Quote Originally Posted by Darkschnaider View Post
One thing I do not understand, they are all talking about this method is bad for endgame players but you are not thinking about the other players that maybe need only equip a class, they will have to do dungeons and as a player , which has equipped almost all classes, take the equipment
Really if you're only using one or two or three classes ... Why do you have to equip all? This system is also implemented for that reason, but rewards those players with tokens that will be worth to change per team to continue doing dungeons without taking the item to someone who really needs it.

For example if you get one token per time you do the dungeon and Darklight Heavy Armor worth 10 tokens in 10 attempts will have it and will avoid unnecessarily removing it to another, this is a much higher rate than the current you can do 50 or 100 or even see it fall.
Its not bad for endgame players, its bad for hardcore players who have 10h a day to play. The hardcore will burn through the content pretty fast and have nothing to do since drops won't require a insane amount of spam/grinding to get. I personally am in favor of a more casual system, increase the challenge and reward players for completing the task.

The challenge of the dungeon/content should not be luck. Darkhold when it came out is a good example, it was challenging and you were somewhat guaranteed drops, not all drops but something in every chest. The better you were at it, the more chests u can unlock and increase your chances. It's a bit to easy now but those who played when it was first added, remember how challenging and interesting it was. MMOs that is centered around timesinks, luck and grind won't last long, Aion is a perfect example, everything from leveling to pve and pvp was a grind/timesink.