QUOTE(boulay @ May 14 2015, 19:25)

Will it also fix the insane amount of leather/cotton drops? Or will we get a market overflow with those like now?
The fundamental problem here is how useless common-tier armor is compared to rare-tier armor. Rather than making rare-tier armor more common, I think a much more elegant solution would be to make common-tier armor more viable, so that 90% of drops aren't automatically trash due to being common-tier. "Legendary! ... useless leather/cotton again" is a too common gripe.
Rare-tier armor is offensive-oriented. Common-tier armor is defensive-oriented. Perhaps that should be more emphasized, so that stats such as mitigations/evade/PABs are significantly higher on common-tier armor, or at least to the point where players have the incentive to at least
consider using common-tier in one or two slots, for a significant boost in defense at the expense of some offensive power.
The same could be said for equipment suffixes. Stoneskin/Vampire/Illithid/Curse-weaver/Earth-walker and many more usually automatically make the gear trash. Some might say that Slaughter should be more common because it's often the only useful suffix, but the better solution is to tweak the others' stats so they're at least
worth considering for certain builds. Maybe Vampire should drain enough HP so it could be considered like having an extra Regen buff active, for instance, so that players having trouble surviving might consider it over Slaughter (or that dual-wielders might consider it over offhand Balance/Nimble). Or tweak proficiency suffix numbers/mechanics such that cast time / mana cost is
significantly reduced by having one piece of depreciating/supportive prof gear - enough so that those who Cure very often, or Imperil/Confuse/Sleep/etc very often, could at least
consider the possibility of using those currently-useless suffixes.
The specifics are unimportant - any solution would be nice, whether it's done through tweaked stats, changed mechanics, etc. I think with the right numbers/mechanics, nearly all of those useless types could be made to be worth considering.
There are a couple of related problems though - if we want to make more gear worth considering, then if cotton is made better, element/dark/light prof should not remain as "the only efficient choice" for your element as it is now, else not much changes. Something similar could be said about Power Slaughter, but perhaps if the defensive strength of 1h/Block is changed, going all Power Slaughter as common nowadays might prove to have not enough defense (compared to integrating at least one or two common Plate).
Etc etc. I think if more builds are considered viable, and if fewer drops are considered automatically salvage or trash due to bad type/suffix, playing for drops and figuring out equipment combinations will be made much more interesting, without necessarily having to change drop type / frequency.
This post has been edited by Superlatanium: May 15 2015, 03:00