Now that the new year has arrived, I’m finally going to share my thoughts on this thread. I’ve held back for several years, waiting to see how things would develop. Now it’s time to voice my opinions on gearing and the patterns I believe are unfair to players—so here we go.
Max-Level Named Gear: When the level cap increases, max-level named gear should be available right away with a new expansion.
Raid Gear Delay: Raid gear often arrives months after a new expansion launches, causing unnecessary delays.
Gear Choice Regression: We keep losing ground on available gear choices and upgrade options, moving backward overall.
Customization Peaks: Isle of Dread and Vecna Unleashed offered the best customization so far, aside from HP percentage boosts—those were fixed in Myth Drannor with off-hand options.
Tank Support: Tank archetypes often lack support, though Isle of Dread and Vecna Unleashed did improve options significantly.
Myth Drannor Upgrades: Myth Drannor provided no direct upgrade path from level 30–32 gear due to limited augment choices. Older options should’ve been carried over (e.g., +3 Profane to all stats, +3 Artifact to all stats, +30 Artifact/Profane to sheltering).
Single-Save Bonuses: Stop adding Insightful bonuses to single saves. We already have a Riposte +6 augment.
Gated Stat Bonuses: Stop restricting Quality and Insightful stat bonuses. We need +6 stat augments and Quality +3 stat augments, which have been around since Against the Slavelords (eight years ago).
Mythic Bonuses: Follow through on the promise and implement a full system to add Mythic bonuses on all named items.
Cards of Cleansing: Make them easier to acquire—current scarcity wrecks the in-game economy.
Deck Crafting: Add a more deterministic system even if it requires farming certain types of materials that drop in a consistent deterministic way.
Augment-Only Gear: Consider occasionally adding gear with only augment slots, like Legendary Thirteen.
Reaper Crafting Costs: Lower the costs to make Reaper crafting more accessible to players.
Drop Rate Regression: Why were drop rates lowered? I'd like to run more content than spend my available free time target farming specific pieces that I need to get to stay competitive with my build.
Long Raids Regression: Being a tank in many of the newer raids is a currently a terrible experience. Spending 15-30 minutes kiting a T-Rex or gathering tons of mobs is not fun. Spending 15-30 minutes beating downs hordes of mobs in a gated raid just to get to the end boss is not fun. Having poor mechanics to activate transitions of raid bosses is no fun. Having severe lag issues for any raid with a large number of mobs is no fun. Having long raids is wasteful of people's free time.