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#feedback

This thread is inspired by another: view original post

Edited by epichos: 7/21/2014 5:54:49 AM
6

Offer chests after defeating bosses

I know everyone has been frustrated with the bosses lack of loot drops and I completely understand. The whole point of a raid is to farm loot and possibly get a rare piece of equipment. So, I think that they should do like other MMO style games do, and put one of those chests at the end after you defeat the boss. This way, you have the opportunity to receive a random rare loot drop from the boss kill itself, and then you also get a chance at raid specific rare items from the chests. Either way, it'd be nice for the raids to have more loot to drop because otherwise, there's no point in wasting hours on end to finish with almost nothing to show for it. There's also the option of having random rare loot drop every time the boss is killed, but then have a social vote based on need or want to determine which player receives the loot. This would make each boss raid more replayable if we knew that we'd be able to get the rare loot at least at some point.

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  • Yesssssss

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  • i agree completely

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  • agree need loot drops like borderlands 1 & 2 when i think Loot that is my expectation

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  • But wouldn't this make the missions just like wow raids, meaning an endless grind until you get that piece of equipment that can only be found at random in that particular raid. Is that the experience you want in Destiny?

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    • The only thing I've been vocal negatively about this game so far has been this topic so I agree to some extent with what you're saying. I don't, however, think that you would need a chest after each boss. I would be content with just the bosses actually dropping *something* as so far as the beta has shown we get zero. As for the need/want system from WoW, that isn't necessary as each individual player receives their own drops that no one can take. I LOVE that they have completely removed the possibility of having loot ninjas by incorporating this system. I think that solves the problem better than the need/want rolls. Good remarks though.

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    • I'm glad to know that I'm not the only one who feels like the fights were a bit anti-climatic. It's like the big reward for the fight is that you can move on to the next one. I got two rewards at the end of the Strike, a piece of armor and a weapon both common quality and completely useless. Yes the strike was fun but for the same amount of time invested, I could have completed around 2 dozen open word quests and picked up several times the loot. Over-all I really enjoyed my time playing.

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