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You guys ever going to make another chaser unique?

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vio wrote:
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sofocle10000 wrote:

So, yes, best rewards should come due to the player overcoming a challenge, and that would keep players playing and not be some mindless hamsters running in a grinding for an eternity wheel...


there is no best practise, hiding chase uniques behind challenges makes them impossible to get for people with less skill and/or less playtime while kiddos with unlimited time and the ability to just copy streamer builds get them without a greater challenge.

making them randomly drop or chanceable gives normal players an option to turn the wheel of fortune and makes them happy supporters but disappoints nolifers cause they don't feel really rewarded for the time they put into the game.

it's ok as it currently is, hide them behind challenges but also make them chanceable.


Of course, but forcing you to play the game should grant you a better chance at the said "chase uniques", due solely to the fact that you endanger your ingame avatar to do so. Chancing them should be on the second place, and just like for Headhunter, where you have to actively engage a map mod to acquire it, they should require the players investment...

Lastly, as a failsafe, trade should provide you with a chance to get to that "chase item" after sinking time and grind for an equivalent amount of "wealth"...

I'm just advocating a reward for you know, playing the game and "killing loot and finding monsters", instead of just engaging with various bypass mechanics with more benefit and less danger...

No one needs to be a "no-lifer" to play the game and have something exciting drop if he does "fight the good fight" and WINS. That chance should be at least as good as the "chancing" one...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...

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