118338-the-eldan-runic-module-and-you

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So drop 3 came and we could finnaly min max our gear even more with the inclusion of the ability to add and change runeslots to our gear.
Carbine made the Eldan Runic Module drop from adventures, dungeons and PvP with the intention to get more people to do them.
However the (by far) most efficient way to farm them is to solo normal dungeons like STL or SC, removing the the whole intention of them dropping from dungeons in the first place.
 
This is so easy to fix; just remove the droprate unless you rally to the dungeon level and people will have to do it in groups again.
 
(on a side note, this reminds me on the bloodshard buff in diablo3, where you would get more shard the harder the difficulty you would play, so players would make torment 6 level one game and run through the content for free items, this is exactly the same, and Big blizz fixed it by removing the drop if the difference in level of your character and the instance was too high)
 
What do you guys think? Is the solo farm fun and good for the game, or is this change needed in order to get the queues going and people interacting with eachother?	
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			I wouldn't mind your idea of having to rally down to make people want to group up... In the current system healers that do not have DPS gear are suffering the most because nobody does dungeons with them.  :P	
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			I totaly agree. It was supposed to fix problem with pvp and veteran dungeons not worth doing. Right all I can see is everyone in stormtalon lair normal mode farming whole days modules to get stuff as fast as possible ;) This issue should be addresed with last hotfix Carbine, srsly!	
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While I agree that the farming of low dungeons should be done on rallied level, you're probably going to get a lot of people moaning about it that they cannot properly farm their items anymore.
I have to agree with Merin and Byonaa though. People seem to be hell bent on rushing out their runes the second it was released, farming the same content over and over.
And then people come complaining they get burned out.
 
So yes, despite people being upset, it might actually be in their best interest if:
 
Eldan Runic Modules drop from every boss
But only when rallied to the level
The amount dropped per boss is lower
Dropping from every boss increases the chance of more people getting it with rolls	
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			Modules have a chance of dropping from every boss.  I've personally confirmed this.	
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Modules have a chance of dropping from every boss.  I've personally confirmed this.
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			At least I have some solo content to farm :D	
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In my experience earning a Medal in a dungeon 100% drops a module (unsure if Gold increases the drop amount).  So if you put together a group of 5 people that're willing to run a few back to back KV's/STL's, gather them into a pool, and split them up evenly it's pretty equivalent to solo farming STL.  
 
This might not be true for geared SS/Warrior/Stalkers that can clear it in under 4 minutes but in my experience it's really close.
 
Also it has the added benefits of:
 
1. Renown
2. EP
3. Influence (with a guild group)
4. Possibly useful drops
5. Not being mind-numbingly boring.	
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			So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.	
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{| class="blockquote"
So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.
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Wasn't there also talk about them being available for crafting vouchers?  Do you have any insight as to where to go for that transaction?
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			Yeah, I got 8 from the ~100 satchels I saved up.  I went ahead and spent 80k vouchers on the salvage items from the vendor, but didn't get an Eldan Runic Modules from the four I bought.  I did, however, get an Eldan Data Fragment, so that was a nice surprise.	
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{| class="blockquote"
So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.
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I'm not saying cut out the STL farm, it should stay in the game. Instead increase the rewards for grouped content to a level where it's actually atractive to group up because you get more rewards than soloing it.
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{| class="blockquote"
So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.
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			i hope to see carbine adjust how these are gained, the rate at which you get them in low level dungeons may be fair, but it is just not fun, this is a freaking mmo, not farm level 20 stl for 12 hours straight. people are just going to do whatever is most efficient. i was so hyped to think that people would be running dungeons and adventures out the ass just too see that hyped severely crushed.	
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			Are these dropping from adventures? I ran a few gold vet WotW a couple days ago and didn't get a drop.	
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Lower the drops on bosses in Dungeons and Adventures to 1 Normal, 3 Veteran.
 
Add Eldan Runic Modules to the renown vendor for 30k a pop.
 
Forces us to group for content, farm together, and we have something to spend renown on.
 
Problem solved, problem staying solved, Rangers lead the way.	
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{| class="blockquote"
So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.
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			My vote is for seeing them drop per person not rolled, that to me would give me incentive to run as a group since I am guaranteed to get some rather than lose rolls and waste my time. Bronze/Silver/Gold also giving additional per person.	
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My vote is for seeing them drop per person not rolled, that to me would give me incentive to run as a group since I am guaranteed to get some rather than lose rolls and waste my time. Bronze/Silver/Gold also giving additional per person.
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I have not tried to do speed runs for a long while ( 4 month ), but even back then 14 min was possible, and back then we had no DS gear ( or very little ) compared to what we have. ( proof: 
 
What I'm trying to say is that I agree farming normal dungeons for modules is ridiculous, but also the time difference between veteran gold dungeons is way too big. I foresee everyone just still running STL gold because that is most likely the fastest to get gold. So yeah I think for example SSM veteran should reward more modules than STL.	
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{| class="blockquote"
So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.
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While I agree that the farming of low dungeons should be done on rallied level, you're probably going to get a lot of people moaning about it that they cannot properly farm their items anymore.
I have to agree with Merin and Byonaa though. People seem to be hell bent on rushing out their runes the second it was released, farming the same content over and over.
And then people come complaining they get burned out.
 
So yes, despite people being upset, it might actually be in their best interest if:
 
Eldan Runic Modules drop from every boss
But only when rallied to the level
The amount dropped per boss is lower
Dropping from every boss increases the chance of more people getting it with rolls
 
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I feel that telling us we wern't meant to farm them immediately is bad becuase....
 
This game was origonally intended for "hardcore", "hardcore" players are players that min/max which means they go to that extra effort to make their gear (among other things) is the best it can be which means MAXIMUM rune slots, the idea that we would not immediately want full slots is with this in mind nothing other than a contradiction.
Why do we want to farm Solo dungeons over group vets?  Because if it drops WE get it not some random pug, also because the droprate was overtuned for normal dungeons when you don't need to rally to get them.	
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{| class="blockquote"
So, here's the deal. We're looking at ways to address the issue of the perception being that the best way to farm Runic Modules to be running level 20 STL and KV as a level 50. I think the real issue is that multi-drop Runic Modules are being rolled as a stack instead of on a per-player basis. Meaning, when you get a Gold Medal on Veteran STL and 9 Modules drop, they all go to one person. Or when Zybak pushes V first and gets 9+ from a raid boss. Instead, these should be dropping as personal loot per player. When you complete Veteran STL, each player gets 3 Runic Modules (which is actually a buff to 15 for the Gold). However, that's a change in how our loot system works and requires some engineer time, so we're looking at more of a weekly patch thing (at the very earliest) than a hotfix at the moment.
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			Modules only provide an illusion of a "steady" income because their sale isn't sustainable. I believe the sell order on them is down to 65g on Entity and still dropping.	
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Modules only provide an illusion of a "steady" income because their sale isn't sustainable. I believe the sell order on them is down to 65g on Entity and still dropping.
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			What's interesting in veteran content is that everyone either bails out or wants to dissolve as soon as the gold challenges have been failed, thanks to gold medals giving so much stuff while silver or bronze don't give anything perceived as valuable. Namely extra AMP points and eldan modules. In pugs gold is the standard expectation... This is extremely frustrating and it's clearly impossible to learn the fights in such a bad environment. Because yeah, fail something and people rage at you. So I'd rather keep as much of these people as it's possible in lvl 20 content (even if it's silly), just nuke the drop rates. No queue at all is still better than everyone trying to dissolve at the first sign of trouble.	
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I think the per player instead of group roll on modules is better approach(encourage grouping) and drop rates something similar to:
* Normal level dungeon / adventure (no rally)
-- Chance for 1 module (~10 - 20 %) on copleetion of an objective / boss (when loot is awarded).
-- Guaranteed 1 module on finishing instance.
-- Chance for 1 module (~ 25 - 30 %) per medal (1 roll at bronze, 2 rolls at silver, 4 rolls at gold)
 
* Veteran adventures / Dungeons (KV / STL not sure if SC)
-- Chance for 1 module (~25 - 30 %) per boss / objective
-- Chance for 1 module (~20%) Per gold medal challenge (not sure about this one)
-- Guaranteed 2 modules on finishing instance
-- Chance for 1 Module (~ 25 - 30 %) per medal (1-2-4 rolls for adv, 1-3-6 rolls for dungeons)
 
* Veteran SSM:
-- Chance for 1 module (~25 - 30 %) per boss / objective
-- Chance for 1 module (~20%) Per gold medal challenge (not sure about this one)
-- Chance for 1 module (~ 5-10 %) per miniboss (not sure on this one)
-- Guaranteed 3-5 for finishing
-- Chance for 1 module (~ 25-30%) per medal (1, 4, 8-10/ rolls)
 
* Maybe add them to Renown vendor (1 for about 2-3x Cleared STL worth not sure how much that would be)	
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Augmented runes are more rare then the Modules. You get them way too easy from running lv 20 content as a 50. With that being said, I've run a lot of vet STL's ( I want my shield) and they drop more reliably there. The fact that you can "cheese" these by running a dungeon that is well below your level is the real issue. These things should not be dropping in a lv 20 5 man dungeon at all, they should be restricted in adventures and dungeons to above level 45 content. They are just to easy to get when they are available in such low level content.
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