Yes, that's what I meant. Let the GMs create the items but give the EMs a way to use them.
And I did not mean make this the only item given. For example: You would have goal items, which would be what you were trying to get for that particular event. Then you would have ultimate goal items or items that would tier as you go up to the ultimate item. So, you're essentially going to the event to try and get that item or rare and as the story line unfolds, you have more of an incentive to go to each event.
Just basically having less drop each time would give people more of an incentive. So, if the first event in a group of events dropped 50 items then the next week the main drop might only be, 25 all the way down to possibly maybe 1 or 2 items that could be different or unique.
I would say these items should go into your pack and be blessed because I would change the way the looting rights are to allow anyone who hits it the right to loot it but that's just my opinion for an event. To many times we work hard and we don't get anything and this type of system should be based on incentives and to be honest my chances already aren't that great, let alone not having looting rights even after doing what I would consider doing alot of damage.
Or killing something but not having the time to loot it due to lag or lag death.
Don't get me wrong, Events are fantastic, awesome fun and are worth just being there for the people or to have a good time but that's not going to work for everybody.
So, we have goal items and a way to reach those goals.
What I am saying is, give the EMs a way to better set up scenerios.
And remember these are events, so by making someone over powered for a short period of time, say, 20 seconds is funny or fun.
Take an empty dungeon, for example. The EM ports you in, he spawns up a beast with 200,000 hit points then he spawns up a weapon on the ground, a powerful arch bow that can do 100,000 hit points of damage. Then he spawns up a hell hound that holds a special arrow, then you take the arrow and load it into the weapon and shoot at the beast for half of its' life. Then another hell hound spawns with another arrow. So, if we put 2 people with the EM, they could work together.
Maybe the weapon could be made so that it only works against whatever the EM spawns and then the weapon could dissapear after a minute or 2, so the EM would know after a minute if his spawn was still alive, he could decide should I spawn another bow or should I spawn more arrows.
So, these type of items would aid you in finishing your quest.
Like, coming up on a door, imagine a huge iron gate and in order to open the gate somebody has to find the key and once it's unlocked, several people must click on the gate as if they're lifting it or pushing it open.
So, the EM would need the ability to place a gate and then spawn a key, possibly several and the people would need to figure out the scenerio of how to open the door.
So, after so many different scenerios are run through, the events would become more diverse and the people would learn to work together and possibly people would look more at the content, then at the goal item because there would be a piece of them that helped in someone being able to receive that ultimate goal item.
For example: They would say something like, I remember that item. I was the one who found the key to unlock the door or I was the one who shot the Mob for 200,000.
And as far as Fel, I think again, we should look at it as an Event and if a player becomes very powerful for 30 seconds and kills 10 people then they should be able to have a good time, kind of like the swords on the shard of the dead.