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Sorry to be a killjoy, then, but this even further exemplifies my reasoning for being against the idea. If this option is only provided to those who are already at the top of the totem pole equipment-wise, then the gap between players would grow even more dramatically. The weak would still be weak and the strong would have room to grow (by the token system itself, anyway).
For one, while I do have mostly mythical equipment still, it's fairly mid-high end mythical stuff. I've found dozens of pieces of transcendent and a couple supreme and ultimate pieces of armor, but in general they've been wrong armor types for the stat combinations they provide, have had really lousy stats, or have even simply had semi-similar stats, but still not good enough when fully upgraded. I've simply found many lousy stat combinations on a lot of equipment.
This obviously isn't the best example, seeing that it's a weapon rather than armor, but I've gotten similarly unimpressive loot of a similar calibur:
http://cloud.steampowered.com/ugc/59...AAF3F78C05E60/
I'm really only not at the best equipped of this particular game due to luck of the draw. And again, while I do understand the conceptual ideal behind a token system to aid in earning equipment, I've still seen numerous games which have tried it and, while it's theoretically popular among the players, has muddied down the gameplay to the point where the normal means of obtaining equipment is virtually meaningless.
Honestly, I like the idea of token systems from the perspective of a newer player or of a player having trouble reaching that next step.
However, I simply can't agree with the idea from the perspective of a player who wants the continued immersion of the game. If I can reach that pinnacle whether I "succeed" or not, so to speak (i.e. whether the loot drops or not), the game loses value inherently. It's the quirks (bugs which aren't completely bugs, such as item limits causing items to vanish off the ground) and strategies (gameplay itself) and risks (rushing out to grab items mid-wave isn't exactly the safest plan, since dying could cost the entire game) which keep me going at this game. Having the expectation to "automatically" receive upgrades every X amount of time (due to collecting tokens gradually) through any kind of sense of entitlement simply means not wanting to play the game to the fullest, and that's not something I want to stand behind. Give the baby a bottle every time it's desired and the teenager expects everything given without effort.