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01/18/07, 2:19 PM
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#16
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Glass Joe
Night Elf Druid
Argent Dawn
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Originally Posted by Lord BEEF
c) I see this differentiating the loot between classes as a bad thing. Currently is a strength/stamina item drops and you have no druids it goes to waste (or maybe shamans I guess, but you get the point). If an agility/attack power item drops, a druid can pick it up but if they already have a strength/agility item they won't want it. Having items that work for both classes is like using a token system in that either class can use it well and your dkp or whatever can sort out who gets it, but someone gets something good.
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It's not a bad thing. It's a very, very good thing. If rogues and druids get the same benefits from the same stats, there is no method to relatively equalize them apart from mucking around with talent returns. If down the road devs find that rogues are scaling 10% faster than druids, they've removed every tool they have to fix that scaling to wherever they want it to be. If, however, they can make equipment that's always going to be preferred by one class or the other because it plays more to their stat point multipliers, it's possible to buff one set of gear relative to the other without making it attractive to the other class.
Take a hypothetical Tier 7 piece of armor. Due to talent synergies, weapon scaling and the like, Rogues are 25% ahead of druids in Tier 7. (While being only 15% ahead of them in Tier 6, which is the desired amount.) They can't simply muck around with talents, because things are balanced in Tier 6. They have two choices: Nerf the rogue gear, or buff the druid gear. Whichever is appropriate depends on where the benefits are coming in. But if both classes use the same gear, there's no place to insert small tweaks to fix up the differential as desired.
In general, it will always be a lot easier to fix power differentials through incremental itemization change than through incremental talent changes. Talent changes hit all level ranges; item changes can be specifically tailored to noted level/progression ranges which may have problems.
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01/18/07, 2:28 PM
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#17
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I prefer the term treasure hunting
Orc Death Knight
Mal'Ganis
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If Rogues got 2 AP per point of strength you can bet your ass every single warrior and melee shaman would be up in arms about not getting 1 AP per agility point.
An item with 10 strength and 10 agi drops. Who gets the most benefit from the item? Basically, nobody:
- Paladin: 2 AP
- Druid: 2 AP
- Rogue: 2 AP
- Warrior: 2 AP
- Shaman: 2 AP
- Hunter: 1 RAP, 1 AP
This same problem you describe about conflicting stats is very abundant on mail armor as well. Take a count of how many items you see with Str, Sta, Int vs Agi, Sta, Int (or worse yet, Agi Int AP) while you're on your way to 70. Mail itemization is still heavily slanted towards hunters.
I don't think the silver bullet answer is the way to go, because it leads to extreme amounts of gear homogenization. Plate is the unfortunate example of this: every item that is good for a melee DPS paladin is also good for a melee DPS warrior, and there is little to no item diversity at all which leads to a lot of frustration when those items aren't very common. Diversity is good, and as long as they continue to make items that are "ok" for one class and "very good" for another as that cloak in the first post is, I think we'll be all right. The big problem is when to go overboard and make items that are basically class items without the class restriction tag, like Malfurion's Blessed Bulwark.
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Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
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01/18/07, 2:54 PM
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#18
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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Originally Posted by Nite_Moogle
The big problem is when to go overboard and make items that are basically class items without the class restriction tag, like Malfurion's Blessed Bulwark.
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Not to derail much, but I think that was Blizzard's intention. Feral gear was scarce pre-AQ and consequently the performance of Ferals (especially DPS) was nowhere where it could have been. Imagine this scenario and then Malfurion's Blessed Bulwark drops. Which class would it go to if it was not heavily skewed in the Druid's favor? Definitely not to the Druid. But alas, this is a thing of the past. Ferals got extremely well PR (exaggerated as well obviously) so issues of not considering letting a Feral roll on gear that benefits not only him but "real DPS" classes should be a thing of the past - and with that drops a la Malfurion's Blessed Bulwark.
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01/18/07, 3:04 PM
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#19
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I prefer the term treasure hunting
Orc Death Knight
Mal'Ganis
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But that is exactly the problem: when a it-may-as-well-be-a-class-item that is clearly aimed at a specific talent spec like Deep Earth Spalders or MBB is saturated, it isn't good for anyone else. The reason why items like the Lifegiving Gem and Drake Fang Talisman are so valued is not because they are irreplaceable or particularly exceptional, it is because they are desired by multiple classes and they are useful in a wide variety of situations. Once MBB is on all your druids, who is it good for? Is it better than a Nightslayer BP for an unlucky Rogue at the bottom of the loot list? Who else besides an elemental shaman would ever want DES? By designing items that are appealing to multiple classes but still "best" for one we don't see the over-saturation of loot before the zone is farmed out. If the MBB would have had a better combination of str, agi, and AP it would be perhaps not quite as appealing to druids, but would be a better item for rogues as well.
I want to state that I think these items should exist in complement to class items, I am not suggesting all items be designed in this fashion.
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Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
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01/18/07, 3:19 PM
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#20
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Yet again, dead again.
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Originally Posted by Lord BEEF
a) The AP would be exactly the same unbuffed for items. You'd only see an increase from base strength, blessing of kings, and strength of earth totem and strength based potions. This change would give rogues a bit more damage, mostly just when buffed. Do you disagree rogues should be doing more damage in raids than they are now to make up for their lower utility?
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I can't say, I haven't been in raids in the burning crusade, so I don't have a solid idea of rogue damage compared to other classes in raids with top end gear. Nor do I have a solid idea of the utility of rogues in high end raids.
If there's a high amount of highly magic resistant monsters then rogues may very well come out on top.
Do I think that other classes with a physical DPS role and different "utility" should be able to approach rogue DPS such as cat druids, fury warriors and enchancement shaman? Yes.
Though, if raids continue in the same vein as they were in vanilla WoW where most rogue utility is wasted, then I think there is a problem. Rogues have a lot of tools at their disposal, the big issue isn't that other classes can equal them doing damage, the problem was most of rogues abilities in the past, would scroll up IMMUNE.
Why bother changing strength then. Strength's only benefit to a rogue is 1AP, to boost it to 2AP would make it exactly equivalent in item budget to AP. If you're never stacking the two together on leather, then why make the change at all?
To other classes, strength has a higher benefit, on a warrior, paladin or shaman it gives 2AP and increased block value. To a druid it gives 2AP in bear, caster and moonkin, and 1AP in cat. It is only a secondary stat for rogues, and I don't see why this is a problem. For a rogue, hunter and cat druids the primary composite stat is agility.
I suppose it comes down to the next point.
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c) I see this differentiating the loot between classes as a bad thing. Currently is a strength/stamina item drops and you have no druids it goes to waste (or maybe shamans I guess, but you get the point). If an agility/attack power item drops, a druid can pick it up but if they already have a strength/agility item they won't want it. Having items that work for both classes is like using a token system in that either class can use it well and your dkp or whatever can sort out who gets it, but someone gets something good.
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I don't see the differentiation as a bad thing. We already have armor classes to differentiate items a bit. But consider a strength/stamina ring drops, you will have bear druids, prot warriors, possibly paladins who want it. Adding another class to the mix doesn't help matters much. Other classes/specs like enh shaman, cat druids, fury warriors might want it but wont get as much benefit as the primary 3.
Assume an agility/ap item drops, then you'll have rogues, hunters, cat druids who want it. Other classes like enh shaman, ret pallies, fury warriors might want it but don't get as much benefit as the primary 3.
Assume a agi/str item drops, you'd have feral druids, enh shamans, ret pallies, fury warriors all after it. But for a rogue, it would be better for him to get the agi/ap one. In fact, a cat druid wanting to maximize DPS would want the agility/AP one as well.
There's not a massive amount of leather strength gear going to waste at the moment. Sure, they didn't maximize stat allocation for rogues on deathdealers. Yes, you could have had more AP if they had given you AP instead of Str.
Here's my point I suppose:
Could it be possible that Blizzard doesn't want you to have that much AP? Because if they did, they could have given it to you. To me it seems they kind of gamed the item values of the set a bit by adding strength to the set instead of attack power.
They have done this a lot before in other sets, adding stats that don't directly help you. I mean, your shadowcraft gloves have +10 spirit on them. Why would you put that on the items unless it was just to lower other stats.
They've gamed other items pretty much the same way. Dungeon 2 armor for instance takes a massive drop in item level, though you don't see it through the standard interface since they were rewarded as a quest, just so that they can make some of the items purple without having to give the stat allocation of a purple item.
I believe that the fact that strength is on your items is not because they screwed up, but because they wanted to give you half as much AP using the same item budget.
I believe if tomorrow magically rogues got 2 AP from strength, that blizzard would want to fix items by doing something stupid like adding spirit to them in order to lower your AP gain from the newly overpowered str/agi hybrid armor sets.
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Originally Posted by bartolimu
Believe it or not, I'm sorry it came to this. Not really intensely sorry, but that kind of mildly disappointed, resigned sorry that happens when I see a puppy walk head-first into a window, back up, stare bewildered at it for a second, then walk head-first into the window again.
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01/18/07, 3:23 PM
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#21
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Soda Popinski
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Originally Posted by Maegril
They can't simply muck around with talents, because things are balanced in Tier 6. They have two choices: Nerf the rogue gear, or buff the druid gear. Whichever is appropriate depends on where the benefits are coming in. But if both classes use the same gear, there's no place to insert small tweaks to fix up the differential as desired.
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When has changing itemization ever been a solution used to address balance issues? I can't think of a situation where they've ever buffed or nerfed gear due to scaling issues. The only situation where there's been anything like this is hunters and that's due to a core mechanics change. They certainly didn't add more spell damage to warlock gear when they were terrible DPS in naxx, even though warlocks did pretty well in MC back in that gear.
If for example, the gap between rogues and druids grows from 15% to 25% in a tier of gear, that simply means that the druid isn't getting as much from the increased stats as they need to be and it's a class mechanics/talents issue.
Blizzard would still have flexibility to fix these issues even if there was a growing gap. If for example shred from a druid was fine at tier 5, but underpowered at tier 6 they could just reduce the bonus damage on shred and increase the multiplier.
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01/18/07, 3:25 PM
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#22
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Bald Bull
Blood Elf Priest
Mal'Ganis
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Could it be possible that Blizzard doesn't want you to have that much AP? Because if they did, they could have given it to you. To me it seems they kind of gamed the item values of the set a bit by adding strength to the set instead of attack power.
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This argument was viable in 1.0, where there were a tiny, tiny handful of items with AGI and AP on them, and, because this double-dips the itemization formula where AP is concerned, these items were ridiculously good for rogues for their item level.
Now, though, Blizzard seems to have abandoned that concern, and tons of items have AGI and AP, and the itemization consequences are exactly the same as though they were itemized for STR and rogues got 2 AP per STR.
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01/18/07, 3:35 PM
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#23
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Don Flamenco
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I agree with the general notion that all of the classes should want something a little bit different to clear up loot disputes. That said, rogues are so generic right now that there is no specific rogue loot?
For mail items Agi/str or RAP/Spell damage will divide the hunters and the shaman.
For plate items int/+healing etc will separate warriors and pallies.
For leather there is no distinction for the rogues. The best rogue loot is also great druid loot and in many cases good hunter loot, shaman loot etc etc.
It would be nice for the rogues to have something to focus on but they have painted themselves into a corner in some ways.
Perhaps they could make rogues focus on some of the other nice but underused bonuses, like Haste Rating. If, for example, they gave rogues a passive 50% boost to any haste rating items then it could be made a viable avenue of gear selection for them.
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01/18/07, 3:51 PM
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#24
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Don Flamenco
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Originally Posted by Lord BEEF
I can only see a few possible downsides:
The developers want agility to be the primary stat for rogues.
This could be seen as making strength just as good as it. However you could argue that they'd inadvertantly already made "attack power" the primary "stat" for rogues. (Does agility still give more value to a rogue per item budget? Obviously you want items to have both of course).
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Agility would still give more dps for a buffed rogue, not to mention, the armor/dodge bonus from agi you still get. It would however give a nice little boost to unbuffed/pvp rogues due to base strength.
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Does anyone really see a reason why Blizzard shouldn't just do this?
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If Blizzard is going to give +agi/ap/crit/hit loot in TBC, there is no reason why they should not make this change. The reason it was there to start with was because they did not want rogues scaling past everyone, but if they give them the same thing through +ap itemization, it defeats the purpose. Also, making this change will not in anyway make rogues scale faster than other classes, but it will give them a bump up in their base-line dps.
Reasons not to would be: DPS warrior/feral jewelery would be more hotly contested with rogues. Not as much incentive to create +ap jewelery for hunters and hunters will feel itemization shortcomings for a while. A change like this would cause extra programming.
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01/18/07, 4:35 PM
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#25
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Soda Popinski
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Originally Posted by berg
I agree with the general notion that all of the classes should want something a little bit different to clear up loot disputes. That said, rogues are so generic right now that there is no specific rogue loot?
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I'm a bigger fan of letting people work out loot disputes to a certain extent and have most every drop be good for at least two classes to prevent item rot.
Pre TBC, if a hunter piece dropped you could give it to a hunter, or have it be used poorly by a shaman or warrior due to it being overly agility heavy. Post TBC the agi/ap split is actually very beneficial as now enhancement shamans can make very good use of "hunter" gear and warriors are better off as well.
If you want to make an item specific for just one class it's best to have it drop as a token. Tokens are items that are hotly contested and can be used by a variety of classes very well, and these are generally seen as a good thing.
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01/18/07, 4:38 PM
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#26
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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Originally Posted by Liar
I didn't follow Druid DPS itemization much apart from the Tier sets so is there actually lots of Druid gear that has Str, Agi and NO increase in armor value? With the threat nerf and just looking at our tanking gear, the theme of itemization seems to be Bear/Cat hybrid items and if that is still the case then Rogues might not like the idea of homogenizing Druid and Rogue leather. Because what use is the increased AC value for a Rogue that wants to maximum DPS?
If there is dedicated Druid DPS leather ignore this. ;)
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I actually did a search on Thott and found a whopping 3 Feral DPS items that used their item budget on DPS only. Either I suck at searching (Level req 60-70, Ilevel 80-200, Str>9, no quality limit) or there really are only 3 items. I still don't know what to expect as Feral DPS gear at level 70. Hybrid all stats stuff with +Heal, Bear/Cat hybrid DPS stuff or real DPS stuff? Knowing that is also important for the discussion because if Blizzard designed all items Rogue and Druid friendly the Druid would gain alot of more gear choices with dedicated and specialized DPS gear. I know from experience that specialized Bear gear with the modifiers as they are currently in game would be overkill (atleast pre-Threat nerf were additional Bear DPS could have been considered wasted). Same may apply to specialized Cat gear and current modifiers but like I said, I am more a Bear Druid so I might be off.
For those interested (Druid item on the left, same Ilvl Rogue item on the right if applicable):
Zierhut's Lost Treads Edgewalker Longboots
Feet Feet
219 Armor 219 Armor
+32 Strength Red and Yellow Socket
+26 Agility +27 Agility
+30 Stamina +25 Stamina
Requires Level 70 Equip: Improves hit rating by 10.
Equip: Increases attack power by 38.
Windslayer Wraps Cobrascale Gloves
Hands Hands
191 Armor 191 Armor
+36 Strength
+20 Agility
+30 Stamina +33 Stamina
Requires Level 70 Equip: Improves hit rating by 17.
Equip: Improves critical strike rating by 25.
Equip: Increases attack power by 44.
Requires Level 70
Gloves of Ferocity
Hands
141 Armor
+23 Strength
+20 Agility
+21 Stamina
Requires Level 60
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01/18/07, 5:13 PM
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#27
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Bald Bull
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When they changed the hunter agi:rap ratio, wasn't one of the stated reasons a desire to make itemization choices easier? I interpreted that to mean makign it possible to create one item that's the same for both hunters and rogues (as most agi/ap/crit/hit items now are). I think that's rather dumb, but if that were the case, now changing rogues to be the ones getting double AP from a stat just complicates the matter more. And puts rogues in the same category of potentially massive AP that hunters were pulled out from.
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01/18/07, 5:13 PM
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#28
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Piston Honda
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Definitely want to include these as an example of cat optimised gear: http://www.thottbot.com/beta?i=15198
35 str
20 agi
21 stam
20 AP
Won't have shown up in your search since it's a quest reward and therefore has no listed required level.
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01/18/07, 5:16 PM
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#29
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I prefer the term treasure hunting
Orc Death Knight
Mal'Ganis
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I interpreted that to mean makign it possible to create one item that's the same for both hunters and rogues (as most agi/ap/crit/hit items now are).
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As was mentioned, the overall change was to bring a greater emphasis on the weapon and to move away from shot rotation, but a melee shaman is just as happy with an item with AP, agility, stamina, intelligence and/or MP/5 as a hunter is. All of the "hunter items" that had loads agility but no AP are pretty worthless for a shaman, but by splitting the hunter's AP between agility and AP the item becomes more desirable for the other mail class as well (and plate for that matter).
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Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
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01/18/07, 5:23 PM
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#30
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Glass Joe
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Hmm, curious, but doesn't the feral armor sets you can get solve the itemization problem? Although I do get the point of the argument of wasting loot, your eventually going to go to a point where you'll see it anyyways, and can't avoid it. Although it wouldbe nice for us to just et 2 str from armor, blizzard just won't do it.
Although it would be a really good idea for prevention of loot wasting, now that I think about it :P.
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