Secret World Legends

Secret World Legends

neuronfly Jan 12, 2018 @ 3:49am
The loot system in this game sucks
Seriously WTH funcom was thinking by creating this horrendous loot system. No actual gear reward from missions or dungeons... just a bag containing greens that we feed to another green. Where is the RPG element in this game? What happened to all the loot that dropped in the original TSW dungeons and missions? Disgusting... simply disgusting f2p system with all the RPG element stripped away from the original game.
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Showing 1-6 of 6 comments
Forestt. Jan 12, 2018 @ 4:06am 
If you've played the original TSW then you'll see fast enough that It's basically the Aegisupgradestystem but now expanded and it's there from the very beginning of the game,,. And it's not like upgrading Aegis was well received in TSW....
neuronfly Jan 12, 2018 @ 4:21am 
Originally posted by Forestt:
If you've played the original TSW then you'll see fast enough that It's basically the Aegisupgradestystem but now expanded and it's there from the very beginning of the game,,. And it's not like upgrading Aegis was well received in TSW....
They stripped away each and every RPG element that was present in the original game and turned it into a horrible korean grinder game. Seriously I used to love this game back in TSW but now no matter how hard I try I simply cannot force myself to play this mess.

What is funcom thinking? Do they honestly believe that they can attract new people with this horrible grinding system? All the awesome loot from the original TSW missions and dungeons were outright removed from the game.
Last edited by neuronfly; Jan 12, 2018 @ 4:25am
Forestt. Jan 12, 2018 @ 4:38am 
Originally posted by neuronfly:
What is funcom thinking?

I think they made the loot system this way so they could make money out of it, mostly aiming to endgameplayers. Or from players that messed up or want to switch gear and instead of simply getting a good QL item as drop or via AH now have to upgrade new items the whole time from the very lowest tier (but now with microtranasctionboosts available).

It's F2P so in a way I can understand that decision, but yeah.. also for me less motivation to play the game as dedicated as how I played TSW.
Jaq Jan 12, 2018 @ 7:25am 
I can understand not finding the loot system viscerally exciting, but I don't get the complaints that it's unfair, especially at green to purple levels. What's so great about random drops? You want to farm things over and over for a 5% chance of getting something useful? Well in SWL you farm 20 things for a 100% chance of getting something useful. Works out the same on average, only now you have more control over what you end up with.

AEGIS isn't really the comparison. Those also had an item xp requirement that impeded progress, and required you to fight specifically attuned opponents to upgrade. SWL is more like the custom item/black buillon system, only with a greater variety of weapons/talismans and a smaller variety of glyphs. And with no limit on how many upgrade materials you can acquire in a given amount of time, unlike the black bullion system, unless you somehow put every single mission in the game on cooldown.

Other than the system being rather dry, and issues with loooong grinds before acquiring Mythic and Legendary items (a level of power that wasn't even acquirable in TSW, mind you), what's the big deal? This is TSW's endgame upgrade system.
Forestt. Jan 12, 2018 @ 8:16am 
Originally posted by JaQMarius:

AEGIS isn't really the comparison. Those also had an item xp requirement that impeded progress, and required you to fight specifically attuned opponents to upgrade. SWL is more like the custom item/black buillon system, only with a greater variety of weapons/talismans and a smaller variety of glyphs. And with no limit on how many upgrade materials you can acquire in a given amount of time, unlike the black bullion system, unless you somehow put every single mission in the game on cooldown.

Ofcourse it isn't the Aegissystem, but progression feels just like it: slow progression with an increased required xp bar every level. And do this a lot of times. This the difference between Aegisupgrades and custom gearupgrades imo. Getting rewarderd with gear (or upgrades) and directly have a nice increase in stats is far more rewarding for a player then every time (very) small amounts. Getting very small amounts also feels more grindy even if the progression is the same in the end.

I do agree this system can be better for endgamefocussed players since you can start working directly on your endgamegear.
Last edited by Forestt.; Jan 12, 2018 @ 8:17am
Wolverine Jan 12, 2018 @ 8:33am 
Well, since they nerfed the drops of the Tokio containers, why not simply add items from there to the regular loot table and make them tradeable along the way too?

Just give us a few more usefull drops, while we go through the daily grind.
Last edited by Wolverine; Jan 12, 2018 @ 9:21am
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Date Posted: Jan 12, 2018 @ 3:49am
Posts: 6