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GW2 Magic Find "Solution"

ToxicAsF

Over Analystical Extreme Gambler
So I posted something on the ANet page today about magic find. Thought I might as well just copy and paste it here in case you guys were interested.

https://forum-en.guildwars2.com/for...gic-Find-Potential-Solution/first#post1333174

After reading a recent interview, I noticed that ANet was discussing ways of “fixing” magic find. I posted on Reddit, and then thought I would post here just to get my word out here.
Interview – http://www.relicsoforr.com/?p=2299#more-2299
“Matt Wuerffel: The role of Magic Find is something that we’ve been discussing quite a bit. While we haven’t decided on a specific direction yet, we can say that it’s clear that the current implementation has some negative social impacts, and we definitely want to address that. Guild Wars 2 is a social game, and we want to foster positive player interactions, so it’s definitely an issue that we’re looking at very carefully.”

So here is my (Gyoin's) contribution.


I know many people hate the existence of magic find as a stat on gear, especially people who run as a group. The one person benefits in monetary drops while hindering the succession of the run, either in battle efficiency or survivability… Now here’s a thought that came to mind. I don’t want to remove the magic find stat. However, what if each piece of gear had an innate “bonus” to magic find that isn’t part of the point allocation of stats?

Say I have X helm and Y helm. Both are berserk classification, same level 80 exotic stats, but X has 2% MF and Y has 3% MF. Almost like MF would be the difference in “quality” within the same tier of gear. It would give min-max’ers another stat to try to allocate as “best”, while still giving everyone equal opportunities for proficiency in battles.

I mean, it may not be the best solution, and I’m sure it’d be a programming nightmare to revalue current gear sets with magic find to try to adjust them, but I think it could be a unique way of dealing with it.
 
I like it. More gear grinding! lol But yay they actually addressed it.
Well, they know it's an issue, but haven't addressed it. These are my ideas of different stated pieces. I realized the quotations may have been misleading, edited.
 
It may not be the best solution but it definitely solves the problem of bringing it into dungeons and hindering team performance.
 
Mm, it could work. Getting rid of Magic Find would upset lots of people I'm sure, and the only other solution is to have it in addition to other stats rather than replacing one. Don't know about putting it on everything. Should have to lose something to gain it, maybe put your items through an npc (Mystic Forge?) and have a chance at adding it like an enchantment sort of? With more rare materials giving a higher %? Or what if they just restricted it to non-set pieces (rings/amulets/etc) and raised the % to compensate? Or it could be implemented as a buff gained for doing... things... bunch of possibilities there: stacking Magic Find each time you complete a dungeon/fractal, completing a dynamic event for it (either a normal event or a massive one that grants magic find to everyone in the server - more depending on how much you contributed), add it on to a trait/spell for each profession (probably a bad idea), or could give each form of crafting a Magic Find consumable of some sort.
 
I won't lie - my full MF exotic set/runes must have build at least 25% of my monetary resources in fractals. High MF gives you 1-2 rare items more than everyone else. My saving grace is my unusual evasion build is great for survival, so people think I'm a Mes-tank. I hate MF and it's anti-social nature, I do, but if it's going to save you this much effort in the long run...surely EVERYONE should make use of it, and make up for shortcomings with skill?

I think party-based magic find is the only viable solution, unfortunately.
 
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