In my opinion Itemization is the most important part of this game. It’s more important to me then working raid scripts. Group and raid mobs can be made killable after release, but itemization is normally not reviewed by Beta Testers and is all but Never revamped after release… so we need to hit it early and hard. I hope I don’t need to get into the most basic of itemization tenets, like Risk verses reward, and items need to have a progression from easier content to harder content. Exemptions can and should exist but I think they should not be “Game Changing Items”. I should not have to go into these basic itemization rules but since I feel that this thread needs to be made and talked about… I probably should go into them and more in-depth topics also. I am not claiming to know everything about Itemization; I just want to layout my thoughts and start the conversation for the community to talk about so “We the Players” can bring our Expectations to the Development team BEFORE Itemization is locked in stone before Beta ever starts. 1st – Risk verses Reward – basically, the harder content that you are killing the better the reward “Should Be”. This “Normally” means that most Solo and Duo content is going to give gear that has lower reward then 4-6 person content, and 4-6 person content will give lower reward than 12-24 person content. There should be exceptions, like where the Challenge Duo Zones give better gear than 6 person and even most 24 person content. This is because the Challenge Duo Zones have higher standards and is harder than most group/raid content. Any Out of Tier content like these Challenge Duo Zones, I think NEED to be made to be able to be run by all classes… and that’s a Thread for another post…. Having Rare items that are out of tier is fine, but making them 1 in a million chance is not feasible, at that drop rate it might as well not exist. 2nd – Item Progression – just like Risk verses Reward the items from one tier to the next need to have a progression of stats. All of the stats on the old tier need to show up on the new tier AT Least, there can be an added stat, but it’s not needed. If there is a proc or set bones on that item on the old tier it needs to be represented in some way so the new tier is actually BETTER than the old tier item. This principle goes for all ranges of gear from solo to group to raid… it needs to work ALL the way up and down. 3rd – Proc’s – I know there was a lot of talk to address procs and give the players a way of knowing what WILL and what will not stack. Now within a tier of gear… like from the same mob or just a few mobs later; don’t give us the same proc/ability that will not stack with itself. Like an ability on a nice new Ear just to find the same ability on the Cloak from the guy 2 mobs later. 4th – EM vs. HM – I know this gets into zones but I am talking about the itemization side of it. Where there is a HM version of an EM mob and we have to choose EM or HM, the HM “Should” drop better versions of the EM item slots, maybe plus some new slots. If the HM drops a different slot than the EM then the EM slot becomes unobtainable after the HM is killed and before the HM of the old EM slot is killed, so people that need that gear slot from EM cannot get anything. This may mean that there needs to be more HM fights like there was in DoV, or more slots dropping per HM than EM… I don’t know or care. Just don’t stick guilds in the place where we cannot get any Legs without not killing a HM that we have on farm. 5th – Drop Rates – being that I personally went about 6 months of my raid guild killing 2 Shoulder mobs without seeing a single raid shoulders … then seeing 3 drop in a row… the drop rate of what drops needs to be addressed. I think with the talk of going to armor patterns “Should” help with this. I think there would be 4 patterns and as long as there are 2 propping at a time it should be ok. 2 out of 4 gives everyone in raid a 50/50 chance of getting what they need each armor drop.