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由Penumbra Wolf編輯: 1/19/2023 8:08:12 PM
1

Vex and Other Raid Exotic Drops

>10 Runs

2

10 -25 Runs

2

25 - 50 Runs

1

50+ Runs

2

I'm just curious about the RNG luck some people have in getting Raid exotics. I've been chasing Vex Mythoclast for months, having over 170 clears, and still have the misfortune in not having it drop. In my opinion there needs to be a change in how end-game loot is calculated and reward players for good gameplay. I realize there are things Bungie have implemented in order to make "loot grinding" less of a headache, but I feel there are better ways of doing it. An example of this is Dungeon Triumphs. The past 2 dungeons (Duality and Spire of the Watcher) both have Triumphs that reward "Increase to exotic drop chance" at the end of each run. This is a great way to help players get the gear they want and reward players and groups for going above and beyond the normal mechanics and showing their mastery of the activity. So my question is, Why don't raids have this feature? You already have the ground work for it in dungeons and previous raids could have implemented this too. Raids, as most people know, have a challenge tied to each encounter which, in completing it, gives a bonus chest for more loot, but there is also a second challenge that most encounters have that only unlock a Triumph to progress for the title. Make these Triumphs into rewards for groups that are willing to attempt these challenges and make them "Increase exotic drop chance". Now for some unique ideas that would make raid and dungeon exotic grinds a lot more enjoyable. 1: Make raid preformance matter. How many times have you (as a player) spent hours, days, even weeks grinding for the best gear and optimizing builds only to have the player who rarely plays and gets "carried" to get the exotic and you don't? I understand that "That's how rng works," and "Luck is just a part of the game," are some excuses people use for poor rng luck, but it doesn't have to be like that. If the game would take damage to boss or mechanics completed into account, the activity could bump up the drop %, then players would feel rewarded more often for preforming better. 2: Better Bad RNG Protection. Yes, raid exotics are badass and it's always cool seeing the first players running around with then after a raid drops. However on the other end of the spectrum, players get frustrated running the same raids every week only to not get that elusive treasure. Combat this by making a progressivlly increasing % per account which allows players a more dependent way of getting the weapons. Even if you made it a 2% chance increase every week you completed the raid, after 25 clears that would be a 50% chance after 25 weeks (or 75 clears with all 3 characters)! 3: Alternate ways of acquisition. Destiny 1 had many unique ways of aquiring the raid exotics. Vog's RNG Vex Mythoclast, Crota's End Nechrocasm having you evolve a white weapon into the exotoc, King's Fall Touch of Malice exotic quest having you run the raid multiple times to build the gun, and Wrath of the Machine's Outbreak Prime being a hidden quest / community puzzle. THESE WERE AMAZING FEATURES! Not counting VoG, every Destiny 1 raid had a way to get the raid weapon that wasn't reliant on complete RNG. This is what made Destiny 1 raid exotics meaningful and unforgettable. Now in Destiny 2 you load up a raid, run it for a hour and pray to RNGesus that you get the exotic. There's no creativeness to the rewards anymore and for the people who have terrible luck, may never get that weapon. These are just a few of my thoughts and ideas for making end-game loot chasing for fun and exciting. I and many other players are in the position on missing out on content based on RNG. Some of this content was even paid for to get access to. In the end though, I do enjoy playing these raids with my clanmates and hope to one day join the Guardians who have them and help others on their journey to Legend.

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