another question is : Did you sneak this change in early ?? Or were there some bags with wrong descriptors that you changed and conveniently didn't tell us about and just lumped it under World Polish ? Anyone else notice this ?
Comments
What about things like Living World Season 3 jumping puzzles that drop level 80 gear even for a level 2 character? How will those be affected?
Like for example. The Draconic Mons JP has a 100% drop chance for 1 rare per day per character. What will happen with that as there are a good number of people that have "invested" in parking alts there.
Hey, throwing my voice into the pile of "exclude them from salvage all" -- especially since there's a salvage stack option! (my tendinitis thanks you for that!)
Put them in an Invisible Bag, nothing gets auto-salvaged from there.
Do not fear difficulty. Hard ground makes sore feet.
All things...grow. And the blossom bothers the weed.
Act with wisdom and axe.
Does this mean that chests are now unironically affected by magic find?
Or will they drop regular gear?
My thoughts: This will be a very good change if, and only if, the effects of Magic Find are changed to affect all direct drop sources (enemies, chests, event rewards, etc.), in other words apply magic find just once any time you can receive any kind of drop.
Currently, Magic Find is very hit or miss and needs to be normalised like all other game mechanics.
(Gold Find, Karma Gain and XP Gain need to be normalised too..)
Also, please don't get rid of all the many unique meta and champion bags. They bring a very specific, nostalgic sense of flavor to the game that reminds you of where you've been, and it would be a shame to waste all of the developer effort that went into creating unique icons, names, and descriptions for all of them. If you want to get rid of them at least turn them into junk drops.
Hannah | Daisuki[SUKI] Founder, Ehmry Bay, NA | 22 charas, 17k hours, 28k AP | ♀♥♀
Mains Mariyuuna/Auramancer(PvE) & Terakura/Healbreaker(WvW) aka Sea of Sorrows Silver Assaulter [SUKI]
No need to be best, only good and kind.
This is just wonderful... After nearly 6 years of playing, when I finally have a respectable MF stat, and Anet pulls MF's usefulness out from right under me.
Yeah, I'm definately not happy about this change. Yeah change the drops to all unid'd. That's a good idea. But the whole idea of identifying drops was precisely because they could advance in rarity in the first place. That was the whole idea behind id'ing drops from the get-go. And now you want to abandon that..
Gee. Thanks a bunch. I wonder how long it'll be, before you come up with another inane idea to frell me over.
In thousands of hours of WvW I've only had a mace precursor drop when mace wasn't meta. Everything else is mostly fodder for TP <1g or salvage.
Well Thunderhead peaks is pretty much all rare unid gear in the treasure rooms.
The biggest discrepancy was people maximizing MF in Silverwastes versus people opening as they received them. I only saved the rare ones, because my MF isn't maxed it isn't worth my time to open those immediately (all blue/green went on TP). I opened 2 stacks of 250 rare unid last month because the going rate was around 18 silver , selling them would mean much less than one ecto per rare. Sorting through and TPing all rare staves (usually 25silvers) , greatswords (usually 40silvers), swords (usually 25silvers) and exotics (30-60silvers usually) made it minorly profitable.
Unless I'm reading incorrectly, this change would mean drop rate for exotics would be based on the unid and not on MF. The MF would influence which unid you receive.
Removing pulsing brandsparks, eye(s) of kormir, and congealed putrescence means salvaging the blue and green unid won't e as painful if you do it by accident. Eye of kormir and congealed putrescence are down to a few coppers rather than silvers.
Honestly the reward tracks from crystal desert onward providing "desert crafting material coffers" with spicy coffee in them are far more annoying. You need to open them manually and it is tiring because you need to select a reward for each box.
I have a stacking inventory position for heavy loot bags, embroidered pouches from the keep/tower lords and sell unids as I get them. All the green/blue fodder is salvaged. If MF doesn't affect blue/green unids I'm probably salvaging them all if the eye of kormir and congealed putrescence is removed from that possible salvage result.
Unidentified gear currently double-dips in MF. It's the only loot that I know of that first checks against MF when it drops to see what rarity you get, and then checks against MF again when identified!
I'm looking forward to this change as I really enjoy how these bags were added to PoF maps, but I'm seconding those who wish there was a way to "uncheck" specific items from being salvaged in the salvage all panel. I know using invisible bags is an option, but it would still be a nice QoL feature I think.
- — World Completion — -
17 // 42
It sounds like those will still exist from irenios latest comment, its just those will contain unid bags instead of gear. So we will get bags inside bags
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
Good oh less exotics = more expensive on TP meaning crafting will get more expensive because when people quote here how much gear costs they don't add in the fact that getting Globs of Dark matter is a right royal pain in the kitten.
A bit concerned, because its not stated if all rewards in 80zones will be changed to unids. For eg, ab grand chests always drop 1 bag that we can open on a diff char, in addition to the fixed 80s gear which will clearly be changed to unids.
From what was said, it sounds like all 80 zones' gears and possibly bags will be streamlined to unids. Would this affect the current bags that are dropped? Because these are a major source of lower tier mats... If this source gets removed (bags that drop in 80 zones), and not just the normal gear that drop, that would be unpleasant
Not sure if I missed an answer to this, apologies if I did.
Nonetheless, ty to the team for working on qol issues, even if there are new drawbacks.
(like, I appreciated that someone was working on the BFF brazier animation old content, even though it ended up being blinding when you are mounted. It's the tot that counts)
I tend to sell all of them to the trading post, is that a mistake?
No. If you don't find time to boost your magic find to 800+%, you may as well sell all UnID'd items to the TP.
Better get a wriggle on.
There’s no right or wrong answer to it. It’s your preference
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
So is there any point in having high Magic Find anymore, other than Mystic Toilet lottery, after this change?
It’ll determine the quality of bag you get (I think)
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
Thank you for this change. Finally I will be able to do dungeons/fractals with all of my characters if I want. So far I can use only 1 of them, 'cause no inventory space. And even so, I often have to stop to salvage my stuff, while my team mates keep running ahead.
Good improvement!
Correct, however what isn't really explained is obscure loot .. like living world season 3 jumping puzzles .. which a low level character can get level 80 gear from. They said it's based on character level, but this one is a mystery to me.
Will this change affect Dungeons and Fractals?
Will this fix the guaranteed exotic drops from Twilight Arbor Aetherblade Path?
Account-wide bag slots work, too, if you have three to spare. This works especially well if you play many characters, as you don't have to reserve space in every individual character's inventory.
Also they said exotics will still drop directly, and higher magic find will give you a higher chance of getting those. Plus things like the lost bandit chests in Silverwastes which are affected by magic find.
As I understand it outside of PoF maps the effect of magic find is largely unchanged, it still increases your probability of getting rares (and exotics) but now instead of getting a specific rare item you'll get a rare unidentified item, which will stack with all the other rare unidentified items you've got and only take up 1 space in your inventory (unless you get more than 250 of them).
It's just not going to be worth boosting it as high as possible before opening those bags, because the drops from them won't be affected by it.
Danielle Aurorel, Desolation EU. Mini Collector
"Life's a journey, not a destination."
Unidentified Gear was a terrible thing, when it was implemented. It's basically "we're too lazy, here it is a bag, deal with it". Now reclaimed weapon parts will go sky-high, as well as any other mats, depending on specific item salvage. And in general, who came up with an idea to mess up with loot processes in a loot-oriented-game?
As if Anet is really keen on killing any joy left in GW2...Well, on the right track then.
...
Soo.. How does it work when you sell/buy Unidentified Gear bags off the BLTC? Do you inherit the drop magic find and location of the previous owner of the bag? Or do you get based on where and how much magic find you have when you received the bag from the BLTC merchant?
And, I take it, this negates any reason to travel to Silverwastes for the magic find boost there, correct? (Except for the bags from SW.)
Magic find won’t affect the bags insides at all so buying from the tp is effectively nerfed post patch. It’s only the type of bag you get as a drop which is determinable
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
I don't get it why so many cheer for that change it's useless in my opinion bc with salvage all and deposit all it takes max 2 min to clear your whole inventory. Im sorry but this sounds like a cloaked magic find devaluation. Its sadly the same thing over and over again the old playerbase just get their hard earned achievements devalued. Why even still push MF? but still we get so much Luck and can't do anything with it.
Again a change made for the health of the game economy. ANet? When you will finally acknowledge what you stated in the Manifesto? That this is a game made for the players? And not for TP? Or for the economy? Or for .... anything else you want? But this is a game you made for players?
The quality of life change is not an improvement. If you have a drop now in Tyria you can salvage it in one move. After the change, if you want to identify and then you decide to salvage the results, you need two steps. It is this a QoL improvement?
Congratulations! Another change made for the players. Especially for the players with maximum MF. From what I remember, before the PoF launch I saw questions regarding the meaning of Unidentified GEar and why it was necessary when we already had a drop system already working. And I remember that the answer from ANet was that this is a feature of the PoF, with Unidentified Gear being affected by MF when identifying the content. Now you remove this feature. Is this an improvement?
Something is not clear for me:
1. If you have now a drop in Tyria that drop may be a weapon/armor/junk items. After the change you will receive an Unidentified Gear according to the rarity of the item you could receive?
2. What happens with the bags/boxes/ ... etc dropped from certain mobs (usually from humanoid mobs). This will be replaced also with Unidentified Gear? What rarity? Or we will still receive the bags?
3. I will use an example here: By killing spiders, for example, you can receive two things: A venom sac and a junk item. The venom sacs will be replaced by Unidentified gear? Or we will still receive it?
4. What will happen with the items dropped from the grand chests at the end of an event (or World Boss). We have here one guaranteed rare item (two in some cases). We will receive Unidentified Gear instead of this items?
Thanks again. Great move - it makes the players with max MF very happy. At least, please stop dropping MF essence when salvaging. This can be a good QoL improvement.
Understood. So, you decrease the chance to receive exotics in PoF. In exchange for this move you made a change (nobody asked for it) stating that the drops of exotics will increase in Tyria (but only if we will use the improvement of making two operations instead of one). But ANet made so many mistakes in the past statements that I simply cannot believe the part with increased drops in Tyria. Why? Because the reason of this change is the health of the economy and not the players. And because the QoL "improvement" means in Tyria's case in fact a decrease in QoL.
So, a global change changing nothing? What was the real reason? And NO, at least for Tyria we will have to play our inventory twice as much as now if we want to identify the gear.
Has Magic Find ever influenced the Mystic Forge?
I'm happy because for me it makes inventory management much easier. All the normal drops will now go into 3 stacks, so anything unusual will stand out more, and my inventory won't fill up as quickly so I can wait to sort those 3 stacks out until it's convenient for me, instead of having to do it when I don't have enough space or can't find other bits in between all the equipment.
If you normally salvage everything instead of checking what might be useful or worth selling then it won't have much effect on you (except for stopping your inventory filling up as quickly), but I normally sort through for bits I want to keep (which are rare, but I don't want to find out I had one after I've sold or salvaged it), then sell anything I can on the TP, then salvage only what's left and being able to do that when I'm in town or otherwise safe and not busy will be a big help.
Danielle Aurorel, Desolation EU. Mini Collector
"Life's a journey, not a destination."
You will need 3 mate 1 for blue 1 for green and 1 for yellow. ( if only 1 I would suggest yellow so you dont accidently salvage pof specialist weapons)
The question for me is, will this reduce the value of the unidentified gear, and thus harm the existing meta events further (as a background nerf).
Everyone will be getting more, meaning there will be an increase of supply and a simultaneous drop in demand
To defeat the dragons, see the good in them.
Zhaitan reunites lost ones, primordus creates fertile land, mordremoth spreads the green, and jormag..
..jormag? Who's that?
That may have been a brainfart.
After the change Mf will only affect if you get a blue, green or yellow unided drop from mobs, bags etc.
There is still some bags from hot/spvp and once a year chinese new year that is affected by magic find.
At this point, why not remove MF from the game.
Why bother, just delete the official Forum.
Why should they? It's doing what it was always meant to do, giving veteran players with higher magic find a bigger chance at dropping green, yellow, and orange quality items. The only difference is that from tuesday on, you get the same chances in non-PoF areas that you get in PoF areas, and you get the same chances whether you id on the spot or collect the items and id in bulk later on.
This is what im thinking, and im someone who has 319% account bound MF, it seems Anet are moving more and more loot towards the MF does not affect this, honestly i wonder if MF does anything, i get very little in the way of decent drops, and yet friends of mine who call MF "Magic Beans" have less than 50% account bound MF and get exotics etc daily, i personally believe MF is more of a gimmick and its more that your account is tagged on creation for drops or no drops.
Can we get UnID gear in WvW too please, it might actually encourage people to fight instead of PvD all day.
Also, a lower chance of pre cursors, whats lower than 0, i have opened 1000's of rare bags and gotten only a handful of exotics, that statement almost seems misleading to near false.
The only downside i can see to this update is, that some items will never see the TP, most people sell the unid gear as it is, and the people buying it arent doing it to sell the items, its all salvage fodder, where this is ok to make gold in game, newer players looking for armor/weapons on the TP for lower levels may struggle here, long term this could push the price of raw materials even higher.
Don't say what you mean, it will get you in trouble.
If you read the comments you would already know this answer.. https://en-forum.guildwars2.com/discussion/comment/867203/#Comment_867203
Opening Champ bags with a low level character will still drop gear appropriate for that character, just not when opening unidentified gear. Opening regular champ bags you get say from doing SW farming.
It's pretty funny, there's always lots of people complaining no matter what the devs touch. They want to make looting and inventory management less of an annoyance but as soon as players perceive their loot might be nerfed ever so slightly in the process - brace yourselves for the hysteria.
Have you guys considered that market prices of materials will be affected by the MF nerf in the same vein? Magic find on unid gear never was a fun mechanic. Stack all of your loot until your bags are full, then pop as many MF boosters as possible and spend an hour salvaging. I'm sure I won't miss it...
This is a major improvement to convenience coupled with a small re-balance so players that don't have MF maxed out no longer need to sell all their loot at the trading post. So in turn a couple of veterans that enjoyed buffing themselves up for a round of hardcore inventory wars could buy it and turn a profit. Capitalism at its finest
but not exactly a fun system for a game.
We really should get a way to demote tier of materials so we can turn all that elderwood and mitril down to t2-4.
You do, it is called the trading post.
Back on topic, I love the change. Being able to concentrate 800 or 900 MF into drops on demand (or at least buyable drops) has obviously damaged a lot of markets. And the need to hoard unids and then spend an hour of super MF-buffed open/sell/salvage was not really fun, but I did it anyways due to "fear of missing out" on a good drop. Add in the need to separately list rare greatswords, swords, daggers, and all elonian weapons to maximize your return and then eat the luck, merch the lucent motes, and it was awful. Even with 250 slots on my main.
It is also really nice to see a renewed focus on managing the health of the overall economy and ensure that broad portions of the game and play styles are rewarded fairly without one particular style harming it for everyone else.
Thank you for the heads up and engaging the community in discussions. This is a continued step in the right direction for improving communications between developers and community.
Funny how after the Istan nerf, people theorized that Silverwastes was going to be next. In a collateral damage sort of way, this is a nerf to SW, since this diminishes somewhat the value of completing that meta for the MF boon.
That's not a nerf to Silverwastes. If fewer people do SW for the MF boost, that means that it's going to generate less total loot for the economy. All else equal (which it so rarely is), lower supply results in higher prices, so this is more likely to result in a buff.
Of course, it's going to first destabilize markets immensely, so it will be months and months before there's a new equilibrium that would could assess. (And the income comparison is made more difficult because I haven't seen reliably data posted for Istan or Silverwastes since the first Istan nerf... and not even for some time before that. People throw around their estimates or just look at one source of funds; the public data currently is very poor.)
Hype is the path to the dark side. Hype leads to unfulfilled expectations. Disappointment leads to anger. Anger leads to disgust. Disgust leads to "oh, new shinies! I'm back!"
Jusk to ask, because I've never been sure, will/do exotics/precursors have a chance to drop from blue and green unidentified gear? Or do/will they only have a chance to drop from yellow unidentified gear?
It's not written in the best way, but it really gives the impression that we'll have a lower chance of getting high-rarity items, so the supply of the items drops, and there's more demand for the things that those high-rarity items bring. So, it'll raise the prices of ectos, for example, which makes it a 'long-term economy change'. The problem is that crafting is considered to be quite expensive already, so this knock-on effect could deter players from continuing with crafting as a form of gameplay, which reduces the game's content.
I don't see an issue in the idea that we loot a Fine/Masterwork/Rare/Exotic Unidentified Drop, and our Magic Find affects what we get from that box, but only within that tier of rarity. If that's the case, then I don't see the fuss, but it's worded so horribly that people are clearly uncertain mainly about what the change actually is and its purpose? @Irenio CalmonHuang.2048
This is Great, Thank you ArenaNet.!
Yes they do drop from blue and green unids. The bag colour donates min drop rarity and the most common type inside
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
'Unidentified Gear drops are influenced by Magic Find once when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.'
This is where people are getting stuck. Because the wording for exotics makes it seem like we're getting two chances at loot, whilst the 'Before Change' stated that we had two chances, being reduced in the 'After Change' to one. How it sounds to me:
If I kill a monster, my MF determines whether that bag is Fine/Masterwork/Rare Unidentified Gear.
If I open the Gear of a rarity, it'll give me an item of that rarity, or will be upgraded at the same % chance as everyone else in the game. So if the flat rate is 30%, everyone in the game will have a 30% chance of getting an upgrade whilst identifying a piece of gear, as MF doesn't affect this and the flat rate takes over.
In the case of Exotic Items, this isn't affected by Magic Find at all. Everyone in the game gets a 30% chance of directly dropping an Exotic Item from a monster, and that 30% is used again whilst identifying from Unidentified Gear.
In summary, it sounds as if Magic Find will never be used for Exotic drops. Because if it had the same chance it currently does to drop directly in addition to the rare chance from identifying gear, you wouldn't have a flat rate for everyone. If my Magic Find was 200%, it'd imply that the subsequent chance of getting an Exotic Item from identification would also be 200%. However, because Magic Find isn't used through Identification, there's a flat rate that ANet decides for us making MF obsolete.
Or I'm just being dumb, because it's been a long day, and this post is really confusing.
FIRSTLY, even after re-reading the comments of the devs - I am still not sure I even correctly UNDERSTAND what they are saying they are doing. Especially concerning the Exotics.
It is definitely not written clearly enough or we would not be having all this confusion in the comments.
SO , assuming I understand things correctly then :
Do not like this change. Maybe even HATE this change.
For about 2 years now , I have been busy identifying, salvaging INSTEAD of selling so I could get the Luck , chasing achieves, and generally working hard to elevate my Magic Find so I could get nice drops like my friends who are "day 1" players. This change really disappoints me as now all the hours salvaging and consuming luck - all that clicking ( as I never had room in my bags { cause 32 slot bags are way overpriced to craft or buy! } to do a "salvage all" on a stack) are wasted .
ALL those hours spent in my inventory and all that clicking doing what I thought would , _**eventually **_(since it takes SO LONG to elevate MF),
HELP me get nicer loot - will now have been for nothing ? ........ definitely does not make me a happy player. What is the point left in Magic Find then ???
Keep in mind that I say this -- not even having gotten mine raised super high yet- as raising it is difficult and time consuming.
ALSO -- Why are these changes being made in relation to WHERE you want to play ? Are you trying to get more activity into lesser played maps ??
Are not there OTHER QoL issues that needed attention more than this ?
Lastly - My friends and I "thought" we noticed , a week or 2 ago that certain bags (some were un-identified gear types ), were NO LONGER saying affected by MF in their description. We even debated if we should report it as possible bug...
--SO another question is : Did you sneak this change in early ?? Or were there some bags with wrong descriptors that you changed and conveniently didn't tell us about and just lumped it under World Polish ? Anyone else notice this ?