One thing I really liked from the Isengard Instances is the build-your own necklace, and I would like to see more items that you create, hopefully using items produced by crafters in addition to materials found in instances and on the landscape.
That would be nice. Or have the customization go even further to have LI like jewelry with no legaices but give stats like +might, vit, will, phys/tac mastery, ect. You pick a neclace with a few of those stats on but unlike LIs, there are no levels; you get more "points" by using something like the sigil fragments to upgrade it. Then with the points you can choose to higher some of the stats on the neclace. For example you could choose a earring with might, vit, phys mastery, and tac defense (or with four different stats). At first you have very few "points" but you can choose to use them to increase one (or two or all) of those four stats. Then by getting more sigil fragments you can upgrade it to get more "points" to spend. Tere would be no level or stat tiers so there would be no more grinding then the current necklaces. Or instead of upgrading it with sigil fragments it could be crafted items or anything else.
I apologize if this doesn't make much sense. I just thought of it and I'm tired.
That would be nice. Or have the customization go even further to have LI like jewelry with no legaices but give stats like +might, vit, will, phys/tac mastery, ect. You pick a neclace with a few of those stats on but unlike LIs, there are no levels; you get more "points" by using something like the sigil fragments to upgrade it. Then with the points you can choose to higher some of the stats on the neclace. For example you could choose a earring with might, vit, phys mastery, and tac defense (or with four different stats). At first you have very few "points" but you can choose to use them to increase one (or two or all) of those four stats. Then by getting more sigil fragments you can upgrade it to get more "points" to spend. Tere would be no level or stat tiers so there would be no more grinding then the current necklaces. Or instead of upgrading it with sigil fragments it could be crafted items or anything else.
I apologize if this doesn't make much sense. I just thought of it and I'm tired.
It does, however, I'd like something that's more a kin to a decision tree with far more outputs, partially because it'd generate a finite number of items (so it's easier to balance that system), but also allow for the option of different gear not normally found ingame (like might + morale + fate for example), allow us to experiment with off the wall builds, but not forcing "junk" gear upon everyone else.
The whole idea of decoupling items from lootchests is good.
Turbines pre-RoI skirmish camp rewards were actually a nice design. You could assemble the base currency in all scalable content, while you needed some specific barter tokens (e.g. Helegrod marks) for specific gear. The whole thing was just ridiculously overblown with all the 1st, 2nd/3rd veteran/superior/whatever marks. Of course, quite a step below what you are suggesting here, but it generally gave more control to the player and served as a means to keep much content relevant.
Now, after unified currency they´re actually going the same way again with the deed-gated armor and necklace/Limlight jewels. But there is just too little stuff to get. Instead, you need to run content X Y numbers of times until you finally win item Z; after which the incentive to run said instance is quickly diminished unless it throws a gigantic mark/medallion heap like foundry.
I´d rather run X maybe 10 times to get enough barter tokens/whatever so I can get Z from a vendor. After which I would maybe continue to run it because I can get other nice stuff for those barter tokens (although Turbine is really a bit ridiculous with their exchange costs... I mean, 10 eggs for a WSoC? 35 gold and 70 silver Anduin tokens for ONE GSoE?!? )