I love this game, but frankly the loot system needs work. To illustrate my point, I was playing with a lv.24 friend the other day. In one strike mission he got two legendary engrams, both from lv.6 fallen dregs before we even arrived at the mission area. That was his fourth legendary engram that day. During the actual strike mission he received nothing, not even a blue, for clearing a mission and defeating a lv.24 boss. Point is, he got better loot from two lowly dregs than from an entire match of Vanguard Tiger. When he returned to the tower he opened his four legendary engrams (with his lv.11 cryptarch), and received four lv.16 blues. He had put over sixty hours into the game and didn't have one legendary to show for it. In ten hours another one of my friends got an exotic fusion rifle from a SHANK. Wizard 77.
That's only half of this issue. Crucible rewards are at least as flawed as PvE, if not more so. How do you think I felt when I saw this scoreboard?
TriNovus333 |Kills:34|Deaths:7|
Gatelord66 |Kills:12. |Deaths:8|
(Random) |Kills:0 |Deaths:42|
The random guy who wasn't in my party was AFK for the entire game, but wasn't kicked for being idle. He must have put a rubber band on his controller's left stick, because he was only running straight in one direction. Because he was moving he wasn't kicked for being AFK, and at the end of the match he received a legendary engram while Gate and I received ~100 Glimmer. I was outraged, and reasonably so. In my opinion PvP loot should be decided based on performance and RNG, not RNG alone. The same goes for PvE. Good players can only get so far with blue in a loot based, RPG style game. Inexperienced, inactive, or even AFK players get loot that should be rewarded instead to the people that work for the loot. When a competent player wastes hours of time looking for loot, and a person in last place gets the legendary, the game is broken, and so is it's competitive nature.
Destiny: Roll to Win.
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