NEW loot should never be craftable… it kills the loots value beyond a pattern and just a trial version of the gun… and kills replay ability. I’ve run kingsfall maybe 10-15 times and basically have all the patterns unlocked to craft so the only reason I have left to run it is Touch or the odd triumph or challenge.
REPRISED loot should be craftable from the get go.
The last two dungeons are a master class in how to both make good and bad decisions about the loot table for an activity.
Duality was handled correctly… new weapons were rng so new drops are interesting and valuable, reprised weapons craftable and rare that touches the nostalgia but also prioritizes new loot.
Spire was handled poorly… new weapons are rng and RARE. Reprised loot is not craftable and makes up about 75% of my weapon drops so far (3 scouts, 4 sidearms, exactly 1 gl and about 4 lmg vs 30+ carbine rifles and I don’t know how man revolvers)
I literally got the exotic before I had seen at least one drop of all the other weapons and went a week where every drop on all three characters was a carbine rifle during those three looted clears trying to get the exotic.
That is bad loot weighting.
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Modificato da Ogma: Destroyer of Worlds: 1/23/2023 7:06:55 PMValue? It’s value is in how accessible it is as opposed to how useful it is? Ad opposed to how it performs? Doesn’t make sense. I value things that I want to use because they are good or fit a requirement an activity demands. Not just for the sake of having them or arbitrarily imposed rarity just for the sake of it. Loot should be a measure of skill and ability and time investment.
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