126654-poor-itemization-on-tier-3-contract-reward-weapons

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I was going to post this in the PVP forum since the weapon I got was from the tier 3 PVP contract reward, but I brought the issue up in chat and I was told that all of the tier 3 contract weapons have lousy itemization, including the PVE reward ones.
 
 
What's the deal with this? 628 Assault Power? The only thing that makes the Fallen Gunslinger's interesting compared to the Heretic's is the higher Insight, which would lead to higher total Support Power if both weapons had 1,214. This is why it has one less slot, presumably. But because of the poorly-distributed Assault and Support Power values it just ends up being a useless item. Was this intentional or accidental? Going to be fixed soon, maybe? I'd like to hear a Carbine response on this since it seems like it's probably an unintentional thing, and apparently it affects all of these weapons.	
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			The tier 5 PvE contract weapons also suffer from this. I made a topic about this previously but it got moved to the quests forum to wither and die instead of being seen and addressed. Way way way too much of the stat budget is blown on the lower stat. In general they're on-par with the ilvl 61 purple world drops with mainstat imbuements, and still inferior to the PvP prestige weapons.	
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			The only thing I can think of is that for the PvP rewards, the devs are trying to promote a more hybrid-like playstyle for all classes.	
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with drop 3 they said that group content drops will be better then solo items like story quests, dailies and crafting so i assume contracts falls under solo content.
As such they have less rune slots and maybe slightly worst stats.	
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with drop 3 they said that group content drops will be better then solo items like story quests, dailies and crafting so i assume contracts falls under solo content.
As such they have less rune slots and maybe slightly worst stats.
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with drop 3 they said that group content drops will be better then solo items like story quests, dailies and crafting so i assume contracts falls under solo content.
As such they have less rune slots and maybe slightly worst stats.
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			I'm not surprised to see poor stat allocation on gear that is more easily acquirable. This is not the first MMO to have done this, and it makes perfect sense to me. This is still good gear, it's just not as good as gear that is more challenging to acquire.	
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I'm not surprised to see poor stat allocation on gear that is more easily acquirable. This is not the first MMO to have done this, and it makes perfect sense to me. This is still good gear, it's just not as good as gear that is more challenging to acquire.
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I'm not surprised to see poor stat allocation on gear that is more easily acquirable. This is not the first MMO to have done this, and it makes perfect sense to me. This is still good gear, it's just not as good as gear that is more challenging to acquire.
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			Yea, I got to agree. The stat allocation is pretty terrible on the items. I'd like to see (at least the pve weapons) sit at somewhere around 1140 AP or SP, that way the items are an upgrade from anything you can get from the world (provided you get good stats on them), but there would also be upgrades to be had from doing GA. 	
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Ok, I'll confess I didn't actually compare the stats to other available items. If they are worse than world drops, I agree that's problematic.
 
The principle of using poor allocation makes sense to me, but you can't go overboard.	
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It goes for armor as well.
Seen quite a few heavy tank pieces come from this that we laughed at that were suped up with moxie, which made the item pretty useless. Better off with world drops(too bad they're bop...) or buying/crafting blues and or better, unless you like to gamble. Even with the right stats the budget seems really "bleh"	
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Ok, I'll confess I didn't actually compare the stats to other available items. If they are worse than world drops, I agree that's problematic.
 
The principle of using poor allocation makes sense to me, but you can't go overboard.
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You can get good stats from them but it is heavily reliant on RNG.  Again. 
 
On my third T5 contract bag CRB gave unto me the same chest I got out of the first bag except a large chunk of armor was replaced with base health.  I've seen other chests that more evenly split the stat allocation making it utterly terrible for DPS where mainstat should have the lion's share of the allocation.
 
Dear CRB, your RNG addiction is back and you need to get back into rehab ASAP.  This is the crap runeslot issue all over again.  Players are again running into lottery like odds for getting something better than crafted or heck, something usable and not salvage bait.	
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			I was lucky enough to pick up a fairly decent Support system for my offspec with my first t5 contract reward.	
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Dear CRB, your RNG addiction is back and you need to get back into rehab ASAP.  This is the crap runeslot issue all over again.  
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Dear CRB, your RNG addiction is back and you need to get back into rehab ASAP.  This is the crap runeslot issue all over again.  Players are again running into lottery like odds for getting something better than crafted or heck, something usable and not salvage bait.
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			Contract rewards shouldn't be giving you higher-performing gear than dungeon gear for sure. It's a way to complete your gear set without having to spam run dungeons if you don't have the time. It's not aimed at someone already geared, except for to grab the bonus elder gems/etc. to reach your AMP/Ability Point caps.	
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Well, maybe if you did raids you wouldn't have this problem, uh?! Become HARDCORE! today!
 
You know what they say: Some RNG a day keeps the casuals away!
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Well, maybe if you did raids you wouldn't have this problem, uh?! Become HARDCORE! today!
 
You know what they say: Some RNG a day keeps the casuals away!
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Contract rewards shouldn't be giving you higher-performing gear than dungeon gear for sure. It's a way to complete your gear set without having to spam run dungeons if you don't have the time. It's not aimed at someone already geared, except for to grab the bonus elder gems/etc. to reach your AMP/Ability Point caps.
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However even if that is the intent and they remove the "raid quality" line, which I'm fine with. The issue still remains that the present RNG can make an item absolutely useless by comparison to dungeon, world, and especially crafted items due to how random the stats are given and or budgeted.
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			The nice thing about the random is that you can wind up with an item that is way better itemized than anything you can get, even from GA, for example, a tank implant/shield that has most of its stat budget dropped into armor will be better than anything you can get until probably DS legendaries. 	
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The nice thing about the random is that you can wind up with an item that is way better itemized than anything you can get, even from GA, for example, a tank implant/shield that has most of its stat budget dropped into armor will be better than anything you can get until probably DS legendaries.
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