Quote Originally Posted by Molly_Millions View Post
Increasing the repeatability of content is a + in my book, so I don't agree with this. Making U/U gear meldable, while retaining a reasonable droprate in comparison to the gear's stats adds repeatablity, but it's not forced like making a low drop rate is, it allows the player more choice which is never a bad thing,


Maybe you weren't kicked from parties for not having the best gear in XI, but it happened to me all the time. It's not as unrealistic as you think.


I think either way they do that, gear swaps, or making U/U stuff meldable, both achieve that goal. One of them just has more downsides.
I'm going to go out on a limb here and say that more people will complain about being expected to get double-triple or even quadruple melds on best in slot gear that are rare drops from dungeons, and which will be replaced every few patches.

Over the people who complain about gear swapping encouraging you to do all content the same amount, no matter when you start endgame.

Let's see one gets people to play content everytime someone new joins endgame, means that content only grows in abundance and never shrinks.

The other makes the grind for gear near unbearable and entirely up to the RNG of melding (completely to chance, nothing the player can do to help his/her odds) in addition to drops (something groups can help mitigate the pain of through distribution).

Oh and in your way the content still becomes useless. Only instead of being pissed off that your awesome darklight gear is now obsolete, you have to try and replace a multi-melded rare item with another multi-melded rare item so that maybe you can use that one for the week or two it remains best in slot.