They could be bumped, but I don't reckon they should be guaranteed. It's sorta in the example you provided, why should an expert seasonal activity grant guaranteed adepts because GM activities do?
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To be fair, Nether scales enemy levels much higher and relies on RNG for the right boons to even the playing field, and Court of Blades escalates to around GM difficulty on top of having challenges that are as buggy/ contradictory as they are necessary to get through.
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Sure, for the nether you also have the large DR to offset reduced healing, which may benefit some classes substantially more than others (looking at you, unbreakable aspect). Maybe my perspective is skewed, but the objectives aren't a big deal once the room gets locked down. (benefits of fighting in a smaller arena, ig). All that to say; def think the rates should be bumped as even my endgame friends seem to be struggling with them, but I think rarity is a novelty in this game.
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It's why I've personally given up grinding the Nether and COB until they at least give an explanation as to why drop rates are so bad. Especially if we compare Court to Rushdown. People can argue it's because Rushdown is a limited time playlist, but even then. Why are we able to matchmake in expert Rushdown, but not expert in anything else? And why does Rushdown consistently give better loot than Court for less than 1/3 of the time/ effort? Get 13 kills in COB, IF it actually does increase the drop rates of adepts, it's more than likely an indirect increase through simply dropping more weapons, and the only actual increase to loot being materials we're already maxed on. Or do 5 kills with minimal deaths/ reasonable time and get 1 guaranteed shiny and 2 other weapons. What seems more logical? It doesn't matter how available they are, fact of the matter is, one is giving more loot of a higher quality faster at a lower difficulty and with significantly less effort needed.
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How many drops are you getting for 13?
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On average, like 3-5 enhancement cores, 2-4 weapons/ armor, and 1 ascendant shards or alloy. And while one player claims to have done 250, of which 100 were full runs, the drop rates if we go by his experience should be around 90% (specifically 89 adepts for him, no shiny adepts though) , but I'm fairly certain that's wrong. Why? Because I understand how probability works, and the chances of failing with a 90% chance of success 5 times in a row are so low you wouldn't be wrong to write it off as impossible. You're probably more likely to get struck by lightning while getting attacked by a shark than you are to fail that. And if Nether runs have similar drop rates, same issue. 10% chance of failure on the first. 1/10 of that is 1%, then 0.1,%, then 0.01%, then 0.001%. So either there is no set drop rate and it's completely random, I'm talking fluctuating random on top of the other RNG factors, for adept weapons in the nether/ COB, or drop rates are bugged and Bungie can't be bothered to come out and say we have ANOTHER weightgate problem after the last like 3 or 4 we've had.
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Editado por jhermannITJ: 3/23/2025 12:32:54 AMI'm getting 5 weapon drops for each 13 normal CoB. Not an average, every time. I haven't been keeping track of my Nether metrics, and it's a mix of explore and expert... don't really do normal. I can solo expert, though it takes me an extra 20-30mins per full run, At no time has the loot felt stingy or unfair to me. I recognized immediately that Shiny Adepts were lottery drops... Because why keep a 4 perk with wasted perks. That's compounded by adept variants. Tbh, I'm doing it wrong... A little. You actually want to limit the pool, exclude adepts and shiny adepts for the best chance at getting a perfect roll. Ideally, a 4 perk non-adept w the overflow origin trait. You can disagree with the weighting... but even if they increased it, still astronomical. Look at the GM adept complainers, they need PERFECT or bust. Those perk lines are usually shorter too. Unless they make it totally free, allowing perk line focusing... increasing adept shiny drop rates does nothing. Or barely anything to the odds metric. So, to clarify... for the best possible rolls with the best odds, it's normal CoB... it's normal or explore Nether. I'm throwing in some expert runs to play the numbers, but I know they probably won't hit. I think the loot is generous and fair. 😇👍💠
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Editado por Griever: 3/23/2025 12:48:22 AMI believe the rewards should always reflect the time/ effort spent, especially in harder activities, and when the only actual increase in rewards are materials you have nothing to use on, that's a slap to the face. Especially when they keep closing the gap between regular and adept weapons. By all means, keep adept shiny drops rare, but expert COB runs should be more rewarding than expert Rushdown. And expert Nether should at least guarantee 1 adept per full run. It doesn't feel worth it, putting in the extra effort with little to nothing to show for it. Hell, the only GM complaints I ever see on here are when it's a specific modifier like Oscillation, but before that, it was usually people saying to increase adept drop rates (before they made platinum runs guaranteed drops). Or at the very least, players should be able to increase their chances in the Nether and COB. More champion kills, challenges completed, secrets discovered, Nether Silentiums prevented, lives left, time remaining/ spent, it shouldn't be a waste of time and effort killing all 13 bosses or more efficient to just farm the first encounter for adepts. That is bad design and backwards logic plain and simple the way it works now. And they're planning to introduce 5 weapons tiers in Apollo/ Frontiers? With a grind like this, I'll happily say "no".
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Editado por jhermannITJ: 3/23/2025 1:10:17 AMYou mean a shiny adept? Or... man, took me a min... I'm slippin'. You're a pvp player? This is about the sidearm isn't it? Maybe the smg, but there are better options. You want adepts, doesn't need to be shiny... to minmax a godroll adept sidearm. Am I wrong? So, all that is about 1 weapon to use adept mods in pvp? 😇👍💠 To add: what's the differential between adept mods and the new combo mods per single stat? -4... -2 for the mod, -2 for the adept stat benefit. Overall, it's -2 right... because combo mods have +8 in another line. So essentially you NEED that extra +2 in whatever stat you want to boost? Probably range? I wish you luck. Like if you got a great, but not perfect adept... where say, range wasn't fully maxed vs. a max range normal... that would literally be better enhanced with a combo mod? You need a perfect adept. Not just an adept. You play how you want, grind how you want... I just want to show you the angles. You can achieve maximum efficacy... almost.
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I never even specified a weapon for either mode, and somehow you get "pvp player wants a god roll SMG or sidearm"? I fail to see how you reached that conclusion much less the grind being for a single weapon. And you're obviously missing the entire point. Expert Nether: highest scaling activity in the game, relies on RNG to even the playing field. Court of Blades: harder and longer than Rushdown in every way, less rewarding than it. What more needs to be said? Bungie should finally do that thing they claim they do and respect their players' time and effort. Full expert Nether runs should guarantee at least 1 adept. Full Court runs should guarantee at least 1 adept. To give little to no increase in rewards for higher difficulty activities is a slap to the face. End of discussion.
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Editado por jhermannITJ: 3/23/2025 1:24:54 AMYeah, you still told me. Because you aren't saying shiny adepts. And for PvE adepts serve little to no purpose because it's the origin trait on shinys that is the carrot. So, obviously you want to use adept mods. 😉 PvP You don't care about shinys for the multiperks or origin trait? Means you're fine with 1 perk line. PvP The fact that you did not answer any of my questions, you could of lied, btw... Bullseye The Arc Sidearm 😇👍💠 You play how you want, grind how you want... I just want to show you the angles. You can achieve maximum efficacy... almost. There's 100 points in the stat lines paired with the falloff thresholds, more constrained for shorter ranged weapons is that scaling. Each stat point equates to less range (for example) for shorter range weapons. Like sidearms. So, +2...+4 is basically nothing.
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Buddy, the reason I'm not saying shiny adepts is because at most, it'll just save a slot in your inventory or vault. Why would anyone care about a shiny AR for example if the only roll that makes sense on it revolves around using the frame the way it's supposed to be used? Why would anyone care about getting Subsistence/ Hatchling when it would make more sense to use any other strand AR if they're going for offensive perks? Or the bow and how the only rolls people will go for on the bow are Dragonfly or Archer's Tempo + Destabilizing Rounds or a damage perk. Or, the alternative as to why people might want the adept versions, because they might want stronger mods on certain weapons that might offer a little extra leeway if they got a bad barrel/ mag? Maybe like the shiny versions of the ITL weapons, they were more than likely only going for 1 roll and wanted the unique look? Maybe they like the dark green bordering on black combined with the gold? If I wanted the sidearm specifically, I'm sure I would've already gotten the god roll I wanted using the Tome. Hell, I already have one of the better rolls for the adept version. Do you know how much I've used it? Not at all.