So much RNG and less Astel progressing

Schattenwind

Astellian
Nov 11, 2019
4
8
3
Hallo Together

I really like the game because on my opinion it is something new on the market but some decisions make the People leave.

1: Why so much RNG in this Game? RNG to items, astelpoints, which astel you get, Amor and Weapon improvment, astelcard boxes, questitems Drops. Everywhere is RNG implanted! why?

2: Do you think if someone try to Level up his Weapon and fails more than 12 times and looses 2 mio asper and the weaponmaterial? do you really think that this Man is enjoing the game at this Point? playing 1 week to gather all things and than Nothing? As i said i like the game but at this Point i really wanted to quit the game. But atm there is no other game out for me what is worth playing it.

3.) Why is it so difficult to give the Player in Dungeons 30 Astelshards each boss? Tickets are already limited so why only 10 shards each boss. The feeled Progress is far to low and the astels under 4 star far to weak. The biggest Thing in this game (the Astels) you should work with it and bring the People to the Point that they want collect it, but if you make feeled Progress in Terms of Astels very low than you destroy your own gamestructure. And RNG is not reliable and frustrating is the result.

At the Paytowin Version some frustrated People buy Astel boxes to feel happy at this Point but in the non paytowin Version, frustrated People just leave…..
 

Artemisa

Astellian
Oct 2, 2019
65
34
18
Hallo Together

I really like the game because on my opinion it is something new on the market but some decisions make the People leave.

1: Why so much RNG in this Game? RNG to items, astelpoints, which astel you get, Amor and Weapon improvment, astelcard boxes, questitems Drops. Everywhere is RNG implanted! why?

2: Do you think if someone try to Level up his Weapon and fails more than 12 times and looses 2 mio asper and the weaponmaterial? do you really think that this Man is enjoing the game at this Point? playing 1 week to gather all things and than Nothing? As i said i like the game but at this Point i really wanted to quit the game. But atm there is no other game out for me what is worth playing it.

3.) Why is it so difficult to give the Player in Dungeons 30 Astelshards each boss? Tickets are already limited so why only 10 shards each boss. The feeled Progress is far to low and the astels under 4 star far to weak. The biggest Thing in this game (the Astels) you should work with it and bring the People to the Point that they want collect it, but if you make feeled Progress in Terms of Astels very low than you destroy your own gamestructure. And RNG is not reliable and frustrating is the result.

At the Paytowin Version some frustrated People buy Astel boxes to feel happy at this Point but in the non paytowin Version, frustrated People just leave…..
1) Totally according to this point, the RNG is a big problem, in the case of the items it should be possible to reroll at least one of the options of the item. As for the cards, 3 astels options should appear on the screen and choose the one that suits you best according to your playing style.

2) There is a Technician deck buff that does not fail so much when upgrading items, you should try it.

3)I dont see a problem here..but whatever.
 

Frostbyte

Astellian
Oct 2, 2019
237
188
43
2) There is a Technician deck buff that does not fail so much when upgrading items, you should try it.
technician.png

Technician, as much as I'd hoped it would help, seems useless. This was my latest attempt at getting my sword up. Was at 7, went to 8, dropped to 7, dropped to 6, no changes, finally back to +7 where I started. Wasted so many enhancement stones and asper. Broke again. >.<
 
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mystykz

Astellian
Sep 30, 2019
85
71
18
1. Problem isn't RNG RNG is fine but what we have is not RNG but Casinosimulation. In Case of gear: If you wouldn't constantly get wrong Stats on Gear or if you could atleast reroll the wrong stats it wouldn't be that bad.

Atra Crystals: The Gaps are to big 2.3% to 7% really. Something like Uncommon 1-2% Common 2.5%-3.5% Rare 4%-5% Heroic 5%to6% and Legendary 6 to 7% bam magically fixed and way more appealing.

Astel Cardpacks are indeed a Joke, even if you'd get constant 3 Stars out of them because they are limited to 25/Week it would take multiple Years to max all Astels. So gotta adjust all Dailies and Weeklies to give way more Cardpacks if they keep current System akin to 1 Daily 1 Cardpack or tremendously buff the outcome of Cardpacks 1 star shouldn't even be ANY part of it at all if they wanna keep it this limited.

Cardpack for Guardian/Saviors only should be added too imo.

Weapon/Gear enhancin just needs a Failsafe mechanism each Fail gives 5-10% more chance to succeed or farmable items that make a enhance guaranteed if its a legendary one while everything below legendary just boosts in steps according to rarity and the DELEVELING should be COMPLETELY gone at 10+ you lose 3-5!!! Levels for a Critical Fail that is a big joke. We are not even having the option of getting to 20 yet but it will come eventually to our version.

2.See above with Failsafe Mechanics. They need to be added and yes the Price of 150k+ asper per attempt is definetely to high should be atleast halfed.

3.The Whole Ticketsystem is a leftover of P2W and indeed needs to be adjusted by making each dungeon cost 1 Ticket only,make them recharge way quicker akin to 12min/Ticket,completely remove them and only have them for Buff,make them farmable via a infinitely repeatable Quest etcetc There is lots of creative ways.

Regarding Astels indeed Legendary Dungeons should drop more than 1 Star at the Final Boss. 1Star LD=2 Star Drop 2star LD=3 Star Drop 3star LD=4 Star Drop. And no that ain't to much at all Math has been done in other threads multiple times even with that and you spamming the 3 Star Difficulty Dungeons as much as you can with our 4/24 Tickets it will still take multiple MONTHS to get anywhere close to maxing all of them.

Agree that multiple Casuals did already leave upon realizing the current Endgame is not felt progress at all thanks to Ticketsystem, to much RNG like constant wrong stats on gear and no way to reroll them and that with our current systems in place it will literally take a decade plus -that's 10+ years for you- to even max all of the Astells.

Gotta indeed either adjust the Numbers for 10 Star Astells so it doesnt take 4k per Astel for 10 Star if they wanna keep the current Systems
or make current systems way more rewarding to make up for it.
 

Terra

Astellian
Sep 20, 2019
1,077
600
113
1. Problem isn't RNG RNG is fine but what we have is not RNG but Casinosimulation
that, just that ...
rng within limits is fine ... "oh, you got coins ... which astel-class do you want, out of your 10 rolls will be 1 random 4 star (of your choosen class), 2 random 3 stars" ...

rng without limits is not "oh, you got coins ... let's roll the dice ... sorry, just another 1 star ... the points reserved for you already gotten handed out to that person next to you, drawing his 3rd 5star savior ... please try again next time"

Atra Crystals: The Gaps are to big
to the issue with atra crystals ... i 100% agree ...
maybe they could add the possibility, to fuse crystals together into "something in between"

for example the current blue atra crystal is between 1.7 and 5.2% ...
allow the peaple to "fuse" 1, 2 or even 5 of these crystals into a "new" one raising the min chance to 2.7, 3.7, 4.7

allow the peaple, to circumvent the rng with afford ...

Astel Cardpacks are indeed a Joke
i don't think so ...
your astels are not meant, to be insta 10 stars ... it should be a slow, but stead progress ...

you get your astels from dailys, weeklys and dungeons ... that sums up pretty fast already

the price for upping gear however,
i think that's entirely ok ... if anything maybe even too low ...

but ... and that's the important issue hear [which brings us back to the beginning] ... the rng needs limitations ...
how that limitations may look like ... idk, but a failsafe like you mentioned definitly would be a good possibility for it
 

mystykz

Astellian
Sep 30, 2019
85
71
18
The Atra Crystals should be fusable indeed as well like Runes/Stars forgot to mention that i have like 1k Green ones with no Purpose :x

Regarding Astels i did proper Mathing out in another Thread so i just do a quick nutshell version for ya:
This is in a Vacuum where Guardians/Saviours drop equally and once you have 4k accomplished said Astel can't get points anymore both of which are obviously untrue as Guardians/Saviours are a Triple Layer RNG unlike normal Astels which are Duo Layer and at 4k they still can get points. Anyways:

4 Tickets give you 20 Points currently so that is 6 Runs a day if you have 24 Tickets let's say you even catch it twice a day as 24 tickets reload in 15h
so that is 12 Runs a Day.
So Daily you get 12x20 points which is 240 Points in a Week. You get 25 Weekly CardPacks by doing Dailies every day and the Weeklies once a Week currently; lets be super generous and say ALL OF THEM are 2 Star always every single week; so that is 1k points total. So in a Week you got 1240 points across your Astells.
You need 35x4k=140k Points for maxing all of them. So now divide that by the 1240 Points and you got 113 Weeks of doing Weeklies/Dailies and 48 Tickets Dungeons every single Day if you only use 24 instead of 48 Tickets in a day every week you already are at 125 Weeks. So basically 2+ Years!

And this is obviously with the unreal scenario of getting constant 2 stars in every single weekly Cardpack and in the Vacuum of Astells not dropping/getting any EXP anymore once they reached 10 Stars.
So now think realistically that they still get exp at 10, that guardians/Saviors are in comparison totally unreliable to max currently as no pack for them,that you never always get constant 2 Stars in a Pack ever every single Week and so on and see that it will take easy 5 Years+.

Now Tell me: Are you fine with that? Is that a good System? Is that Playerfriendly? Is the current implented system good like this? Hell F*ing no it ain't. The Purpose of Pokemon aka Astells is to collect and grow them and we are not allowed to do that at all with current systems in place. So even if you would be 3 Star guaranteed in every 25 Packs and Legendary 2 Star/3StarDungeons giving 3 Star at Final Boss it would STILL take multiple *MONTHS* more than a year even; but atleast you SEE and FEEL progress unlike now.
 
Last edited:

Terra

Astellian
Sep 20, 2019
1,077
600
113
to answer you you're question :

with a slow progress i'm entirely fine ...
like i said, i see the astels as a long-therm goal, not as a "and now you immediatly have it" kind of thing

there are, however, three points i kind agree with you

1] astels shouldn't get anymore exp past their (current) limit ... instead, these xp should get automatically redirected to another astel in that case

2] the system of guardians/saviors isn't perfect yet ... instead of mixing them in at rng, it could probably be better to say that after a certain number of astels you get one random guard/savi for fixed ... that would actually realy be something better

3] maybe, just maybe ... the possibilitys to "channel" your effords towards certain [your most wanted] astels could also be good ...
they could for example make it like : pay an additional 10 star-caller coins, and in return one astel of your choice won't come out of the pack ... another 10 ... and you can choose a second, to not come out etc ...

so that you can choose between verry fast progress of specific and normal progress of all ...

bec that is the thing, which actually is "wrong" there ... you don't need all your astels on 10star immediatly,
but you should have the chances, to get the ones you want most faster than the others ...

but again ... i see the astel's as a long therm project ...

and the fact, that the progress get's slower towards the end has something else too ...
it makes the gap between older/better and newer/with less time smaller ...

which on everage is a good thing for balance and fairness issues ...

so, yes ... there may be problems ...
but no, i don't think, that it's that playerunfriendly
 

mystykz

Astellian
Sep 30, 2019
85
71
18
Gotta think ahead and about new Players one Year from now somebody who played every day compared to a new 50 the new one will never be able to have catched up ever the longer the timegate the worse it gets and those new players will be not gotten in a party because why should someone take a new guy if you can have someone with a 10star astel so new players get alienated automatically.

And yes if the current cap which is 7 Star would not get anymore exp that would make it more tolerable indeed as slowly but steadily a 5 astell dungeon will get 1 7 star eventually so now 4 Astells left as the 7 Star already owned shouldn't drop anymore; then another 7 gotten now 3 astels left etc so you can kinda target the ones u want and eventually get there and once all 5 are 7 Star Guardians/Saviors start dropping all time.

That be a first step in the right direction and is a good idea overall. And then repeat all of that with the new 8 Star cap then 9 Star and eventually 10 Star Cap.
 
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Thelastdragoon

Astellian
Aug 21, 2019
26
50
13
1. Problem isn't RNG RNG is fine but what we have is not RNG but Casinosimulation. In Case of gear: If you wouldn't constantly get wrong Stats on Gear or if you could atleast reroll the wrong stats it wouldn't be that bad.

Atra Crystals: The Gaps are to big 2.3% to 7% really. Something like Uncommon 1-2% Common 2.5%-3.5% Rare 4%-5% Heroic 5%to6% and Legendary 6 to 7% bam magically fixed and way more appealing.

Astel Cardpacks are indeed a Joke, even if you'd get constant 3 Stars out of them because they are limited to 25/Week it would take multiple Years to max all Astels. So gotta adjust all Dailies and Weeklies to give way more Cardpacks if they keep current System akin to 1 Daily 1 Cardpack or tremendously buff the outcome of Cardpacks 1 star shouldn't even be ANY part of it at all if they wanna keep it this limited.

Cardpack for Guardian/Saviors only should be added too imo.

Weapon/Gear enhancin just needs a Failsafe mechanism each Fail gives 5-10% more chance to succeed or farmable items that make a enhance guaranteed if its a legendary one while everything below legendary just boosts in steps according to rarity and the DELEVELING should be COMPLETELY gone at 10+ you lose 3-5!!! Levels for a Critical Fail that is a big joke. We are not even having the option of getting to 20 yet but it will come eventually to our version.

2.See above with Failsafe Mechanics. They need to be added and yes the Price of 150k+ asper per attempt is definetely to high should be atleast halfed.

3.The Whole Ticketsystem is a leftover of P2W and indeed needs to be adjusted by making each dungeon cost 1 Ticket only,make them recharge way quicker akin to 12min/Ticket,completely remove them and only have them for Buff,make them farmable via a infinitely repeatable Quest etcetc There is lots of creative ways.

Regarding Astels indeed Legendary Dungeons should drop more than 1 Star at the Final Boss. 1Star LD=2 Star Drop 2star LD=3 Star Drop 3star LD=4 Star Drop. And no that ain't to much at all Math has been done in other threads multiple times even with that and you spamming the 3 Star Difficulty Dungeons as much as you can with our 4/24 Tickets it will still take multiple MONTHS to get anywhere close to maxing all of them.

Agree that multiple Casuals did already leave upon realizing the current Endgame is not felt progress at all thanks to Ticketsystem, to much RNG like constant wrong stats on gear and no way to reroll them and that with our current systems in place it will literally take a decade plus -that's 10+ years for you- to even max all of the Astells.

Gotta indeed either adjust the Numbers for 10 Star Astells so it doesnt take 4k per Astel for 10 Star if they wanna keep the current Systems
or make current systems way more rewarding to make up for it.
While I do agree with most of the points here, I'd like to point out that the Astel packs are directly in-game. In KR, the only way to level your astels outside of the cash shop (and I could be incorrect on this), is to spam dungeons for 10 points at a time for your Astel.

In addition to the ticket system, create an item in Alchemy for example, that decreases ticket regen times even further (with Norden's favor stacked, of course). This creates an in-game need for it and let the item remain tradeable like other food buffs.

While I do agree that the bosses in Legendary Dungeons should drop higher stars on astels, your current method above will mean that people cap astels WAYYY quicker than anticipated by the team. This leads to a negative effect and a larger gap in players who can and CAN'T.

Adding a system or implementing one ( ;) ) to reroll or LOCK the stats on current gear would be extremely useful in deterring some of the RNG stats. The only other reason to keep it, as is, would be for the implementation of the "fusion" system later. This takes the stats of two pieces of gear and smashes them together. If you find a piece that has perfect stats, but is NOT for the right class - this doesn't mean that the piece is 100% useless, just at this point in time.


Atra Crystals: The Gaps are to big 2.3% to 7% really. Something like Uncommon 1-2% Common 2.5%-3.5% Rare 4%-5% Heroic 5%to6% and Legendary 6 to 7% bam magically fixed and way more appealing.


I CAN NOT AGREE WITH YOU MORE ON THIS. HIGHER ATRA CRYSTALS SHOULD HAVE MINIMAL RNG BETWEEN MIN/MAX STATS!
 
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Jazices

Astellian
Nov 10, 2019
35
34
18
I second the Atra crystal idea and the whole at 7 star the astels shouldn’t get exp anymore and be gone from the loot table idea of terra/mystic
 
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Trox

Astellian
May 24, 2019
379
223
43
They really need to add a way to "reroll" stats on gear; make it so you have to feed it similar grade items that has the stat you want if they want to make it act as a sink. So if you say have a legendary sword you want STR added to you have to get 1-2 other legendary sword(s) that also have STR on it. Can also use this method to reroll the number on said stat in the hopes of getting an increase.

I kind of like the dungeon ticket system somewhat since it does help keep the casuals caught up some to the hardcore players; without the hardcore players would just slam through the dungeons until fully decked out in BiS. But I also think it should be revamped somehow; just not sure how. Maybe something where you gain some tickets if you haven't ran a dungeon for awhile. Make it so dungeons are free to enter as many times as you want, but then the tickets are just used as a loot boost. That way hardcores can slam through the dungeons 24/7 if they want; they just won't get any boost tickets, and casuals who may only run a dungeon or 2 every day will be able to use tickets to get a little extra loot to help them stay caught up.

Also agree that the higher grade Astra Crystals should have a higher minimum; maybe give them a 1 point overlap with the previous grade
 

Terra

Astellian
Sep 20, 2019
1,077
600
113
But I also think it should be revamped somehow; just not sure how.
allow peaple to run dungeons 24/7 but adjust the loot to (a tiny bit higher to take additional potion usage into account) to the normal loot in the open world

cap the tickets not at twice a day, but once a week or once every several weeks
and hand out legandary items only, when run with ticket usage

allow the use of additional tickets "boost", to get a certain fragment/coin ... after x coins you get the treasure for certain and not random

and instead of taking all tickets directly at entering insert check-points, at which the tickets are consumed one after another [boss a dead ... ticket 1 consumed etc]
 

Flet

Astellian
Oct 11, 2019
42
12
8
I dislike rng in general and would go so far as to advocate even having attacks always hit for the exact same value in games. But i must point out that rng in this game is not as bad as in many other modern games.
The reason is due to the many layers of rng. This has an averaging out effect.
In many games that employ some form of rng, it tends to be all or nothing. You can get incredibly lucky or you are out of luck. You manage to enchant the item or it fails, you get the rare drop or your dont, and these specific things more or less embody a large portion of your strength on their own.
This game has so many layers of progression that even getting incredibly lucky doesn't give you that big an advantage, and given time its reasonable to expect most people to get lucky at least some of the time.
While i approve at anything to reduce rng, i think one of the strenghts of this game is that compared to many of the modern alternatives right now it is a game that you can just keep going along working at and feel assured that you will slowly accumulate progression, your astell stars will go up, you will work towards the legendary runes and crystals, etc.
 

Zellata

Astellian
Aug 3, 2019
215
104
43
I dislike rng in general and would go so far as to advocate even having attacks always hit for the exact same value in games. But i must point out that rng in this game is not as bad as in many other modern games.
The reason is due to the many layers of rng. This has an averaging out effect.
In many games that employ some form of rng, it tends to be all or nothing. You can get incredibly lucky or you are out of luck. You manage to enchant the item or it fails, you get the rare drop or your dont, and these specific things more or less embody a large portion of your strength on their own.
This game has so many layers of progression that even getting incredibly lucky doesn't give you that big an advantage, and given time its reasonable to expect most people to get lucky at least some of the time.
What are you even talking about? What levels of progression? Everything here is "all or nothing", there's nothing in between. You either get the right drop or you don't. Your crafting attempt either procs or it doesn't. You either get the astel card you need or you don't. Your gear enhancement attempt either succeeds or it doesn't. And so on.
The only reason you think that most people will get lucky at least some of the time (not that "some of the time" is going to do you any good) is because you haven't bothered to check the probabilities. Here's a simple example for you - what are the odds of getting stat increase to 30%? Base probability is right there on the atra crystals. Or, try to approximate chances of getting a useful 3-stat item (bracelet or necklace), let's say, from the vendor just to keep it simple. Useful means that it only has 2 stats of your choice in any combination.
 

Evo

Astellian
May 24, 2019
194
65
28
what are the odds of getting stat increase to 30%? Base probability is right there on the atra crystals.
Based on my experience. it took me 60 to 80 heroic ones to get 1 stats to 30%
try to approximate chances of getting a useful 3-stat item (bracelet or necklace), let's say, from the vendor just to keep it simple. Useful means that it only has 2 stats of your choice in any combination.
You can find an accessories with 3 same stats every 1 to 2 week in dead NA server
 

Zellata

Astellian
Aug 3, 2019
215
104
43
Based on my experience. it took me 60 to 80 heroic ones to get 1 stats to 30%

You can find an accessories with 3 same stats every 1 to 2 week in dead NA server
Evo, the idea was to get a numerical answer, not a wild guess. Want me to tell you the price of that 3 same stat accessory on NA server? Just to give you an idea of how far off you are with that "every 1-2 weeks per person" estimate...or did you mean 1 such accessory in 1-2 weeks per server?
 

Evo

Astellian
May 24, 2019
194
65
28
Hopefully the devs will do something to RNG at least before people quit. I know they are working on Avalon now. Probably gender unlock next

In my opinion, the RNG is not too bad for now because i managed to buy everything i need. However, it will be another story when T3 gear comes.
Many people include myself hate RNG because there are competitions such as Arena and Avalon. We want to win the competitions on our own and RNG is something out of our control. This is why we are complaining.
On the other hand, people wont be happy when everybody got 10 star astel and gears with perfect stats. Things are going to be too easy and nobody will have any advantage. Actually there will be no difference between " everybody got perfect gears “ and " everybody got no gears"
Also, stats reoll is RNG too, some people will get perfect roll with 1 attempt and some people still wont get it after 100 rolls. I would like to have such an item in cashshop but no lifers will complain about P2W.

A lot of stuffs need to be reworked if they want to create a proper RNG system that can make most people happy. I don't think this company have the resource to do so. We can only expect for minor adjustment.
 

Flet

Astellian
Oct 11, 2019
42
12
8
What are you even talking about? What levels of progression? Everything here is "all or nothing", there's nothing in between. You either get the right drop or you don't. Your crafting attempt either procs or it doesn't. You either get the astel card you need or you don't. Your gear enhancement attempt either succeeds or it doesn't. And so on.
You need to level all your astells. there is no singular astel card to get, as no card is going to max an astel, and its not like you can go for specific cards anyway, beyond a range. You buy the packs with the coins you get, maybe you farm dungeons for them but you should probably be using tickets to farm relics instead.
Because your power overall is split between your character and astels even your characters direct strenght is not as significant here as it is in other games

The only reason you think that most people will get lucky at least some of the time (not that "some of the time" is going to do you any good) is because you haven't bothered to check the probabilities. Here's a simple example for you - what are the odds of getting stat increase to 30%? Base probability is right there on the atra crystals. Or, try to approximate chances of getting a useful 3-stat item (bracelet or necklace), let's say, from the vendor just to keep it simple. Useful means that it only has 2 stats of your choice in any combination.
These things will come in time, and here is another point for how well this game is designed. The way jewelry works, which both magic and physical having two common slots and two rare slots. What is the main reason to have legendary over heroic accessory? The stats are higher yes, but more significant is the ability to equip better runes in them. The runes do not come that quickly, you can fill up your two more common jewelry slots while slowly going towards getting the more rare ones, and untill then a purple or even blue might suffice in those more rare slots with the right stat combinations.

None of these specific, individual, things is a major improvement because there are many things that can be improved. In some games, for example, you could say perhaps 80% of your entire character effectiveness might come down to just your weapon, and in some games with stat scaling curves the difference of a single + might be an order of magnitude.

None of the individual things you can improve in this game is anywhere near that significant, and you need to improve them all, and do improve them all, over time. Lets say someone did get very lucky on a perfect item, ok, so what? You yourself bring up the layer of atra crystal enhancement. Its basically impossible to even expect a single person to have maxed out all the kinds of progression. There is no thing you can say "when i do this, i will be best!" you just have to keep improving.

This is good. Once we have fusion it will even make stat rolls easier, reducing some of the bottleneck.

Power is relative in such a game, there is no need to stress. Its a smooth averaged out progression over many layers of character improvement, its not all or nothing. Its not a game where you must reach a certain specific point, and you either succeed or fail, and if you fail then you have to spend weeks trying to get back to a point where you can attempt again, and then fail again, and so on, when others can do it on the first try. Those are terrible RNG games, this games is nice and comfortable because it has many layers of these things, and you will succeed some and fail others.

So sure, no rng at all would be best, but that would require reworking the entire game. When it comes to RNG games this one is much lower pressure than the typical for modern korean random progression.
 

ForestWolf

Astellian
May 26, 2019
127
157
43
31
For a quickwin dealing with RNG they should implement items into the Zender shop that let you re-roll the stat or just the number. It would make it less grindy since you would not need to grind for same legendaries for ages and would not be P2W since Zender is obtainable for everyone.

The biggest issue is that there are simply far too less drops to be even able to pick right stats.
For example I would like to have a Bracelet for my scholar with Int and Wis stat, but there are simply none since weeks in the auction house.
Same goes for physical necklace.
 

Terra

Astellian
Sep 20, 2019
1,077
600
113
For a quickwin dealing with RNG they should implement items into the Zender shop that let you re-roll the stat or just the number.
instead of just implementing it into the zender shop,

wouldn't it be better to make it obtainable via quests within a) avalon (for the pvp crowd) b) the newly announced area (for the pve crowd) ... with a limit of how many you can earn per week (regardless of pve/pvp) ...

becouse as it seems now (at least from what i've heard),
zender will be largely available via pvp ... but not so much from doing pve ...

and there both, pvp'ers as well as pve'ers should have the same chances to get their hands on the good eq
 
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