Only with VERY specific skills. Like maybe a mortar turret and seeker mines. It does nothing for a turret/drone set up. You want talents that just add damage unless you have that specific build I mentioned.Originally Posted by LateNiteDelight Go to original post
It also requires you run Technician for the +1 skill tier.
Either way, you roll off the core or the talent and you're left with one trash attribute. Two really. Armor regen sucks when you have low armor to start with. One shotgun hit removes all my armor and 95% of my health. I rely on taking no damage or at least being picky about what damages me. 4.5K regen won't save me.
This is a perfect example of the problem though. Useful to you is not useful to me. I put together good builds and don't try to build around trash just because it has big numbers on it.
This. Also depends on at what level you play (for some players Challenging or Hard is max level at the moment). Two maxed out attributes is more common on Legendary.Originally Posted by blueray789 Go to original post
So you're saying there's a chanceOriginally Posted by mckrackin5324 Go to original post
You're talking to someone who's Drone/Turret AFK build, is 4pc TipS [all Skill rolled], with a Skill rolled Everyday Carrier + Sawyer's. I only use skill builds on Legendary, so all those free crossbows are perfect for the Chunga. Really looking forward to the new Named AR
25% AR damage, without sacrificing a Skill Damage attribute, seems like a win for protecting you from those mean Rushers. Also, with just a few aRegen rolls, you've got Patience, and less need to use armor kits from splash damage.
Thanks for indulging me!
So, more information. I am SHD750. I trashed all of those items. The first was a Fenris Mask, but I already have a full gRoll one. The second was a Belstone Holster, but I already have a better one. The last was Hana-U kneepads, again, I already had a full gRoll one.
BUT
Each of those pieces, rolling the weakest attribute, makes them >93% of perfect. Objectively, those are good, if not great pieces [depending on where you draw that semantic line]. Pieces of that quality are perfectly cromulent for a Heroic Certified™ build, and very strong for anything lower.
This is why I say the loot in this game is good. Pieces like that drop regularly on Challenging & Heroic [for me]. The quality of the drops is right in line with where the Devs have said they should be. Just because a piece of loot isn't useful for my play style or the brand/talent I want or I already have better, doesn't make a well rolled piece turn into a poorly rolled piece.
Furthermore, 80% [perfectly cromulent for Challenging, strong for below] of 15 is 12, 12 is 9.6, 8 is 6.4, 6 is 4.8, and 170 is 136. I would postulate that any piece with two of three attributes above those are still objectively good pieces. It's rare for me to ever get anything worse than that on a Heroic run. I might see a few on Challenging. I'll see them more readily on Hard.
Not saying I would say no to more frequent dual/triple gRoll drops though, who doesn't like being more powerful![]()
Also, for follow up since I'm trying to do a better job of tracking my loot for reporting purposes, I ran three challenging missions [Manhunt] and Heroic Lincoln [Belstone] solo last night. I kept one piece of gear [dual gRoll Belstone Mask] and one weapon [90% Famas, C&P - might trash, but has DtA so might test with various talents].
I think the main problem with loot is that the difficulties below heroic are just too bad. You can only get upgrades from field prof caches and locked boxes. There's no real possibilty to build a stronger character unless you're always playing above your head.Originally Posted by LateNiteDelight Go to original post
If you play on hard, even the named bosses an rogues drop purple. The occasional gold will be in the bottom 25% of potential. Players that are not truly good players will never advance.
Higher difficulties should have better drop rates. Not virtually exclusive drops.
It would take months to build a 95%+ build on Hard. It would take weeks on Challenging [I'm doing the Manhunt on Challenging, so I plan to put a better estimate on it by next week]. Heroic it took me <100 hours to put together a handful of them.Originally Posted by mckrackin5324 Go to original post
Each tier seems to expect 50-150hr to collect enough gear that is ready for the next level - if solo, depending on both RNG and skill level [faster if grouped, doubly so if they can help carry you through harder difficulty].
I'm actually working on putting together a gRoll Purple loadout![]()
Obviously, everyone has different RNG, plus it rolls in waves at times, but I've been playing a lot of Hard lately, because I've been having fun with my Melee build. I was surprised at how frequently >80% rolled items dropped - probably close to 10% of drops, if not a little more. About 50% of the drops are Purple. Yes, a lot of Gold drops are mediocre, but that's expected [at least, was my expectation based on Devs Loot explanations on various SOTG].
When I was just fresh off Keener, the bigger thing for me was finding a good roll for the Library - I built my way to Challenging, then to Heroic.